Weapon Changes, Ideas, and Shenanigans

I’ve been big into Darktide for a long time, with my favorite part by far being the weapon and melee combat systems that have always captivated me. And in that spirit, I make this post today. It’s gonna be a long one, and I hope it’s useful, or at least interesting, for the folks reading it.

First, a brief background. In the semi-recent past, I delved ever more greedily and deepily into how weapons work, until I eventually made and released a mod that allows for customization and finetuning of various weapons in solo instances. It’s known as Enginseer’s Workshop , and with it I’ve been able to do a whole bunch of crazy things. For example, I was able to tweak the Rumbler to make it a slug thrower instead, as you can see here:

Over the course of my adventures, I’ve experimented with a whole bunch of stuff related to Darktide’s weapons and systems, and a couple of those experiments I feel would genuinely be good fits for the core game, either as updates/replacements to the existing weapons or maybe just as an entirely new mark. I’ve mentioned a couple of them over the last few days, but collating it all in its own thread would probably be a good idea, and since I like thinking and talking about this stuff, I figured I’d do just that. So without further ado, lets get into it.

Ogryn Ripperguns.
These things are beastly weapons, perfectly fitting for the ogryn fantasy, but they feel so very bad to use. A friend of mine mentioned that they’d feel so much better with a faster recoil reset, and I decided to try it. I also gave the mkII a bit of close range damage, to push it more firmly into its role and so it would feel more satisfying to shoot up close.

In practice, what that ended up doing is making the rippers just as wild and eager when trying to magdump, but pacing your bursts allows for much more accurate fire. The way I like to think of it is that when you lay into the trigger it’s like the ogryn gets so absorbed in the joy of firing that he stops trying to control the weapon, but if you pace yourself, he belatedly remembers he’s supposed to be on the clock and refocus his attention on keeping the gun under control. I really enjoy the way this feels.

You can see the results here:

MkII Rippergun

Specific changes:

  • Add just under 1 meter to min range (6-15[13.2 @ 80% range] becomes 6-16[14 @ 80% range])
  • Increase base damage by ~15% (350-700[630 @ 80% damage] becomes 450-780[714 @ 80% damage])
  • Cleave increased from double_cleave to light_cleave (3 to 4.5)
  • Reduce far damage by 20% (far ADMs go from 0.25-0.3 down to 0.2 across the board)
  • Improve specifically the hipfire recoil profile
    • Add decay_grace=0.1
    • Double idle recoil reset speed (0.5-1[0.9 @ 80% stability] becomes 1-2[1.8 @ 80% stability])

MkV Rippergun

Specific changes:

  • Improve specifically the hipfire recoil profile
    • Add decay_grace=0.15
    • Increase idle recoil reset speed (05-1[0.9 @ 80% stability] becomes 2-4[3.6 @ 80% stability])

Inferno Flame Staff

The Inferno Flame Staff has been a balance nightmare in Darktide for ages, and it’s got something of a fundamental design paradox baked into it. Just by the nature of how both the game and the flame staff work, the staff is either going to be completely useless, or psychotically oppressive, with no real middle ground. It’s an infinite cleave weapon that does significant damage and spreads dots over a wide area, which means it scales exponentially with increased density, while every weapon with limited cleave is forced instead to scale logarithmically. So I wanted to see if I could redesign the weapon in such a way as to remove this dichotomy; if I could make the Inferno Flame Staff scale logarithmically along with most other weapons so it could be merely “very good” rather than “overwhelmingly dominant” or “terrible”.

To that end, I determined that the way it works under the hood, while channeling fire the staff sends out a pulse in a frontal cone 60 times every second, and every 0.3s, every target hit by at least one pulse is given a burn stack, while every target hit by at least 33% of all pulses is also dealt ramping impact damage from the staff.

And so I went in and capped any given pulse to only count the first 6 targets hit, instead of everything. This still allows for significant cleave, with potentially as many as 114 targets per damage event, depending on what you aim at and how enemies move, but establishes a firm cap on the number of targets, while also meaning the enemies in front are generally going to be taking damage before the enemies behind them.

The second thing I did was increase the impact damage pulse counter from 33% to 66%, which significantly reduces impact damage dealt by the staff to any given target and requires the user to be actively aiming at priority targets if you want to burn them down.

All together, I feel like the result is an Inferno Flame Staff that remains extremely good at clearing out chaff and hordes, especially at lower volumes, but it now also has a weakness against large heavy targets and cannot exponentionally scale into the stratosphere. I feel it’s a much healthier place for the weapon to be for the game as a whole. You can see the result here:

Inferno Flame Staff

Specific changes:

  • Increase required aim_at_perfect in ActionFlamerGas._damage_targets to 0.66
  • Add a cap of 6 targets hit in _acquire_targets per ActionFlamerGas.fixed_update
  • Add a cap of 12 targets hit in _acquire_targets per ActionFlamerGasBurst._shoot

MkIV Chain Sword

The Chain Swords are in a weird spot currently where they just sort of exist. It’s great thematically, and it’s iconic to 40k, but as weapons they’re just not very interesting and aren’t good enough at anything to really be worth taking. And I felt that was a shame, because I love chain weapons and I want this thing to be amazing.

So I went and made my own.

After some experimenting, what I ended up doing was overhauling the weapon’s special entirely, and then tweaking damage and cleave numbers to accomodate that. The new special is no longer revving the weapon to make your next attack latch onto an enemy for a burst of bonus damage. It is now all of your attacks activate and latch onto an enemy until you turn the special off.

If I’d just left it there, that would have just been a chainaxe though, and we’ve already got chainaxes, so it had to change more. The chain sword is the light, agile version of the chain weapons, so I decided to lean into that. With this, while the special is active, attacks will cleave until the attack can cleave no longer, or until it hits an elite. At that point, a brief latch will occur, but it will not steal the camera or slow your movement, it’s simply a brief delay dealing damage to that latched target, before you can ready your next attack.

In practice, this has made the chainsword into an excellent mixed horde clearing tool. In its base, unactivated form, it’s a solid weapon into light targets that struggles with armor, and when activated, it gains the ability to pick out priority targets from within a crowd of chaff and focus meaningful damage into them while still fighting the horde. I find the way it plays extremely satisfying.

Specific changes:

  • Template weapon_special_class to WeaponSpecialActivateToggle
  • Template weapon_special_tweak_data updated to manual toggle config
  • Add maximum_sticky_sensitivity value to hit_stickyness_settings to replace the hardcoded 0.75 in ActionSweep.sensitivity_modifier
  • Add disallow_camera_capture boolean to hit_stickyness_settings to be checked in HumanGameplay._player_orientation_class, to determine returning self._default_player_orientation or self._smooth_force_view_player_orientation
  • Light attack hit stickiness updated
    • rip damage decreased to 240-400
    • duration to 0.3
    • min_sticky_time to 0.1
    • damage.instances to 1
    • sensitivity_modifier to 1
    • maximum_sticky_sensitivity to 1
    • disallow_camera_capture to true
    • movement_curve to flat 1
    • Damage ADM adjusted to:
      • unarmored - 0.8
      • flak - 1.1
      • unyielding - 1.25
      • maniac - 0.8
      • carapace - 1.1
      • infested - 0.8
  • Heavy vanguard attack hit stickiness updated
    • rip damage decreased to 275-450
    • duration to 0.3
    • min_sticky_time to 0.1
    • damage.instances to 1
    • sensitivity_modifier to 1
    • maximum_sticky_sensitivity to 1
    • disallow_camera_capture to true
    • movement_curve to flat 1
    • Damage ADM adjusted to:
      • unarmored - 0.8
      • flak - 1.1
      • unyielding - 1.25
      • maniac - 0.8
      • carapace - 1.1
      • infested - 0.8
  • Pushfollow attack hit stickiness updated
    • rip damage increased to 600-900
    • duration to 0.5
    • min_sticky_time to 0.2
    • sensitivity_modifier to 1
    • maximum_sticky_sensitivity to 1
    • Damage ADM adjusted to:
      • maniac - 1.2
  • Heavy strikedown hit stickiness updated
    • tick damage decreased to 125-350
    • rip damage increased to 685-1360
    • Damage ADM adjusted to:
      • unarmored - 0.8
      • flak - 1.1
      • unyielding - 1.25
      • maniac - 0.8
      • carapace - 1.1
      • infested - 0.8
  • Special active attacks updated
    • Light attack cleave increased to 3
    • Heavy vanguard attack cleave increased to 6.5

And that’s everything I’ve got for now. Hopefully this was an interesting or fun read if you made it this far. I’m not gonna claim any of my specific numbers are authoritatively correct here; I think they are at least in the ballpark, but I do not have any sort of real playtesting setup available and can only really go on my own gut feelings and vibe checks from running things past other people. I just really like this stuff and thought it would be fun to share the bits that I think would properly fit into the game.

Amazing work

finally some good f*cking forum posts

Amazing.

that looks so much more rip and tear than the current Chainbat. well done

Really feeling a wistful feeling in my heart wishing this game had modded realm, imagine being able to use this mod and you can just remix weapon marks to your heart’s content with your friends and play havoc 40 (modded to your group’s preference) with your new marks. Could port your fav vermintide 2 movesets that haven’t made it into the game. Would love to play arby with a mark of the arby maul that has the vt2 mace moveset. Or revamp one of the greatsword marks into the bretonian longsword moveset. Change it so you don’t feel like a war criminal for using scriers gaze, etc. Play zealot with vet’s sapper shovel. Modded realm would really fix so so much.

I will reinstall when chainsword in game is more or less as above.

Extremely cool stuff, and gotta say it’s amazing how much more that chain sword gameplay actually looks and feels like how you’d expect a chain sword to act.

I do have to ask though, why would you ever use that version of the chain sword with the special toggled off? Quite possible I just missed this in the weeds of the changes list, but the brief delay on latch sounds like it would always be worth having it turned on at first look.

Not that I’m particularly attached to an alternate mode for weapon special on chain sword mind you. If Fatshark wanted to make the chain sword always function like your special turned on version and give it a new meaty single target attack with a longer latch animation on the weapon special instead I’d be extremely down with that.

I’ll buy you a beer if these make it into the game

good effort showing off some cool concepts here
especially the chainsword looks like it’s just straight up exactly what it should be. inferno staff with a cleave cap also shows nicely that it can still be a flamethrower just fine that way. but seriously that chainsword is exactly what i’ve always felt it should be, not the current blunt weapon it is

fatshark hire this man

i can kinda see that issue with it but when thinking it out loud, is it actually an issue that a chainsword would be always on? to begin with why would anyone ever turn a chainsword off? i think the weapon should’ve been designed to be always on and then the special could be something else entirely

i jumped the gun while posting this and this is exactly what you said oops

This is great!
A post that is not “whine, whine, whine, cursing, bs, bs, bs” with 0 constructive feedback but genuine “I’ve done the work: here are the changes”.

Very refreshing.

One thing I’ve been thinking of with the chain weapons is the block. It would be cool if you could block-push with the chain running. This would be a unique attack/block for those weapons I would imagine someone using a chain weapon might at least try.

Yeah can we all just collectively push for this:

as what Fatshark should do with chain sword like it’s agenda item number 1 for at least the next month? I know people are on the hate train for Purg (justified) at the moment so we can bundle OP’s Purg changes along with this chain sword rework as weapon balance priority number 1.

These changes are all very interesting. I do however would like to say some things in regard to the Chainsword.

In the video we see that it essentially one-shots multiple chaff targets, so there’s now little to no reason to use weapons like the Falchion or Power Sword (not counting people who specifically use it for high single target dmg). Also, someone else has pointed this out already, but this rework just makes it so the normal mode is essentially useless. Power weapons like the Relic Blade had a bar that was filled the longer the special mode was active so the Chainsword should definitely have that as well to make it balanced.

Also while this rework finally makes the Chainsword very good, it also makes weapons like the Chainaxe and Eviscirator totally useless. Eviscerator, for instance, could cleave through the horde of chaff and stop at an Elite enemy when its special was active. But if the normal Chainsword can now do that, and its special attack can be constantly active, why would the Zealot bother to take the Eviscerator if he can just use a weapon that’s just a better version of it?

And in all this balancing madness the Chainaxe just goes further down onto the seabed of forgotten weapons. Almost as slow as the Eviscerator and low in damage. Even the builds that completely focus on min-maxing this weapon are nothing in comparison to someone just using weapons like the normal axe (without any build focusing on it) let alone this reworked version of the Chainsword.

What I’m trying to say here is that either this kind of rework would need to be significantly toned down in its power capabilities or all Chainweapons would need to get the same rework and then FatShark would need to make sure that the balance won’t get absolutely annihilated the moment it gets implemented into the game.

I did stuff like this in VT2 but could only get the chainsword rework to work, everything else I put in the custom block didn’t seem to do anything and the eviscerator no longer had a special. Also if modify a different weapon, how do you determine the file name?

Fatshark, hire this man.

@FatsharkQuickpaw @FatsharkQuickpaw Could you forward this to the balance team? I believe the reception here speaks for itself.

The main reason is better cleave and safety into small enemies. With the special active, if there’s more enemies than you can cleave through, it gets snagged on the last enemy and latches there, which is a brief window where you can’t attack, block, etc. It’s a minimum 0.1s where you’re vulnerable with most swings, in order to generate damage you don’t need. So you’d generally want the special off until there’s hardier targets mixed in. I was also toying with the idea of the activated attacks having less cleave than non activated, but that’s one of the things that needs proper playtesting to determine if it’s right.

I’d have to double check, but chaxe should still be quite a bit more single target damage than this chsword. I very well may not have landed the numbers right, but the intent was that chaxe was the single target, anti armor, chain weapon while the chsword would be the primarily horde clear and light target, with the special allowing you to relatively easily sneak meaningful damage into hard targets mixed into hordes. Eviscerator does have something of a role overlap with this form of the chsword, but in my head picking between them is mostly picking mobility vs damage.

If the eviscerator doesn’t have a special, that means you got that working right. That particular one was a work in progress update to the evisc special i apparently forgot to remove before uploading it to nexus, but whatever, it’s done just ugly. The way it makes the eviscerator work, it keeps the base functionality the same, where you can heavy attack things and the weapon latches onto elites and whatnot. But then if you hit the special button while the latch is happening, it does the latch again. The concept being that the evisc special gets reworked to make the weapon more about choosing how much you’re willing to commit to a target and then you get rewarded commensurately.

It’s WIP because I couldn’t get the animations to not look ridiculous and stop it looking like the zealot is having a seizure every time they trigger the special.

As for how to get the other stuff prepackaged in the mod working, you’ve gotta have the weapon name and weapon path values for the actual make of the weapon you’re wearing, then the replacement weapon template value is the main one with the damage and recoil profile template stuff being there to change those stats. The weapon template controls how the weapon itself behaves though, so you should only need that one.

Ideally the revved up mode should have 0 cleave maybe?

Zero cleave defeats the purpose. Less may well be the correct answer, but no cleave makes it a very different weapon than it is there

I agree. So I did this

This is just a straight copy-paste of the relic blade overheat stats, so it’s almost certainly not appropriate for this thing, but the idea is there. I think I would rein in the overheat bar, so that it fills faster and you have lower uptime on it, but it very nicely rounds out the weapon I feel.