The amount of stagger/stun/knockback from ranged attack is too oppressive

I think it applies to all the classes but its most notable to me on zealot, though I have yet to play ogryn. On zealot I feel like the class designed to close the distance and force ranged enemies into melee and then get out. However, as soon as I exit cover (if there was any) and try and charge a group the range enemies hit me with seemingly 100% accuracy and I make it a a meter or two staring at the enemies with their range weapons still out and half my health gone. Now I get that I could just bring a lasgun and hide behind cover and pop off the ranged enemies, but then I’m just playing veteran with worse feats. Shouldn’t I be able to dodge or something to have the enemy lose their targeting on me even for a second or two? There just doesn’t seem like there’s any other counterplay options other than be veteran, hide if there is cover, die if there isn’t.

Maybe I’m wrong but if I had to guess the zealot was designed without some game mechanics implemented and the game changed without the class changing and now the thread is lost on the purpose of the class. I get the same feeling when playing the psyker.

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It seems sprinting is designed to avoid ranged attacks but I can’t reliably get at many ranged enemies when I need to melee them without sprinting head-on, which does NOT actually stop ranged attacks. You have to sprint away from them

Suggestion: I think this isn’t just a problem for Zealot. Since sprinting is so limited, why not allow sprinting with stamina to make the player immune to ranged attacks? It shouldn’t break balance to have it deflect all ranged attacks the same way blocking in melee requires stamina to deflect melee attacks.

Indeed, I think it applies to all the classes. You can sprint laterally to the enemies line of sight as well but as you say it doesn’t really help to engage since you, at some point, need to face the enemy to get closer.

I like your suggestion it seems like a fair trade off.

have you tried to slide while sprinting and shorten the distance to the opponent?

I have some hours on Zealot and know most of the tricks. I even throw in a side dodge at the end to sweeten the deal. Depending on the number+distance of ranged enemies sliding+dodging is a dice roll at best.

However, I think the best argument against ranged stagger is the fact that it feels SO AWFUL. I have never played another shooter that slows you this bad when you get shot and I hope I never will. Make the bullets more damaging if you have to, but the fact that any ranged hit will basically nail you to the ground is terrible. If an IRL methhead can tank gunshots and stay sprinting at the police with a box cutter, why can’t I???

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I have tried sliding sometimes it works but its the same issue as the dash skill. You need to sprint first then slide and if you happen to get hit you’re just sliding a small amount or you just get inturrupted.

Yes, very much agree. I basically cannot play my role because i get stun-locked out of aiming by the constant pin-point accurate ranged enemies

Bumping this as this is riddiculous once peopel start to regullary play on Diff 5 (min. 4). The fact that Zealot ult can still be cancelled by range fire is still mind boggling. Trash lasgunners canceling your ULTIMATE? Sure, phew phew - no ult Zealot.

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Couldn’t agree more. Big thumbs up.

Zealot ult should absolutely ignore ranged stagger. However, normal sprinting should not. Ranged stagger on normal sprinting is fine as is.