I understand about the axes, tbh I wish I could use other stuff. I’m really looking forwards to the shovel buff. I constatly switch into TacAxes or shovels when I get bored of em but find myself going back to CAxes every time.
Swords are good now but they still struggle against stuff only ogryns and zealots can kill reliably in hand-to-hand CQC. Power swords are way too inflexible and unreliable in high pressure situations.
Knives are a good alternative, but only for the mobility in ranged builds. You need to be able to run the bleed talent + mercy kill + rending on weakspot hit blessings to be able to reliably tackle melee nasties face-to-face with it as a vet. At that point you’re just building a CQC hybrid build, and will be starved for points to try to specialize on any playstyle other than maybe rending reccy lasguns or grenadier.
Currently BM CAxes are the only reliable way of dealing with crushers and other heavy melee threats as a vet without spamming crack grenades/double grenade tinkerer bleed nades while retaining respectable horde clear, and crowd control. It’s a perfect safety net jack of all trades for non-melee vet builds.
Partly, it actually does as well as the MG12 with elites and specials, but the skill floor is insane, unreasonably so IMO, but I’m obsessed with making it work. I acknowledge the MG12 is a superior option, but I just go straight to helbore if I want to one/two tap stuff. MG12 is too dependent on headshots to meet breakpoints for my taste.
Simply put if you need, say, two headshots to kill something with the MG12, the MG1A needs 3 to 4. It basically nullifies it’s own recoil control advantage over the 12, lol.
Yeah, none of your builds use catch a breath when 3 of them could. This is good when you’re down to just ranged threats in a room or you’re moving between fights but not within coherency range (cuz let’s face it, backlining gets you a little separated from zealots and ogryns who hold W).
Also I saw your discussion about MG Ia over MG XII but why not MG IV in that case? Higher RoF, ammo count/effective clip size and ADS mobility.
I absolutely agree. All 5 of my gearsets are taking the same bottom trees for things like Onslaught and Confirmed Kill, as well as the unbelievably powerful suppression immunity. The only difference in my builds is the blitzs and abilities/ammo efficiency. Vet needs that new patch yesterday.
The suppression immunity is nice, but Executioner Stance (the ult along the same path) and Veteran’s 2 exclusive ranged (and shotguns #agrip gang) are immune to it anyway. That one should really just move up the tree somewhere around Squad Leader (the MF who doesn’t crack).
Also came back to the idea that the issue is they messed up the tree. I would literally replace the top with the one from the preview and lop off the double boring no picture connectors that just eat up talent points. A 25 toughness node gives you three branching paths to your blitz action. It was already perfect.
Veteran’s gimmick could have totally been a free choice of your blitz action, but NOOOOOo
I never thought I would say that but vet just feels broken atm, in a bad way. We went from invincible in Volley Fire DPS machine which barely ever ran out of ammo, to a class with a broken talent tree which fails to provide the class with reliable sources of toughness regen.
So this next vet patch better be good Fatshark, and provide toughness regen OPTIONS, whatever you would like to play close or far to the action. Talents like tougness and stamina regen should be at the top of the tree and tie in with whatever playerstyles you would like to enable. Hopefully not all centered around standing far away and “pew pew”.
Not enough DMG, even if you can can land headshots consistently it’s TTK is too slow relatively speaking. Tbh though, both have the problem that their recoil patterns are still too punishing relative to the 12 to be useful alternatives. The skill floor on them relative to their payoff turns them into meme weapons at the end of the day.
I’d like to clarify , I do prefer the 1a and 4 over the 12 though. They’re just not viable for T5 Auric STG and Maelstrom . The 1a can work, but it needs an ammo efficiency buff, and maybe a dmg buff. Also, both it and the 4 desperately need access to surgical for infernus builds. Only reccy lasguns can make headhunter work reliably unless you have godlike aim, and Swedish Fiber.
Hopefully the upcoming power buff makes no respite builds viable on them for the noted diffs.
I’ve experimented with it, but it just doesn’t work for T5 Auric STG, and Maelstrom even in infiltrate + low profile builds. More than half of all fights, and even firefights, will always be CQ no matter how hard you try to hang back. It’d still be nice to have, but the vet tree gives very little leeway to spare points for anything other than core talents, and tax nodes.
I play auric every day and I don’t use either of those talents. Things might be different on maelstrom because I never play it for lack of friends to party with.
Not having Iron Will tends to net you a lot of double bonks on the head that instantly take you to half health. Not having Confirmed kill makes it REALLY difficult to get toughness back.
After quite a bit of experimenting I don’t find the latter to be much of a problem. Generally speaking the damage I take IS from aforementioned double bonks and not much inbetween. So it doesn’t generate that much value for me as usually it just slowly creeps back to 100 just from coherency.
I actually specced into the 0.25 stamina regeneration delay when using Deadshot instead, which seems to make a significant difference for stamina management when equipped with 3x stamina regen curios.
Couldn’t care less if you want to stick with “Without Iron Will and Confirmed Kill aren’t viable for Auric T5.”
There are a lot of ways to view that scoreboard, yet you came in and put it in this way: because everyone knows how to play, this doesn’t prove anything. It says a lot about your intention. I never feel like I have to spec into those, and do I give a sht if I can’t convince you? I don’t. It’s better you stay that way.
im not disagreeing with you, I also dont believe you need either of those talents. If those talents help you succeed by all means take them. But they definitely are not required to win
But I did want to point out that the scoreboard you showed doesnt really show anything when it comes to proving you can beat a very difficult mission without them. Your entire team combined doesnt even have 100 special kills. On a actual high level auric maelstrom mission, each player should have nearly 100 special kills each. On a good difficult 40+ minute mission you can easily have close to 400 special kills for the entire team. And special are the single only thing that makes the missions difficult at all