What Weapons Need Buffs? Your Opinion - Ranged Edition

You guys know the drill. Vote for the weapons you think need buffs. As before I’ll be organizing them into a few categories, starting with “General” ranged weapons - ones that are available on multiple classes.

  • Laspistols
  • Combat Shotguns
  • Recon Lasguns
  • Infantry Autoguns
  • Vigilant Autoguns
  • Braced Autoguns
  • Stub Revolvers
  • Double-Barrelled Shotguns
  • Bolt Pistols
  • Shredder Autopistols
  • Infantry Lasguns
  • Spearhead Boltguns
0 voters

I will put Ogryn’s once again in its own poll - I feel his large weapons are best differentiated from the others.

  • Heavy Stubbers
  • Twin-Linked Heavy Stubbers
  • Kickback
  • Grenadier Gauntlets
  • Ripper Guns
  • Rumblers
0 voters

Now the unique ranged weapon options of the other classes.

  • Flamer (Zealot)
  • Needle Pistol (Hive Scum)
  • Dual Stub Pistols (Hive Scum)
  • Dual Autopistols (Hive Scum)
  • Voidblast Staves (Psyker)
  • Voidstrike Staves (Psyker)
  • Electrokinetic Staves (Psyker)
  • Inferno Staves (Psyker)
  • Exterminator Shotguns (Arbites)
  • Shotpistol and Riot Shield (Arbites)
  • Helbore Lasguns (Veteran)
  • Plasma Gun (Veteran)
0 voters

Miss the none option… (don’t add, I just have not voted)

For the special weapons, I consider all of them good.

You’re right, I should have put that option in there, my bad. But a comment here saying you don’t think any will have to do.

So for a Braced Autoguns and Shredder Autopistol, I feel like they just need more ammo.

Heavy Stubber just needs to draw faster, I think.

I don’t even know what to do with Vigilant Autoguns, frankly, but they are pretty much garbage. I’ve been experimenting with them, but even using an auto-clicker (to save my mouse, I will not apologize) they are so far behind just the long Infantry Autogun even at the longest ranges you typically see in DT.

Kickback - I mean, do you see the size of this thing? It shoots shells the size of our heads, and yet it doesn’t really hit that hard. We gotta have balance, but I feel it’s been power-crept into being below-par. I still use it a lot, prefer it, I feel like it needs more oomph in the damage department. In general, shotguns in DT seem to lack a clear role, but I’ll talk more about that in a moment.

I’ve barely ever used Rippers; no idea what to suggest.

Shotpistol and Rio Shield just should be able to reload while blocking. Perhaps at a slower speed, but I really don’t think it’s gonna break balance to lean into its gimmick.

Finally, shotguns; I really don’t know why one would ever choose to bring one over the other weapons other than “I want to bring a shotgun”. Realistic, frankly, but not really the fantasy, is it?

I feel like shotguns should seek to fulfill specific roles; close-range defense against threatening soft targets, one-shots at close range with a long reload as a cost, cutting down multiple weak enemies at close range, and as a close-range storming weapon.

Right now, I think cutting down multiple weak enemies is the only thing that any do right; the duckbilled Arbites shotgun is good, as are bleed/crit builds. The DBLS is ostensibly meant to be the one-shot close-range powerhouse, but it is very disappointing in this role.

I would personally trade a large chunk of its oddly-enormous ammo pool for more power. It can one-shot mutants - this is pretty cool. But it’s a very narrow margin. If I can’t center a mutant in my crosshair, that’s on me, but if it’s running by me and I don’t get the one-shot because it’s got a narrower profile/maybe the arms have different damage multipliers, that’s just kinda sad. Honestly, I would be happy if this weapon could kill a Crusher in 2-3 point-blank headshots, though I’m sure many wouldn’t want that much power in it. I’m a classic Doom fan and when I see these I think “this thing better be a world-beater”.

Frankly, I’d say cut the magazine sizes on the Combat Shotguns and increase the power of each shot. Increase the max-damage range slightly.

I can’t even remember all the special shots on the Combat Shotguns off-hand, and I ignore them (aside from the slug, which is good). I wish we had some more interesting, sci-fi weapons, like maybe a firecracker shot that you can launch at groups to ranged enemies to suppress them, allowing you to get into close range. IE, as a storming weapon.

Finally - I’d give shotguns uniquely more damage against unarmored Ragers, Mutants, and Pox Hounds. These should be the ideal targets! In practice, Ragers still keep running and when large packs of them approach a Combat Shotgun has a very narrow range in which to pick them apart. It is far from the weapon you wish you had when 8 of them come charging at you.

Just my thoughts. All of that might be too much, but I’d really like to have to consider “do I want to bring a shotgun this game?”

Agri Stub Revolver is probably the worst ranged weapon in the game currently. It was killed by the recent elite HP changes and can’t even kill basic elites with a headshot without a crit or million stacked buffs. It needs a slight damage buff and 6-round chamber.

Combat shotguns are OK damage-wise, but the reload is unbearable. There should be a blessing that allows reloading by 2-3 shells at a time, Kantael special needs a massive buff in stagger and cleave.

Double barrel shotgun needs at a least a variant that loads slugs with a special instead of a useless bash. Overall it’s not good except for the weapon specialist vet or Castigator Arbitrator.

Braced Autos are just bad, needs better ammo economy and mobility.

Void blast is ok (very boring tho), other staves except for Inferno are just a chore to use.

Ogryn weapons:

THS are still hard-carried by PBB and have no place in melee buids. At this point I wouldn’t mind if the damage per shot was massively buffed and ammo reduced. Having to rely on burn stacks to kill stuff with a massive anti-aircraft machine gun is just awful.

HS fell off due to elite HP changes. Still OK with Surgical headshots, but nobody ain’t got time to wait that much IMO.

My main concern are… Combat shotguns.

I really wish they could be somewhat good… this is the most disappointing weapons of this game.
Even in Arc raiders, they are better than in Darktide (and I must say that they suck a lot in this game… but in PVP at close range… they are pretty good :smiley: )

As for the TwinLink, I think simply reducing the time it takes to equip and fire it to the same level as the Achlys would dramatically improve its usability.

For the Vigirant and Infantry Autogun, they are weapons that heavily rely on accurate headshots, so their effectiveness varies greatly depending on the player’s aim skill. Honestly, I don’t think their damage is the issue, the main problem is that they simply feel awkward to use. Lowering the recoil a bit could help, but they would still remain difficult weapons for many players because precise aiming is still required.

One major issue is the iron sights, which are extremely difficult to see through. If they had clearer sights similar to Lasguns, they would feel much better to aim with, though I understand that may not be easy from a design perspective.

The only variant I think is genuinely problematic is the Vigirant 3-round burst type.

The burst delay is far too slow and completely clashes with the fast-paced combat of current Darktide. Its main advantage is that all three shots can crit simultaneously, but against anything other than large enemies like Ogryns, three shots are usually unnecessary and result in obvious overkill.

Single-shot or 2-round burst variants already handle most situations well enough, so there is very little reason to use the 3-round burst version.

If it were to be improved, I think the burst fire rate would need to be increased significantly, probably more than doubled, while slightly lowering the damage. Even then, though, I still struggle to see a meaningful reason to use a 3-round burst weapon in Darktide’s current combat environment.

It needs more base crit. It was a crit based weapon in the past, as long as you got 3-4 crits you could kill Crusher in one clip. That was the best use of this weapon, Crusher killer with a weaker melee (tac axe, shock maul etc).

I play with Vigilant Autoguns a lot on Vet, the triple shot mark with silencer and a single shot one that has the most damage.

I can say with 1000% certainty that they only need way more ammo to be viable for the majoirity of content (aside from Havoc).

In fact, vigilant autogun can kill Crusher in less than one clip on Vet, despite many people thinking they’re completely useless against armored targets. Stacking 10% rending from middle path of the tree and 15% rending for 10 Marksman Focus stacks, this gun can kill every single enemy in the game pretty effectively with Headhunter/100% crit weakspot blessings.

The mark balancing is a whole other topic. I don’t know know how to make marks distinct enough so that all 3 are worth using.

But if Fatshark gave them at least 200 more ammo, this weapon would be really good actually in auric specifically, because you could finally shoot as much as you want at any target, without relying on things like krak grenades or hard hitting anti-armor melee weapons like DS or Power Sword.

I voted for combat shotguns, shredder autopistol, surge staff. Obvious underperformers.

I also think Arbites’ stub pistol is pretty underpowered for a unique, class-specific weapon. In Havoc it relies on crits way too much, and even in auric it falls off on long distances. It needs to be more consistent outside of close quarters, maybe smaller reticle = more accurate (even with the blessing that reduces spread), or maybe some more damage so that it can snipe more consistently. Otherwise I think it’s one of the most balanced weapons in the game with good strengths and weaknesses.

Double Barrel is pretty bad example of DB shotgun, many games nailed it way better, but many people seem to be content with that one build, completely forgetting how bad it is on Psyker and Zealot, not even killing some targets without you just shooting them point blank straight in the face. Takes 3+ non-crit shots to kill a single Scab Gunner on medium distance to this day, yep.

Problem with shredder is that you are limited to just 2 blessings and you are always one blessing short of making the shredder niche but good

I think it’s brautos, the middle mark has 0 reason to exist

I don’t think Flamer needs a “buff” I just wish there were different ways to play with it.

For an OP weapon it’s annoying to use

Would be cool to see a flamer mark that can create fire walls on the ground at the cost of having less ammo or less direct damage (please not both).

Like Deep Rock Galactic? Because that’s what I was thinking.

Also maybe a little more mobility.

Heavily Disagree with buffing the EK staff, surprised to see it’s the highest rated unique ranged weapon in this poll. Right Click builds already ruin aurics if the psyker is competent. Yes they also have bad breakpoints into havoc, and I can kinda see where you’re coming from if you want right click builds to at least be worth bothering with in havoc, but it still leaves a bad taste in my mouth. Especially because more importantly, left click EK builds are already competitive with the inferno staff in havoc 40. A shriek EK build with perilous combustion has an easier time proccing PC and gaining warp charges than inferno, and between PC and shriek you can get most of the effectiveness of the inferno staff in terms of dealing with thick hordes. And in exchange for being able to infinitely apply soulblaze to hordes, you get a very effective solution in your comp to specials and gunners with the infinite ball spam. So the build can be your horde clear solution, AND your special and ranged solution, and it can even pitch in on the stability side of things with using the right click for stunning armor and opening bulwarks for your team. Imo EK shriek builds are more game ruining than inferno builds. It’s a secret meta for psykers but people don’t know that because most psyker players don’t know how to play the game, let alone their own class.

Yes. Although my favorite overclocks in deep rock galactic are the long ranged flamer stream and the red one where holding R sends forth a large wave of flame, spending half the fuel tank.

When people say they want buffs for surge staff they mean secondary attack and not the m1 spam build. I dont think secondary buffs will make the build you’re describing any stronger.

I think wanting to buff right click surge staff at all runs right up into the balancing dilemma of auric vs havoc. This already ruins games on auric difficulty, but it’s crippled by havocs breakpoints + density. If you buff it do be usable in havoc, it’s just gonna screw over auric even more. Are we just giving up on making auric balanced?

How exactly?

Brauto should have 4 dodges and the run n gun blessing

Also needle pistol should have infinite cleave and should shoot through walls