State of Vet today?

Fair enough. Still feel that normal stealth gives most of this already, except perhaps interrogations that cannot be finished during the 8 second duration.

Didn’t see anyone else correct this so I suppose I will. Snipers don’t ignore toughness, they have a 10x modifier against toughness so they rip through it fast then what’s left of their damage is applied to health after toughness is depleted.

That said they do still then have to get through your TDR so with iron will active and especially for VoC builds toughness isn’t the worst defence against them, albeit I do think sniper resist on curios is a good idea if you focus on more toughness.

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Hmm I had wanted to mod 2 diff pings in the past but and color/marker coded self focus vs others’, but unsure if that crosses an ethical boundary.

In regards to trapper about to net someone vs. removing stacks, I’d always pick the trapper and start rebuilding stacks of focus and redirect fire, I don’t feel like you’re “wasting” the stacks. Potentially saving a teammate or even a run beats an 8 stack focus on most everything.

Yeah these new “special activation” bugs are not cool and should have been hotfixed already.

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As i said, chainsword inbuild infected dmg is trash, i don’t like to spend more times killing poxwalkers. For ther rest of armor types Chainsword is great (except crushers) but +carapace will not change that fact.

First of all, he want to use Exestance. Second - gunners are still one of the most damaging enemy type, reapers are gunners too.

If you are playing range veteran, or not aggressively - maybe debatable. I use VoC to stagger bosses and magdumping my bolter in their heads.

What if you just used VoC to refill toughness for your teammates? Or pushed enemies to revive, so it’s on CD, and gunners patrol spawned? There are shittones of situation on Maelstroms, when you used VoC, and there are gunners at the open area next, and VoC is on cooldown still.

On what damage source you want to spend your toughness anyway if not on revivng during gunners barraging you.

That’s why i said Bloodletter for, bleed deals a lot vs maniacs and unyilding. On top of that, if he want to take lasgun and chainsword, he need to take kraks anyway, as i mentioned too.

With heavy special attack, yes, and for specials light rev is enough. But then there are ragers aswell, sometimes there is no window to do a heavy shredd on them, but light.

And overall as i said, bleed is good vs any “non armored armor”.

With 2 hp curios without 1 sniper resist sniper will delete ~50% of hp. With 2hp and 1 vs sniper resist, it’s ~30% (i don’t remember numbers, but the difference is noticeable). Now do you need this everytime, cause you can spam dodge or eat sniper shots with golden toughness? No. But sometimes that can be very handy on some sniper vent condition, when you are the only one who can or care to clear x6 snipers blobs.

I mean if you constantly can clear a distant blob of snipers, epecially with fked up visibility like fog, gas and fire, without taking damage - great. For me accidental shots are happens sometimes on conditions with tones of sniper. Add here that randoms may not care to help with snipers clearing.

Because as i said - sometimes there are gunners encounter after i used my VoC to stun boss for a free head magdumping, or to push enemies off knocked teammate, or to stun crusher blob, to shove 3 poxbursters, or simply to refill toughness for teammates even if i don’t need it myself, etc. And then there will be gunners.

It’s not what i said. I said about SPRINT EFFICIENCY. What i said about stamina regen is that x2 is probably enough, atleast you can push dog/poxburster immideately after you burned all stamin on sprint with x2 stamina regen. And if you feel that you can’t travel fast enough without sprint efficiency, means you don’t use slide enough to manage stamina consumption.

Ok? Like OP will choose what works for him. For myself i can say i have 2k+ hours, and i’m being able to clear Maelstroms without being knocked, and it was so before different types of buffs they droped. With all subclasses (harder with psyker for me). So i guess i found what works for me.

No, no, no, no… That’s not how it works.

If sniper gets through toughness, it will do full health damage.

TDR/eToughness doesn’t matter unless you have so much your toughness can eat the full shot.

This is also very misleading, yellow toughness will eat the shot protecting your health even with 0 TDR.

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Heresssyyyyyyy! it should be added

As a Agripinaa Infantry Autogun Player, 4 of my breakpoints gets unlocked as i get 5 stacks of redirect fire, I can one shot all lesser ranged (non elite ranged), also require 1 less shot per Gunners.

As for melee, I can one tap many elites and specials with PS due to breakpoints.

I really need that, i will use that damage tor rescue my teammates.

This wouldn’t be a bad thread for Fatshark to pay attention to. The key problems with vet are laid out pretty clearly. The most attractive options are almost all centered around the middle path of the talent tree (VoC, krak grenades, grenade replenishment, etc.) and the keystones just aren’t that great when compared to what else is available for the same points. These days I end up playing stoneless vet more often than not.

That said, vet as a class isn’t bad or anything, it’s just that there’s typically an obviously optimal path to take. The keystones need rethinking, and the talent tree needs a bit of restructuring. For one thing, I’d love to see Fully Loaded moved somewhere more accessible. I’d also like some of the nodes from the lower part of the tree that are essentially just damage boosts to be rolled into other abilities/keystones to make the tree slightly more compact so that your points will stretch a bit further. When you get to the lower part of the tree, it always feels like the best things to take aren’t the keystones, and that needs to change.

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This is not exactly that. At least I would like that they don’t misunderstand the problem of keystones (at least in my opinion). This is not cause of other talents too strong, this is cause of the keystones themselves, that makes taking them not really interesting.
Picking one means you will have to deal with them and always have to think, at any time of the mission, to try to get bonuses from them.
I would hate that they reinforce again keystones and lower other talents. For the sake of veteran, don’t do that or I would have to delete my 2 veterans. I really HATE (and the word is chosen) these keystones and what we have cause of their introduction (several talents were nerfed by a lot cause of these keystones). The changes have impacted my gameplay by a lot.
But, if they don’t change them, they can double, triple the bonus… I don’t want to play with them. This is something that gives you an headache and that is inefficient if you don’t pay attention to them. Of course you can play naturally without thinking to them and get some bonus. However, let’s say it, then you should pick something else than these keystones. Cause if you don’t pay attention to them, they are not like other keystones… they won’t trigger naturally.

Exception: focus target that doesn’t interest me to play with. This one is not bad. Uninteresting in my opinion, but this one is not badly designed.

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I can say about bursters that with 160 toughness 215 hp it deals 100 hp dmg (50 as curse). I don’t know will be the hp damage % wise different for 2 or 3 toughness curios, or it’s still gonna be ~50% hp. What can i say from my observations, peeps not running some hp on curios dies a lot. I’ve seen good toughness heavy vets, but it was extremely rare.

my current favorite build has a single pick into the keystone that’s for swapping from melee to ranged and back

its a mostly melee build with smoke bombs just pull the gun now and then to shoot something kinda like how i play zealot

as if smallarms on vet wern’t super strong already and you guys keep daring asking for buffs?

you are really unhappy untill you can’t complete every mission with the worst builds ever

people play with those because they want a challenge, but after patch 14 they are all so balanced that they do just the same as the heavy hitters in performance

if anything ask to nerfs for recon lasguns, what they did with them is so wrong

but honestly the porblem lies with onslaught specifically

Oh darn was this changed at some point? I could have sworn I messed around in meat grinder with this stuff ages ago and that was how it worked.

Ah well thank you for the correction regardless.

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NO U

Seriously though, I’ve never had so much fun with Darktide as I have with the updated Recon lasgun. Literally my favorite thing ever in this game. :rofl:

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I think all classes are very strong now. I play them all and have none sub lv 200

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It was always like that as far as I can remember, even back at release. :person_shrugging: I think you just misremembered.

I was so confused seeing your initial comment I double checked in psyc, and it (still) works this way.

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Yellow blocks all but new flamer tank explosion aka walking barrel.

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In what build is fully loaded not accessible? Every build I run takes fully loaded considering its right next to superiority complex and precision strikes, two skill id never play vet without. Fully loaded does not for any reason need to move within the tree its perfectly fine where it is. Every build I have takes fully loaded including my infiltrate build. I dont think I’ve ever seen anyone complain about where fully loaded is in the vet tree and its nowhere near the same as where extra ammo is in the ogryn tree because that nodes actually not accessible via most ogryn builds.

Has been mentioned already but wanna add laspistol is IMO just better inf las these days and pairs nicely with Exe if you’re going for a more pre patch 13 Vet kinda vibe.

Hipfire is absurdly accurate with Exe up which allows great control over stamina usage with deadshot, though the new stamina regen node for MF already helps a lot there if you go that route.

I strongly recommend ghost on it to very easily solo every ranged mob in the game in extreme safety (which is turn frees up the gunner resist perk on your curio if you usually run that), and can be mixed with duck n dive for infinite deadshot uptime against ranged enemies, though as mentioned before new stamina recovery node for MF is more point efficient if you’re already down there.

I haven’t tested this but Ghost should also proc the new desperado blessing, which feeds you even more crit chance. MF + Exe + the heavy las pistol hits amazing one crit headshot breakpoints though the spammy Accatran is better and more reliable DPS overall.

Even has pretty good unyielding damage so you can kill Reapers very fast and contribute good boss damage to boot. I like to run kraks with it to help with crushers but you can cover that with knife, DS, or power sword if you prefer, which all benefit nicely from precision strikes and the stam regen delay node you can pick up from left tree.

Generally runs into less ammo issues than other guns too thanks to shock trooper though if you do end up handling the vast majority of ranged threat in a mission for your team (you excel at this so it does happen) you can still run low but as long as your team isn’t denying you all ammo pickups and you find at least one ammo box you shouldn’t ever run completely dry.

I think Vet generally is strong and pretty versatile in its current state. My main remaining complaint is I’d like some QoL buffs for weapon specialist and more reason to take its sub nodes, which I can almost never justify currently.

yes lets buff exa stance :slight_smile: hehehe.

^ Referring to blessing not talentIt does not, Kuli’s guides even lists the buffs (very handy). Desperado is melee only as described and it’s an always active melee passive buff. I just hopped in psykanium to double check. Laspistols do however have an innate higher crit chance, which is nice; desperado would be rather OP on ranged.