Yes, that’s the problem. That is exactly the reason why nerfing it was always going to be the easiest way for Fatshark to balance the game. If a player was already good at conserving ammo then Survivalist made it nearly impossible to run out. I was always of the opinion the game needed flying enemies if they wanted to keep Scavenger in such a state because as it was, there was little reason for the vet or their allies not to shoot every elite or special on sight with the most powerful guns.
Of course, I’m not sure if 5 seconds was the right CD yet, I haven’t played enough to tell and I’m not really opposed to them tinkering with the number in the future. Still, it was a step in the right direction and I confidently believe this was an indirect buff to certain things like guns that have high ammo capacity such as Infantry Lasguns which can even be blessed with Efficiency for more ammo sustain or Shock Trooper focused builds. I predict people will look back at this patch and say that Zealot, GunPsyker, and Ogryns (except for Gun Lugger types) were the biggest losers from the Survivalist nerf.
Yeah ok tell me how I can make the game harder for myself while a vet shoves infintie ammo up my ass. This is the crux of the issue, things that trivialize the coop experience need to be abolished. I have zero choice in the matter. If I could filter out gameplay trivializing abilities out of my matchmaking I would, yet that’s clearly not a thing
are you trying to argue that having infinite ammo was not a gigantic benefit that would trivialize missions? If it’s not myself it’s my three teammates now magdumping all game long. It’s a coop game. Things shouldn’t trivialize the game for everyone
I’m aware, and the post you’re responding to explains why you didn’t seem to think it through. The entire team getting unlimited free ammo trivializes a mission wether I make use of it personally or not
And that’s why it’s being called heavy handed in this thread. If shooting all the time on archetype variations that favour ranged trivialises the game so much, there are bigger fundamental problems in the game design somewhere that isn’t just boiled down to “less ammo for everyone”, which is a bitter bandaid at best.
I’m not sure I agree with your point. “less ammo for everyone” solves the issue of “everyone shooting all the time” pretty well. We are pretending there is more depth to this when there isn’t. People in this thread are simply lamenting that they can’t just spray as wildly anymore.
I like shooting, and now I have to shoot less and that makes it less fun for me. Why is your need for more “balance” overriding my need for fun? That is the crux of it.
Because you can go on a lower difficulty and go back to shooting more whereas I can’t go on a higher difficulty because I’m at the cap. Pretty sound logic, no? No reason other than your pride for this to not be an acceptable argument. People who don’t accept this want to play the hardest difficulty because “you just gotta!” (pride) but then can’t accept that others want the hardest difficulty to actually be hard.
But the difficulties are also whack. The other difficulties don’t have the number of enemies that come out as it does the harder difficulties. It’s not a pride or whatever thing, it’s how the difficulties are tuned currently. If there was a difficulty that had the spawn rates of the hardest difficulty but the attributes of 3 or 4, than it wouldn’t be as much of an issue.
This is such a lame argument - if the game was more fun to them before and less fun now the change was bad for them - simple as. And going down a difficulty doesn’t make it fun again.
Let’s face it: most players liking the change prefer melee and don’t want other player to shoot all game regardless wether that playstyle was how they enjoyed the game the most. So they are happy now that other players are forced to play more like they do because this is VT2 in space and if they want to shoot play CoD…
I made a thread about wanting more ammo in higher difficulties because shooting is fun as vet or ogryn and the challenge comes from the tide which forces melee from shear overwhelming numbers anyway. I play 99% melee as zealot and never touch a gun as psycher but allow me the pleasure of gun blasting if I choose.
I was ridiculed and bullied by the vocal ‘melee purist’ minority in that thread.
I’d like to see a group of 4 play an auric damnation match without ever swapping to their melee, even if ammo runs out. I bet they don’t survive, even with max ranged builds. Then I’d like them to try it with max melee builds and never switch to a gun. It’s pretty obvious they will likely survive this way. The game is already heavily favoured to melee. Stop nefing guns in a goddamn 40k tide game.
Nah, what you’ve said is wild, people can support a change to the most broken aura in the game without wanting to persecute or oppress people who liked playing with it.
It’s pretty obvious by the responses whenever someone complains about ranged, that there’s a loud chunk of the playerbase that wished this was V2 in space, with 90% melee. It’s been a major point of contention in the community since launch.
I simply believe that someone high up in game design at Fatshark envisions the game to be played exceedingly slow and methodical, yet fails to understand that becoming an unstoppable death ball blitzing through auric mael is the most satisfying thing to happen. Reminds me of getting rid of dodge dancing for stagger meta in Vermintide 2.
On the topic of the aura: I don’t mind. Just did a mael run with my plasma and one with a columnus and it was honestly fine. Instead of having infinite ammo I now have to watch it a teeny bit.
I think the only people really crying about this are ye old dopamine killfeed chasers that absolutely have to get every elite kill and refuse to melee.
I generally just swap to melee for a minute or two when I notice I’m down to 1-2 clips and keep hacking away until I find ammo or regen enough. ¯_(ツ)_/¯
Not a single soul made it a point to say this “while it was an issue” but now that it’s been “addressed”, all the supporters come crawling out of their holes saying “we’ve been saying it all along!”
Hot take: I think the entire nerf was stupid and just gets in the way of what made the class uniquely fun to pick over other classes: ammo sustain.
1% every five seconds is pretty much trash and won’t have any worthwhile effect on any of the guns except maybe a hellbore. And only then because of the crit passive that applies to lasers.