Hard disagree.
Maybe it’s not the game for you.
Weapons get better later on obviously.
Hard disagree.
Maybe it’s not the game for you.
Weapons get better later on obviously.
Try the one to the right ; fire when sprinting is awesome for a zealot ahah :
Did not it above malice though, and you run into ammo issues too ; not quite enough reserves.
Again keep in mind this is mostly Zealot experience with a bit of Vet, but I disagree with quite a few of those.
MK IV is pretty damn good, combos very well with Zealot crit build (can regen full ult almost instantly when ulting at dense groups + infinite cleave on crit blessing). Overhead heavy does suprisingly high single target damage, comfortably one head shots dogs on Heresy, surprisingly high mutant damage. Has a good light → heavy alternating combo that is all high cleave horizontal swipes. Safer/more mobile than power sword for Vet while still doing a good job of keeping trash off him.
The mobility dagger offers is not to be underestimated IMO. Doesn’t clear trash great but good heavy headshot damage on almost everything and ability to reposition very quickly and safely feels very valuable to me even on Vet.
I also think Thunder Hammer needs help, but it does have high stagger cleave and impact, plus can roll toughness gen on multi hit which makes it extremely tanky combined with its high CC. It does make you way more specialised and team reliant though, and the special attack is pretty dubious above Malice outside boss killing.
Evicerator is fantastic, chain sword is at least very quicky and has a simple non stamina consuming horde rotation (spam heavies). Not great but doesn’t feel unuseable to me by any means. Chain Axe I just don’t like but haven’t given it enough time to be fair to it.
Extremely good single target damage against every enemy type, with good mobility, and brutal momentum turns the MK V combat axe into a suprisingly effective horde destroyer, with its light attack chain being all diagonal down sweeps + a horizontal sweep. Can roll shred to give more than sufficient synergy with Zealot’s crit build.
Mixed bag, but MK V infantry and basically all the braced variants (least fond of MK IV) are just straight up good for close to mid range target deletion. MK V infantry trades DPS and ammo for way better effective range compared to the braced variants. Seriously, braced autoguns mow things down very well, and have way better ammo than the other autogun variants.
Only really disagree with the “Only like two are worth using” part. Infernus and some crit chance makes pretty much all the recon variants, as well as the MK IV infantry variant at least decent. Yeah hellbore is kinda questionable, but it wouldn’t need heavy tweaks to work as well.
Good ammo supply, good damage with the increased crit chance on continuous fire blessing, Zealot can currently give it armour pen with Ult. Not great but definitely useable on Zealot.
Can’t really comment on Ogryn/Psyker stuff, but got a mate maining Psyker that seems very keen on Force sword. AoE is already covered well by a bunch of their staffs, so a good single target weapon (that also brings ranged attack blocking) pairs pretty well there.
Agripinaa Infantry Autogun with a good Damage roll fires faster than Lasguns, carries decent amounts of Ammo and does like 140 damage per bullet. Is very accurate when fired in 1-3 round bursts and can be fired full auto if needed.
It’s a Weapon most people sleep on due to Bolters being way more flashy which instead excels at running Counterfire Sharpshooter to clear Shooter mobs - since you almost never leave Volley Fire during a Fight you need just a short 2-3 round Body Shot burst to dispatch Shooters on Heresy+ Difficulty. It obviously won’t be very effective vs Carapace Armor but it will kill everything that’s Flak Armored in just a few Body Shots.
In my opinion you ideally want to run a loadout that allows you to - not necessarily be the best - but contribute in all areas, so that you can share the load of handling different threats with your teammates more evenly. If your loadout excludes you from contributing in one area, then it needs to have very clear upsides in other areas to make up for that. Generally speaking there are three types of threats: hordes, elites (mostly armored), long range minions. I believe that you can get away with being bad in one area, if you excel in the other two. If you are bad in two or more areas we have a problem, because now you fail to contribute on too many fronts and your teammates need to singlehandedly carry certain types of loads. If you cannot be trusted to handle certain types of situations, then that influences what gameplay decisions your team can make and limits your options greatly. Flexibility is a strength.
Due to the nature of there being many long range threats on higher difficulties, being able to shoot minions at range becomes invaluable. Hence it follows that range weapons that allow you to do that have a huge upside. Picking a ranged weapon that does not allow for that means, that your loadout needs excel greatly at killing elites and hordes in order to compensate for how much time your teammates now spend carrying your load with long range enemies (which is substantial).
From what i could gather there aren’t many loadouts that excel greatly at dealing with hordes and armored elites. One reason for that is the lack of range weapons that can deal with carapace armor efficiently (Bolter being the exception here).
That leaves two archetypes of loadout:
The issue with 1) is that there aren’t many melee weapons that deal greatly with hordes and armored elites, while the problem with 2) is that except for minigun, flamethrower, purgatos and surge not many ranged fill that niche.
At the end of the day there aren’t many loadouts that actually accomplish excelling in two areas and the huge importance of being able to deal with long distance threats creates a situation, where not many weapons can reasonalbe be partnered up with one another. This leads me to my conclusion, weapons that do not do anything well in terms of damage or compensate with huge cc, just aren’t worth taking. There is literally no reason to bring along a combat knife just for the sake of mobility, if now your ranged weapon has to do everything else. Such a ranged weapon is a unicorn and doesn’t exist.
The lack of built variety is something I notice on Psyker a lot. Sure BB can deal with the occasional sniper, but it is not good at dealing with multiple ranged threats that permeate through an open area, hence your loadout still needs to do that to some extent or excel in the other two areas. There are no staves for killing armored elites, so your melee needs to do that. Psyker also relies on being able to quell decently so Force Sword is the obious pick here but an axe can also work. Which leaves us with the staff having to provide both horde damage and cc, because our melees aren’t particularly capable at creating space/separation. There is one staff that does both of those things and two that do one of those things mediocrely at best. It is obvious we lack options. Psyker specifically needs different Melee Force weapons and a ranged option for dealing with carapece armor.
Weapons need clear damage targets and every class should have options for dealing with all types of targets in both ranged and melee that can excel and complement each other. At the moment this is not possible. You either play the meta or you become a liability at range and do everything else ok-ish.