That’s…fine. I don’t see where that’s a problem. A Plasma Vet’s job is to clear those targets quickly and efficiently for the team. While the Vet is blasting the Crushers or Maulers, I can go to town on the Shotgunners or engage the other group coming in from another side. I’m going to keep the lesser enemies and hordes clear for the team (Voidstrike with Transfer Peril and Warp Flurry means I can essentially infini-spam blasts into large groups or static targets, blapping a grouped up horde can take me from critical to zero perils), and am going to have a trivial time with things like Hound packs that the PG Vet is going to generally be much less capable against.
Between Inner Tranquility, Shriek, Transfer Perils on the staff, and Mind in Motion, I’ve got way less downtime than the Vet who’s going to have long reloads and spend a few seconds venting after every couple big volleys. EDIT: I’m also never going to be competing for resource pickups or be out of ammo.
Rotating through all classes, I’ve yet to sit there and go “dude, my Pysker just cannot keep up with my Veteran”, but I have definitely felt that way about the Veteran relative to other classes with the first couple rework patches. My Psyker has a higher mission success rate all told than my Vet does, though my highest mission win-rate build is my practically zero-damage Ogryn tank-build, and my absolute worst is Zealot as a whole.
Hrm, again, as someone who plays all 4 classes, and more Psyker time/true levels than Vet time/true levels, I don’t feel this at all. The vet tree’s a mess, there’s a reason it needed a 3.0 and 4.0 reboot after Patch 13, and Fatshark straight up came out and said they scrapped their concept and released an unfinished tree for that patch to begin with.
I feel like I’ve got a lot more flexibility on most other classes, especially before the last update where even reaching a Keystone on any of the Vet trees took 3-4 more talent points than any other class did.
The whole thing feels like it was designed by someone making something for a TTRPG, not a first person shooter. The keystones are probably the best examples of this, they’re the most fiddly ones to get use out of, and probably have the least overall value. Marksman’s Focus requires both immobility and weakspot hits to both empower and to get use out of, if I’m moving or not landing headshots, it doesn’t do anything. Focus Target wants to you spam-tag everything constantly. Weapon Specialist really wants you to artificially swap weapons in weird inorganic ways to maximize its utility. A lot of these are things that are great functionality in a TTRPG, but feel really hamfisted and inorganic in fast paced survival horde shooter that actively discourages and punishes static gameplay.
Let’s compared that to the Pysker keystones. Warp Siphon just works, I can literally do nothing and have my teammates proc it, and impacts literally everything I do, it enhances every bit of damage, and reduces perils generation from any source. Empowered Psionics generates quickly just from killing stuff, and can be held for exactly the target you want, and when faced with walls of elites can practically infini-spam abilities. Disrupt Destiny I feel is the only terrible one, and suffers I think from the same TTRPG mindset the Veteran ones do.
Again, I don’t even run a Keystone on most Vet builds, but can’t imagine doing so on any other class. I’m not really sure what else needs to be said beyond that as far as the tree being wonky.
So your problem seems to be with the fundamental concept of the entire class a gear-focused ranged specialist? I’m not sure what to say if that’s the issue.