Volley Fire Needs a Rework

No i do not.
As specifically stated in the same post that you replied to:

I simply stated, that the alleged problem could be solved by lowering the boltgun mag capacity.
And that the alleged problem would not warrant curb stomping the veteran ult, which would impact most ranged weapons much more than the boltgun, and would absolutely demolish the effectivity of veterans in ranged combat (especially anti ranged), if it was a real problem that needed fixing in the first place.

TLDR:
Veterans using the Boltgun is not a problem that needs fixing.
If it was a problem, better to solve it by simply nerfing the Boltgun.
It should definitely not be „solved“ by massively nerfing the entire ranged aspect of the ranged class by ruining the class ability and nerfing all the ranged weapons in the process, while leaving the „problematic“ weapon minimally impacted.

Absolutely agree.

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Instead of nerfing the vet, consider buffing the other classes instead, and possibly even adding a tier-6 difficulty level.

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OP This thing you just wrote there in the first place belongs to Darktide steam discussions so you can farm clown badges with it…

The ult already broken only designat target at 50(?) meter radius, and does not identifying one type of trash gunners (scab maybe?) as priority target.

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If anything the ability might need a slight cooldown increase. Other than that i would not change balance in this point in time.

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Again this is my fault for using it as the only example, as well as using hyperbole to liven up my rhetoric. At no point have I wished for the bolter to be changed. The bolter is great, my issue is not with this weapon. It’s with any meta weapon’s synergy with such a substantial damage increase and instant reload, and the resulting speed with which one can clear all threats. Nerfing weapons due to their interaction with a career ability would be detrimental.

This would be the second time I’ve pointed out (using quotes of yours and mine) that I don’t play any class exclusively. You’re declaring I have a bias, one that you’ve assigned me, without cause. You’ve decided I must only play one class. Classic strawman/ad hominem. There are better ways to argue, others have done so well in this very thread.

I hard agree, I rank zealot number one, its who I’d bring if I had to solo. Their ult granting ranged armor piercing needs to be looked at IMOP, as well as the flamer specifically. But I maintain that veterans simply have better uptime on their damage and a lower TTK against more enemy types then even the sweatiest flamer zealot, given how many targets the game currently throws at you.

I misunderstood that mechanic, I thought it cleared any suppression you had at the time you activated it. Thanks for correcting me, the accuracy buff was a bad idea off the top of my head. I don’t think I’ve come up with a good solution to improve the ability. I do think it still needs improving. Something better than a damage buff, something more than killing faster. Part of the blame lies with armor classes. Flak, infested, unyielding are all very quick to chew through while buffed with most weapons, and that’s most threats you’ll encounter. All elites and specials. You’re anti-everything with a foot-note for crushers. More distinction in armor classes may be a better solution the more I think about it. I want more of a reason to knock things around with a trauma staff or grenade launcher, right now I feel like I’m just slowing things down if I have a good veteran.

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Unwavering Focus is what needs the nerf most of all. 75% damage reduction is actually sedition damage or better, and it applies to all forms of damage because coding is hard I guess. Couple it with the easiest refresh condition (Counterfire) and its a laugh, just below T1 difficulty mode you never end up losing and if you did somehow end ult well it probably cooled off.

Obviously camo vets and other jobbers have no idea how actually busted this is. Keep using plasma gun/bolter and ogryn or reload specs I guess. Job on.

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You mean a fix, so that it behaves as advertised, instead of additionally applying to incoming melee damage?

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It seems like your whole argument for nerfing volley fire is because the (ranged)DPS class has better TTK with the highest damage weapon than zealot who is a tanky disruptor, or ogryn the CC class.

I’d say it would be unbalanced if it wouldn’t have better TTK honestly.

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This whole post has a terrible basis. It assumes that somehow the issue is the veteran is too powerful…when I’d argue the real issue is other classes not doing enough. Volley fire does not need a rework in any way.

Honestly even your complaint I think ends up being less about the veteran and more about how cautious you have to be at higher difficulties getting stuck in as a zealot.

I think its also tough to do work here because so much is still missing. You’re missing guns that wouldn’t care as much about sustained fire as much like the long las. You’re missing melta guns which would mess with what really works close in. Hotshot volley guns and grenade launchers are in for the veteran. Hell I don’t know if they’re ever going to get around to it, but sword + pistol is a huge part of 40k. Realistically, I think the game needs an accessory slot. So you can take things like reflector fields or other interesting options.

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Personally I think the main outliers are unarmored vs. infested.

Granted, in-game it’s weirdly hard to differentiate those two. Visually I mean: some enemies definitely have more of a zombie look but in the heat of combat you can easily tell Flak vs. regular horde apart, but Unarmored vs. Infested is much harder.

So I’d want:

  • more weapons to treat those two armor classes differently
  • more visual distinction of enemies with that armor class
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