Survivalist as a forced talent

Give vet a new coherency talent and make survivalist similar to until death for zealot

  • Yes
  • No
  • Results!
0 voters

it would solve being shoehorned into the one obviously way better aura, but it wouldn’t really solve how it negatively affects ammo economy balance across the board.

so it’d be a good change but i think survivalist inherently causes balancing problems

Ammo economy is mostly a high havoc mechanic so I’m not sure how much they want to make decisions for a relatively small amount of players

This was the argument that I presented. Auric games have alot of ammo PERIOD. And the game should stay balanced around Auric, not Havoc 40.

it shouldn’t be, ammo economy is a great core mechanic of the genre and should be relevant everywhere except maybe starter difficulties. ammo scarcity adds to the game

They should just remove survivalist entirely, replace it with a 20% crit damage aura or something, and replace a talent somewhere in the middle of the tree with “survivalist, but it only applies to the Vet specifically”.

But then it has to include Psyker’s as well because IMO they should not have access to infinite ammo when not even Sienna cast spells indefinetly.

Yes she does ?

Honestly remove Survivalist, instead have it be something personal, or something working like Bardin’ Ranger Veteran passive (on elite/Special kill get an ammo sack, maybe have monsters drop Grenade boxes.

Honestly, at least Focus Target should have 6 marks by default and killing enemies at max marks should refund the team some ammo (more for Ogryns and bosses)

RANGER VET MENTIONED, BREAK OUT THE BUGMAN’S DAWI :flexed_biceps: :face_with_steam_from_nose: :beer_mug:

Petition to give Survivalist a node that turns it into Drunken Brawler in space starts here.

Think about it, with travel into and around the Moebian Domain so buggered at the minute, where else is Lady Alice getting Masozi’s Brandy? The trappers do giggle a lot… :thinking: :light_bulb:

In the Carnival missions we do move through a Brewery/Distillery

Aside from the ranger veteran, throwing axes, briar javelin, moonfire bow, conservative shooter, and scrounger. The only time I ever considered ammo economy was on mercenary, footknight, witch hunter captain, and outcast engineer.

I’ve heard a lot of great ideas for the replacement, like “20% weak spot damage” which fits well with the sharpshooter idea, “7.5% rending” or “5% chance on shot to not consume ammo” although this aura kind of conflicts personally with the laser crit talent of not consuming ammo

If we fully commit to the idea and implement ammo replenishment options in talent trees then Survivalist can read something like “Increases ammo replenishment by x%”. Then we can preserve the idea of Survivalist being a tool that helps groups with ammo management, but in a way that isn’t game altering as it just enhances whatever base option they are using.

IMO, each class should have a few different ammo conservation and replenishment options sprinkled around their tree. Melee builds should have ways to replenish ammo through melee gameplay but it should be fairly slow to the point that melee builds have to be pretty conservative with where they are spending ammo.

All ranged builds should have ammo replenishment that operates around a conservation/burn/replenish cycle. IE typical gameplay would involve trying to be conservative and optimal with ammo expenditure and only use ammo as fast as you are regaining it. The goal of which is to have enough reserve ammo that you can then dump when you need damage now in a burn phase. Afterwards you would need to be focusing on actively replenishing your reserves which creates times of vulnerability that others in the group will have to cover.

Actual mechanics could vary to different degrees based on class. For instance Ogryn Gunlugger might have more access to burn phases by having free ammo during his ability, but might have weaker than average replenishment.

Overall, I really wish that Fatshark was a bit more creative with the base gameplay. There’s so many holes I think in the basic combat design and balance that has allowed combat to become too spammy and simplistic and there’s a real lack of need of real group tactics or synergy outside of Havoc (which I dislike the implementation of for other reasons).

Absolutely not. Ammo economy should actually matter. If anything, we should be removing ammo gen talents from classes. For example, Burst Limiter Override should be “martyrdom, but for ammo”, where you get stacking damage buffs for spending ammo.

There are only two classes that should have ammo regen: Veteran and specifically Ranged Hive Scum builds.

Survivalist needs to be made a talent (or even an innate passive, I don’t mind that at all) of the Veteran that applies to only the Veteran. It can still be triggered by allies in coherency killing elites or specials, but only the Vet should get ammo from the proc. Vet can also keep the lasgun free crits talent as well, that thing is probably fine.

And Pickpocket should be a) moved to be part of the Vulture’s Mark keystone (possibly as part of the base keystone rather than a subnode, not 100% sure on that), and b) reworked so that instead of generating ammo on melee elite kill, you get a much smaller amount of ammo on any Close Range elite kill (meaning you can use a gun) and you can also go into negative ammo reserves. Meaning once you hit 0 reserves, you can still reload but now you have, say, -25/300 in your ammo reserves, and every, say, 10% of your total reserves you have negative, you get a -10% Ranged Strength debuff, up to a maximum of -50%. You can then just pick up ammo and/or kill elites and specials to generate enough ammo to get out of the negatives to reduce/remove the debuff and be back to dealing full damage.

Only if you’re Pyromancer with Bonded Flame IME. Every other class has to melee at some point to get the THP needed for venting.

scarcity of anything by definition removes possibilities

That still mean “infinite ammo”, even if it is tied to heat or peril.

this is a useless platitude. compelling gameplay isn’t about possibilities, otherwise the best way to enjoy a game without scarcity of anything and without limitations is solo mode + god mode mod where you can do anything, so many possibilities

As long as Survivalist is not baseline the other aura choices are non existent. You need ammo to shoot stuff. Survivalist gives you ammo for shooting stuff.