Suggestion: swappable set-ups during missions

First of all the suggestion: let us create at least one alternative gear&feats set up that we can swap to even during missions to adjust to our team’s composition.
In this game specialization, role fullfillment and gear balance are very important and very intertwined, so I think it is vital to be able to swap set ups to adapt to the team needs.
Even a great build can be terrible in the wrong contest.

Now the legthier explanation and thought process :>

So, been playing for some more than a 100 hours as of now, and I have noticed a recurring problem.

Sometimes random teams have good players but the worst assortment of weapons possible, which translates into the worst role distribution.

I just ran a low intensity heresy with two zealots, one veteran and a psyker (me).

I had purgatus on (my fav and the only weapon I feel was tailored to have interesting synergies with the psyker feats) so I could have taken care of crowd control as I almost always do.
One of the zealots had a flame-thrower though. Bit of over-lap, it’s fine: hordes will just be melted away.
But then both the other zealot and the vet had bloters.
So we basically had way too much crowd control and long range options that are slow and anti-boss/specials and nobody to deal effectively with scattered ranged enemies that are in every effing corner from heresy up.

What came of it was that I had to hide most of the time because I was getting picked off too often by ranged and had to rely heavily on Brain Burst which means that in heresy means I was barely usefull at all. Had I had the chance I would have swapped to a Surge staff changing just one feat so that at least I could help my team-mates dealing with specials and armoured more smoothly.
In the same way I’d have like the veteran to swap his heavy bolter for one of those faster, snappier long range options (don’t know the names cause I’ve never played vet) so that he could get rid of those damned ranged and allow everybody to do their job more efficiently.

If we both had had at least one alternative set up to switch to during the mission that run would have been so much smoother, and so many of the runs that end up failing (I play only with randos and that happens A LOT) might have been successful.

I just started playing Vermin Tide 2 (WHILE WE WAIT FOR FS TO FINISH THE GAME >:( ) and I’m by no means an expert, but I can already se how much more easily I could tailor a very effective all-round build in that game. Then it’s just a matter of fulfilling the role that best suits the class/career.
In DT this seems to be much less the case. The gear you have on drastically changes how you play your class, and that can drastically change your role despite of your class inclination. Psyker can be a specials-tazing machine or a horde-charring flame-spitter and those are two very different roles from the same class.

So to reiterate I think is kinda necessary to be able to allow for gear adaptability during missions.

I would kinda love being able to swap my ranged weapon during missions by holding tab and then faff around some with the cursor, à-la VT2. This way you wouldn’t be able to ‘hotswap’ weapons during fights.

But honestly, the chances of FS implementing this are close to none, I think.

We’re probably better off asking for weapons to be displayed during mission preparation so Psykers don’t have to ask every Zealot if they have a flamethrower, so the team isn’t just 3 flamethrowers and 1 struggling Veteran.

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I would agree to be able to have a small weapon and a rifle + melee wepon.

By small weapon I mean revolver, combat blade, tactical axe, SMG etc.

But swapping weapons… no

Two Bolters on low intensity wasn’t enough ranged firepower? Sounds like that setup should have been fine.

Having to adapt to unexpected situations is the only thing that keeps games like this fresh, people being able to change loadouts during mission would lessen one factor to this, imo

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It wasn’t: the normal ranged guys were too many and too scattered and it took too long for the squad to pick them off, resulting in a less than optimal global synergy.
The run was successful, it was just much less fun than I’d have liked and it gave the inspiration to write about a problem I’ve had in other more challenging runs.

We’re probably better off asking for weapons to be displayed during mission preparation so Psykers don’t have to ask every Zealot if they have a flamethrower, so the team isn’t just 3 flamethrowers and 1 struggling Veteran.

This make a lot of sense actually. It’s just that half the time you’re thrown in a mission without even seeing who’s in the squad with you so the problem would be only partially solved but hey. Better than nothing I guess!