The reduced availability of ammo feels super bad

  • Don’t shoot everything you see.
  • Get a Vet with ammo scavenger aura.

That 3% damage aura looks tasty though. :eyes:

1 Like

no that’s the “big friendly rock” of ogryn that killed the tank.

sure the new 1% of ammo, that is nearly 50% weaker than the old 1% (pre patch) , and behind a really boring skill tree when compared to the two others.

the memes above do answer.

yeah the shocktrooper perk/talent is pretty decent with “helbore lasguns” (Kreigs rifles) , especially Mark III, with correct blessings and abilties, you can get a constant base of 25% crit (without the perk that uses stamina while aiming down sight), yet the ROF is quite low, its good as heavy hitter vs HvTs, rather than vs all or a anti all, yet also when compared to before patch, most people did use helbore with the old 75% Against Ogryns & Monsters (the Bigger they are), which did yield much better damage than now.

As for Kanteral (normal Lasgun Series with Holo Sight), its still good yet ammo issue do exists, even with the scavenger coherency, it is more versatile.

Recon Lasguns, are the only good horde clearing, yet their ammo is quite low and damage is pretty below standard , they lack penetration modifier (even for the heavy variant) and are pretty much inaccurate.

That entire line of talents is boring, no matter what you pick. The small blue nodes give very mild buffs, understandably so since it’s still pretty early in the tree.

As for the other auras, 3% dmg is irrelevant and 5 % move speed buffs are irrelevant in comparison to ammo one.
In this current state, ammo aura is simply mandatory if you want to have any dakka economy.
Personally, I think it should be a default feature for Veteran like before, and replace the current ammo aura with something else.

3 Likes

All of Veteran’s auras should have the resupply, and then a tiny additional buff for thematic flavor. +weakspot damage for sharpshooter, +tag damage for squad leader, +movement speed for spec ops.

6 Likes

You shouldn’t be required to have a Veteran in your team in order not to run out of ammo 3 minutes into the run

Veteran ammo aura should be a bonus, not a requirement

3 Likes

I don’t think anyone has that issue. I think that there will be literally no point to making a Veteran tree with an ammo resupply aura, because there is no actual build that won’t incorporate it. So it should just be Vet’s team buff. With his current state he doesn’t actually have any other support than his interactions with consumables.

1 Like

i cant agree more with this, 3% damage like for real? 5% movement? and so what is 5% what am gonna do with it.

The 5% movement would ironically be quite good, if Veteran could also stack movement like Psyker and Zealot. Then you could have a movement speed team and quickly rush through the level. As the Veteran does not have this comfort, he instead would be left behind.

2 Likes

Personally I enjoy the ammo nerf. It forces players to rely on melee and (this is especially true for most Vets) learn how to get good at it.
Most fun match I had today was an auric mael run with heavy metal melee scab faction only no ammo pickups. One Vet with regen aura was enough to keep me and the other Ogryn constantly supplied with ammo.
The only one running dry was the vet with his shotgun, ironically, because he kept blasting hordes instead of specials.

While it may seem underwhelming on lower difficulties, even the nerfed ammo regen produces enough for basically unlimited special and elite sniping on auric missions. The elite/special density is high enough for it to constantly print ammo really.

People sometimes forget that darktide isn’t a classic shooter first, but a tide game. You either conserve your ammo and use it when the time is right, or you blast it and have fun and then get right into the thick of it. Very much fitting for the 40k universe honestly.

Lemme guess, Kant Fire sh*tgun and he spammed special ammo on the hordes?

The thing is, it doesn’t just affect vets and people have a tendency to hoover up large ammo bags for 2-3 missing rounds, very often habitually and not just once or twice by accident.

Depends on the gun and the class… if you’re a veteran with a las gun ammo is never a concern… if you’re someone with a small ammo pool gun you get screwed this patch with the changes to the veteran’s ammo aura

2 Likes

Of course he did.

Yes, and? I’m having no trouble on Zealot or Ogryn and my Psyker rarely uses guns except for a few meme builds.
Of the very long list of things to complain about in Darktide, ammo is honestly the last thing that I’d say needs a buff. Especially with how easy the game has gotten since the class overhaul.

Yeah, ditto when I’m playing the melee builds, but more so now. The point still stands though.
e.g. If I play Rumbler Gun-lugger ammo is scarcer, all those fire shotty flame ticklers , zealots being the worst offenders, scoop up ammo like PAC-Man. There’s basically near zero room for error and I’m stingy AF with ammo, I don’t waste it when I don’t need to.

Furthermore the situation right now is exacerbated by the 8m bug instead of 15m on all the Close Range blessings, and you see tons of people running autoguns with them.

That’s quite literally the job of a shotgun.
Guns are more than just specialist-killers. Shotguns are unfortunately just on the weaker side at the moment what ammo management is concerned. That’s all.



That’s not true at all. It’s an evolution of the Tide formula and does not follow the same “melee everything” mindset.
Half the roster of guns is specialized in elite killing and Horde clear. There is clearly a desire from the devs to explore gunplay more deeply than just “Go shoot that one Scab Trapper over there”.
Which by the way, the Tide series wasn’t centered around at first, either. Just after massive community outrage over some honestly pretty mid ranged builds, were the ammo regen Blessings nerfed into the ground and made useless.

Fatshark also didn’t advertize Darktide as a melee game with shooter elements. They advertized it as a shooter-melee hybrid where you have both options readily available at all times.

3 Likes

The real solution is community ammo pickups. Literally solves the problem for every class and weapon and allows full and total balancing around ammo.

It’s such an obvious solution in co-op shooters that it’s virtually unseen in the genre. It’s hard to think of games that do it.

1 Like

Surely this behaviour SHOULD incur a consequence for the team’s success. The solution to that is better team play, not showering the party with so much ammo that bad team mates are inconsequential.

Ammo is 0 issue for anyone below auric anyway. As I suggested in another thread, it’d be better to just add a default +ammo drops modifier for STG and Maelstrom maps than increase them across the board.

Still no contest the strongest aura in the game, just saying. Vet tree needs work but survivalist definitely doesn’t need a buff.

1 Like

Oh, no arguments here, bad gameplay shouldn’t be rewarded, but I wouldn’t mind a small buffer for accidental fat fingers.

The bad teammates thing is complicated right now on Aurics due to new/returning players and rant alert: my personal pet-peeve blue random items with zero thought; this is rewarding bad gameplay IMO

Yeah, I think I saw that, I like this idea a lot.

Maybe a 10, 20 or 30s lockdown on ammo grabs from crates too, to prevent spam double dipping.

1 Like

I’m not following what you’re talking about there sorry. Could you elaborate/re-explain?

Good idea

Agreed. I had to sacrifice my reload speed to get them and the reload buffs are useful on Helbores…