so from my observation of the enemies behavior any amount of suppression is (would) be helpfull to silence those shooters, so you can have a decent life even without psyker dome
but what happens in the reality of war is that director love to spam gunners that are immue to suppression when they shoot (always) and you are the one being suppressed all of the sudden
and yeah, it sucks, but honestly, its fair enough, i mean, you are getting shot, they are getting shot, its kinda fair to me
the thing that is affecting me the most to be honest when playing, is the bullet push when they hit your model (reapers and shotgunners especially do that), for this very reason i always run the ‘‘get back in the fight’’ talent for veteran, that makes you immune to that kind of projectile stun when your thougness goes down, so you can get out of gunner jail when pinned
it works the same way as ‘‘untill end’’ perk of the zealot, he’s got invulnerability as a bonus though
welcome to mandatory talent picking, there are many threads especially about gunners which are being spawn in several dozen at a time.
Being shot at should make your aim bad, problem is that gunners setup in seconds, there are 15 of them outside of any possible melee engagement, they do absurd amount of dmg, they are pinpoint accurate over the entire map AND they almost dont need to reload
I would be fine with supression since i play a lot of shooters and it’s kind of a staple mechanic now
What really drives me up the wall are the micro-stuns. Whoever thought of implementing that mechanic should be fired immediately and hopefully never work in the games industry again. I don’t think we’re making enough noise as a community about it. Stuns are generally a bad mechanic (first rule of good gameplay: don’t ever lose control of your player character) but in an FPS game, this is a major faux pas.
Gunner fire drives you up a wall LITERALLY. Gunner fire can push you backwards and depending on a situation you might not be able to anything about it. I was driven into a dead end few times, unable to do anything about it. Its a bad mechanic, made worse by the AI director spawnig gunners in large groups. Rippers are noticably harder to stagger also.
I don’t even mind getting suppressed as in unable to steady my aim, but denying you control over your character or denial of movement happens too often in Darktide. Gunners can be too accurate. I got sniped today by a gunner from over 50 meters.
The big thing with suppression is there are only a handful of weapons we have that actually generate any meaningful suppression and most of them are ogryn weapons (the kickback beign the undisputed king of suppression, you shoot that in the general direction of the enemy any not clipped by it and knocked over will stop shooting, even those pesky gunners that are all gut immune to suppression while shooting. The only thing it won’t suppress is reapers but that is because that is how unyielding works, though they are large enough they eat enough pellets usually to get staggered). Only other thing that comes close that isn’t an ogryn weapon is the bolter but it has such a small mag size you can’t really suppress anything with it, not to mention how inaccurate it is if you yourself are suppressed.
The shredder is decent at suppression and the braced autoguns are slightly worse than it. The Voidstrike staff actually has a really strong suppression, just in a very narrow AoE around the charged projectile, same with the plasmagun. The flamer and purge staff are decent at suppression but lack meaningful range and are far better at just staggering things which is better anyway.
Gunner accuracy was never a problem, until they let the AI director spawn elites, then suddenly you almost always are facing 3-5, sometimes as many as 8 at once from multiple angles. The yare perfectly accurate up to 25-30m and only lose about 25% accuracy from 30m to about 50m which is BS.
To be fair theres already a lot that does this.
Trappers
Pod hounds
Mutants
Chaos spawn
Beast of nurgle
Daemon host
Activating some objectives
Grabbing medicae
Etc.
It does force me to melee more sometimes which is fine, but I’m salty I got backstabbed by a gunner. Couldn’t dodge, couldn’t slide so I tried shooting and even though my crosshair was right on him I got dropped after all my shots wizzed off into nothing.
I guess in retrospect I’m probably more mad about being locked in place since I wouldn’t have had to deal with the game ignoring my aim if I could have just slid up to the gunner and kicked him in the d**khole.
800 hours between Heresy and Damnation, at least 200 of that is on Zealot.
I have NEVER thought suppression is ruining my gameplay.
Skill issue.
Fair enough. I’m new to Zealot so I was taken aback by this very niche situation. Had FotF on CD and that would have solved everything, but I was too low level to even have the talents for CDR.
Just never had to deal with that specific scenario on any other class. Veteran has suppression immunity obviously, Psyker is pysker and assail kills shooter packs for free + you can dome, ogryn uses kickback which like the plasma gun is seemingly immune to the suppression in the first place.
I also could have run throwing knives.
Still don’t see what suppression adds to the game even if you are correct. Ditto to all the mini stuns, and all other input denying mechanics.
Is the stun from getting shot actually part of “suppression”? I always thought suppression (as it affects players) was just the sway you get on your ranged weapon when you’re being shot at? As with most other things in this game, you have to watch 100 hours of droning youtube videos to learn every aspect of it, so I just play it by intuition.
I don’t mind the weapon sway. It adds a sort of cinematic quality to firefights and gives me a reason not to just facetank everything with toughness when I’m playing an ADS-gun-focused build.
Suppression is a bad mechanic because it affects very few enemies in the game:
Groaners
Shooters
Stalkers
Gunners
Shotgunners
I swear you used to be able to suppress Bruisers (the Scab and Dreg melee guys), but it seems they’re immune to suppression now.
Suppression can be instantaneously cancelled out by the enemies the moment they are no longer receiving suppression. Suppression requires you to continuously fire your weapon. Ranged enemies seem to have temporary immunity or greatly increased resistance to suppression while firing their weapons. Any damage received by a suppressed enemy instantaneously removes suppression.
Did you know that there are internal cooldowns on enemies that give them temporary but total suppression immunity the moment they lose suppression? That’s why Gunners ignore suppression sometimes.
It is not a present feature and it is not a feature that can be utilized well. All we get is an incredibly niche aura on ogryn and +25% suppression (+75% for Vet) when we don’t really have a metric for how much of a difference that actually makes on what little enemies it can affect.