Just to clarify things, I use revolver on the zealot, where the bolter comparison falls short.
For how I play zealot, using a bolter is out of the question, takes too long to ready to be able to maintain your frontline position.
The strongest point of the revolver is the swap speed, the penetration and the stagger, being able to countersnipe is just a plus. You can knock the trapper coming for you in the middle of a horde, THROUGH the entire horde with a single shot, potentially even killing him with a crit.
But regardless whether you think reload is fine or not, if your goal is to frontline on a HI STG or a harder mealstrom, it is not. You have to hide in the back for too long once you emptied out all your chambers, exposing your pug vets to all kind of nasty possibilites, and we canāt have that, gotta protect them at all cost.
I did not compare revolver to shotguns on purpose either, revolver is just a superior shotgun, period. Apart from the fire shotgunās niche of 2 shotting reapers and bulwarks thru shield, they are in a very bad position, but that should be a topic for another thread.
I repeat, this is all being told from the perspective of a zealot, veterans can make any gun work, that is their thing. But for the rest of us, revolver is not quite there, it is close, but still falls short just a tad.
I will make it shortā¦
I disagree about what you said cause:
revolver is not a better shotgun. Shotguns outclass it (I started by playing revolver and now I have shotguns with my zealot⦠and now my vet). Agri is greatest sniper weapon, Kantrael is greatest melee quickswap weapon. However, revolver has advantages (you run faster, piercing bullets)
Boltgun long switch time is not really a problem
Tbh, I donāt see if they could implement a speedloader as it would make veteran to reload in no time (if you pick both feats that affect the reload, you can reload really fast).
But what is sure is⦠there is a problem with the revolver. Or, we would see more players using it.
I am a Revolver Veteran since forever and I really would love to see them come up with some improvements to the Revolver.
The damage buff that we got helps, but for me personally, not being able to reload while running, makes Revolver feel rather clunky.
I also really dislike those situations where you either get āghost hit regsā or when you hit a Flamer or a Trapper in the head with your last bullet, but the shot only knocks them over, not killing them and you desperately try to load a bullet to finish them off while they crawl to their feet.
If I were in that situation I would put only one bullet into the gun because that is all I need instead of having to empty every chamber and start over.
Revolver have this weird thing that your character want to keep reloading after loading the first bullet, the weird part being; that you have to spam shoot to cancel the continued reload and that has a delay.
Wether the Revolver is ārealisticā in its use doesnāt matter much here because we are talking about viability and not realism.
Also we are in 40k, why wouldnāt there be either speeeloaders, larger clips or ways to reload on the run?
I will always play revolver, but I would like to see some improvements.
Let me reload while running and we are almost there.
@Ralendil I really dislike the shotguns, they sound like the plastic toy guns I had as a kid and look ugly to boot.
If I blast someone point blank with a shotgun in a video game then I expect my target to get splattered all over the room.
I totally agree here⦠especially when you use the weapon that has only 5 bullets
It couldā¦
However, I fear that it would increase too much the reload speed for veteran⦠actually it is already super fast with the right perks⦠with a speedloader it would be like an SMGā¦
And as revolver has few ammos (an other problem of this weapon), it would increase this problem.
thatās your feeling and thatās fine.
However, the shotguns are, in my opinion, really more efficient
This what happens quite often with a veteran, a shotgun and a gun and template aimed at critics.
I wanted to⦠as a zealot⦠and I tried shotgun to complete a veteran penance.
Then, revolver appeared as not disappointing⦠but really bad.
However, I understand your feeling⦠I loved when I played with my revolver⦠until I realize that this weapon is outclassed by the other ones.
Honestly pretty on board with that idea for side arm type weapons, itād make sense to me on laspistol too. Also fair point about the delay between loading a single bullet then shooting, smoothing that out would be nice.
I replayed the revolver just yesterday with zealot as well.
I think you are on the right track.
It seems to be a more versatile bolter. Less damage, but more flexiblity.
It could just use a little bit more ammo and maybe the reload should be buffed.
I donāt think the comparison to the shotgun works well. Different animal & allā¦
Tbf, it is pretty much a master of everything except quick reloads and short draw times.
But both of these shortcomings can be fixed by the top row lvl 30 feat of veterans.
(I just noticed i responded to a 2day old post, my bad. This is where the thread opened for me and i didnāt pay attention to the time of the post being made, or the number of posts having been made since.)
You can delete quite a large amount of trashmobs with the boltgun, thanks to good base cleave and the bonus penetration from pinning fire.
It has pinpoint accuracy on single shots and no damage drop off over range, with enough damage to 1 shot a sniper without any perks, blessings, feats or other bonuses.
It can 1 shot all shooters (even two of them with a single shot, and it can shoot through thin cover iirc) by default and if you quickly exit and re-enter the āaimed stateā before each shot, you do not have to deal with weapon sway or recoil.
With vet ult, and a few PF stacks, it can 1 shot all human specials and elites (except maulers, they are 2 shot).
It can deal massive boss damage even without pinning fire being stacked.
It can delete 2+ ogryn elites with a single mag, without ult and without stacking PF first.
With vet ult and instant reload lvl 30 feat, you can spam out two mags to kill 5+ ogryn elites within a few seconds, with them being staggered the whole time.
The only thing that it does not absolutely shine at, is actual melee combat, but it is a ranged weapon after all.
Honestly, I consider this a waste of ammo.
Doesnāt mean that you are wrong, just that I just donāt like to do that unless nessecary.
Therfor Iām not sure how many of a hugh mob you can actually kill with a full salvo.
However⦠you made me curious. Iām going to test that out quit soonā¦
Yeah, but I wasnāt talking about the damage output.
Pinpoint, if you mange to line up the shot & the sniper is not in some weird far away fackup spot.
I still dream of scopesā¦
But as I said. It might be a ME problem.
Yeah, I noticed.
Once again Iām not talking about damage, Iām talking about handling āas intendedāā¦
Iām just out of too much micro, like skip animations and such.
At some point it starts to stop being fun & gets into āsportsā territory and I donāt like sports!
I donāt know, why you tell me THAT.
You know (or maybe not) I spend 800+ hours in the game.
Many of those with the Bolter.
True, it needs a bajonet & an underslung flamethrower too!
Excessive shooting of trashmobs is a waste of ammo with probably all guns and i consider it something that is mostly done by trash players (unless it is done in a situation of ammo being abundant).
But although not very efficient, the bolter is very effective at shooting hordes (just do not full auto the whole mag at once, or you will miss a bunch).
Do not actually use the iron sights to aim.
Use the dot from the HUD crosshair to aim and then āquickscopeā with it.
If you use it this way, aiming becomes very easy and as i described, you do not have to deal with recoil, sway or the obstructive sight picture.
It basically eliminates everything that would otherwise make bolter sniping difficult.
I told you that, because i was listing all the things that make the bolter incredibly strong in order to show that it is a master at pretty much everything.
Independent of what you personally know about this gun, this is one of the things that it excels at, so i listed it.
With keeping that the Rev has 2 missing variants in the files, the changes iād like to see:
While weapon where the Mk after a weapon isnāt the same donāt share blessing, I think here it still should (and for the Staves certain of them should too)
Zarona Mk IIa āQuickdrawā Stub Revolver
Increase Ammo count by 20-30%
Change special action (Currently hilt strike) to Quickdraw/Fanning (I know that the type of Pistol doesnāt work with Fanning, except if the cocking mechanism is blocked while fanning iirc)
ā While Holding special, the player will start aiming while holding itās hand over the pistol (See picture 1)
ā Pressing action 1 will then shoot every rounds remaining in the revolver rapidly
ā Releasing special before all shots are out will stop the fanning
Gain a Speed Loader when fully empty
Zarona Mk IVb āTwin Fireā Stub Revolver
Get 130% of ammo that the Quickdraw does (after it has been increased)
Act as 2 Revolver paired together, both with 5 rounds
ā Shooting will use the Revolver with the Highest ammo (If both have the same amount of rounds it will use the right before the left)
Lose āReload Speedā, but gain Stopping Power
Has lower stability than the Quickfire
Lose ADS, but gain Braced instead
Special: Twin Fire fire both pistols at once, whether they are braced or not (Hipfire is less stable)
Gain a Speed Loader when fully empty
Zarona Mk X āEqualizerā Stub Revolver
Get 150% of ammo that the Quickdraw does (after it has been increased)
Act as a much lighter pistol in itās normal mode
Lose Penetration in exchange of Collateral
Has higher reload Speed
Special: Man Stopper Round Special action load a Man Stopper round inside the cylinder, can be used repeatedly to load multiple rounds at once
ā Man stopper Rounds: Increase penetration against armour