you must be a god, i have 17% hit chanche in general with bolt pistol
As I said, for this I had to pay attention too much at making headshots.
But with the mod that permits to change the FOV, il can clearly increase the rate of the headshots. However, it also make harder to use it in close range if you reduce the FOV.
But from ALL the games I did, Bolt pistol is clearly weak. A revolver is:
- more precise
- do better damages
- land critics easily
- cleave better
- is faster to unholster it
- 5 bullets that one shot vs 8 where you need 2 shots, the first win
- has rending blessing (handcanon)
Bolt pistol cannot compete or even be interesting. Even without considering Op weapons, a lot of other options are far better than this gun. Headshot need a fix… I really suspect that it is the explosion the problem.
EDIT: Bolt pistol would need also a buff and that zorona revolver is also balanced…
The difference is in scale, not power. Marine Bolters are larger and sturdier to accomodate their greater size and infinitely superior strength; they’d probably crush a Godwyn-De’az by accident. However, they all fire .75 calibre bolts, whilst the Heavy Bolter shoots 1.00 calibre.
As the human sized Bolters do have shorter barrels, that initial priming charge could possibly give more felt recoil as it punches out of the muzzle sooner before the bolt carries on under its own power.
On to the topic, I’m enjoying the Shock Mauls. To me they’re fun and I think the way the game handles the shock activation is what the Power Swords should have had off the bat, but that’s just my opinion. I’ve seen a lot of Ogryn’s wielding the hilariously huge Pick Axe and they all seem to have a good time with it, so I presume its pretty handy.
As for the Bolt Pistol? I’ve tried it and shelved it. I’d rather have the full size Bolter or a Stub Revolver, frankly, or another weapon. Its not bad, its just not great. The silly little magazine flip and catch on each reload is tiresome. Just reload it. No fancy tricks, just shove that new mag in.
seriously, the psykanium should come with monster spawner and loadout config. so players can set up whatever weapon traits they want and see how they work against whatever active enemy. it’s for testing purposes only, so wtf, no one takes those weapons to the missions.
So far tested the double barrel on zealot and it might have just been a case of a bad roll but it felt kinda underwhelming vs the existing shotguns.
I feel like if I barrel stuff a trapper and land all pellets on a headshot the trapper shouldn’t really exist anymore. More than anything I really felt like I wanted the extra engagement range plus the extra ammo back as the extra damage didn’t feel supper worth it on T4+.
Maybe post crafting changes I can make a better one but I’m also not incentivized to experiment right now.
Skullcrusher and High Voltage seem the way to go on Indagnatus Shock Maul.
FWIW for some weapons, maybe this one too, I think you’re better off doing the alternating heavy light combos even though it may seem counter-intuitive, you want that second swing to come out faster and stagger/hit mobs.
The Karsolas “light” pick at least has a nice billhook special with a followup overhead (L or H).
Interestingly you can have both headtaker and slaughterer on the picks, but I wonder if giving up slaughter for confident strike is not better overall…
How would you compare it to the Rashad axe? I’ve been using the axe for so long it would be nice to switch for a bit
That’s a total different gameplay. Here you rely on stunning enemies and bashing waves of horde. The special is great against one enemy (and a bad idea when things go bad).
Yeah the new shotgun is just an ever so slightly better Kantrael in 5m. I know people have observed the damage drop being 8m but that is somehow already unreliable for the spread/pellet confirm of the 2nd shot. Its basically just ‘shoot the hitmass in point blank: the gun’. Something Kantrael does way better with man stopper. Sad!
Also you can cancel the shockmaul special just like the chain weapons. It has no problems vs the ogryns, if you are in danger go for a tase and dodge out, its these buffed ragers. They are almost worth running falter for, but they can still stagger you on a hit trade. Just shoot them.
All in after about a week Ogryn picks are the winners here, at least for being fun. Shock mauls I bump down to 2nd place. Hopefully bolt pistol and hacker are already on the ‘please cook’ list.
Or lower the damage per shot and the penetration while increasing the rate of fire and adding enough stagger to put anything short of an orgyn on their back if even 2 shots connect. Then again I’m pretty sure that most of ObeseTubaFish’s staff A) lack any real creativity and B) have no actual interest in 40k beyond “looks cool in the artwork”.
pickaxe (I’m using the karsolas) is awesome. Love the billhook pull into heavy or light overhead that chains into another light overhead.
Shock mauls are nice, love that they open up bullwarks with their special attack and I’m liking their speed and sound design.
Bolt pistol, now I was mostly looking forward to this one and I tried really hard to like it. Blew a bunch of plasteel trying to craft a few nice ones with different setups. But they all suck. Absolutely hate what the recoil does to your camera position: when the gun starts recoiling upwards, you aim downwards to compensate, but then the gun goes down again when you stop firing and now you’re looking at the floor for some reason…
I felt like I was throwing dice to do a hit check if the enemy was more than 10m away from me too. All in all just a badly balanced gun, no niche for it imo.
Ogryns won this patch most definitely!
Engagement metrics and player retention schemes.
Say you could test every weapon in every possible configuration before commiting to a specific type. That would result in you running fewer total missions to get the weapon you want. Fewer missions run means possibly less time played total but certainly less time spent doing the conditions and maps you don’t like. In a well designed game with a healthy player count this is not a huge issue; there are enough players who enjoy different things that all of the content is in regular use. If the population is dangerously low though it becomes a major issue. Because content unused is man-hours and thus money wasted. And very little gets a studio’s backers asking uncomfortable questions as easily as the thought of their money being wasted.
So it’s in the developers and managements best short-term interest that they make you grind as many maps as possible before deciding that X weapon type isn’t for you. Same reason why descriptions are so badly written and nothing is actually explained. The longer it takes you to find out which gear & builds actually work as advertised before starting to work on your choices the more often someone in some office in Stockholm can make the pitch that things in Darktide are fine and its just a few malcontents stirring up dissent.
Obviously it could never be that the entire company above the janitor level is a rotted corpse that moves more by inertia and habit than actual life. Nope, never that.
High Voltage is far too situational to be useful on either Shockmaul. Idk about Indi, but on the Agni Skullcrusher and Hammerblow is very good (that’s what I was running for that game yesterday). I know most people balk at impact blessings, but Hammerblow let’s you stagger anything: including groups of the new Dreg Ragers.
Alternatively, Thrust and Opportunist are also good and better than High Voltage imo.
Many Ogryn weapons this is the case. The light in between heavies provides faster stagger and some damage, and even if you tank a hit inbetween swings your followup heavy will just give you all your toughness back. Every Pickaxe works this way, technically Karsolas you can repeat heavies but the underhand diagonal is a very icky attack that isn’t consistent with headshots so I just heavy light.
I run Headtaker and Thurst and I think that’s the best blessing combo. Thrust can be helpful on the pull into over head heavies, or just heavies in general. Headtaker so you can start horde clearing faster and so you get power up when fighting groups of melee elites. I think that is the best for all 3 picks.
The Branx is my favorite of the 3, because it has the best single target combo of just Heavy light compared to having to weave either the pull or push attack of the other 2 picks as well as being the highest damage. The long hang time on heavy 2 isn’t great but once you get used to it isn’t a huge problem.
High Voltage is a straight up percetange damage buff to the Shock Maul. Regular attacks apply Electrocute to everything, bigger enemies do need more than one hit though. The special applies Shock.
thanks, i can see the (weird) logic behind this.
such designs ignore the fact that you can’t make a game today like in the 90s where players would treasure notes scribbled from some magazine like it was secret knowledge.
today someone discovers a bug / exploit / meta and it’s minutes later for everyone on the internet.
also, players have much more of a choice. if they don’t get what they want in time, they’ll just leave for greener pastures. keeping them “engaged” only works for so long. player numbers show that.
Bolt pistol: A great crowd control weapon if you get overwhelmed in Melee. I wish that the bleed on hit would apply to the explosion for a ranged bleed bomb.
Picks: Absolutely fantastic
Shock Maul: Absolutely destroys the captain bosses shields. Also, great stun tool for big things.
Shotgun: Can be more reliable than my DS4 for consistent damage.
^ this, @dragomusic go test it in the grinder with the debuff indicator mod and with and without the blessing.
vs High Volt
P.S. Pretty sure this works with Psyker lightnings and Zealot Stun nades electrocute too, it doesn’t seem to matter that it’s 0 so long as there’s an electrocuted keyword buff (debuff) present wich both those apply. You can see this in code and in debuffs too.
local is_target_electrocuted = target_buff_extension and target_buff_extension:has_keyword(keywords.electrocuted)
local damage_vs_electrocuted_stat_buff = (is_target_electrocuted and attacker_stat_buffs.damage_vs_electrocuted or 1) - 1
Even so, I’d still take the other blessings over it. Far more consistent and reliable than a random chance.
It’s not random. Every hit applies Electrocute. However, Maulers and Ogyrns take more than one. Maulers need two and I can’t remember how many Ogyrns need.