Revolvers are fine.
Ofc If player could solo the entire patrol by themself with Revolver(or Plasma) other weapon would feel unappealing/underwhelming, lol.
âWow, I have to aim and shoot 5 times to kill 5 shotgunners with this HH when I could cleave them all with Revolver? This gun suck!â
And keep it that way, so others could at least have fun with crushers lol.
Played with you a couple of days ago, you might remember carrying 3 poor zealots.
One was constantly running ahead and dying half the map,
the other one complained about bolter,
and the third was trying to figure out how to make his new, stupid build work.
Every time i was trying to shoot some specials, you killed them,
before i could even fully whip out my bolter. At least i got to shoot some crushers.
Felt like useless chain stick swinger most of the time
Maybe in maelstrom revo is not that op, but on HI stg it feels like it can do all the job in the right hands.
Tbf, the bolter is terrible for that kind of job.
Probably every gun would outperform the bolter in this scenario.
What makes the Revolver strong on Zealot is when you take Chastise/Charge combat ability. The combat ability has a hidden perk that massively increases the rending of the weapon. So Chastize + resolver with the meta blessings can 2 shot crushers pretty easily or cleave through multiple softer elites in a single shot.
Iâve said this elsewhere, but the revolver is meta because of how quick it is to draw and itâs ability to 1-shot most of the critical threats (i.e. disablers) that you need to dispatch quickly. It works so well because of what the AI director throws at you. Clunkier weapons that in theory should counter similar threats (i.e. the bolter, hellbore lasguns) are just too slow to be effective in tight situations by comparison. The plasma gun has a way faster draw time than the bolter + hellbore, and itâs not surprising itâs also quite strong for that reason.
Ranged weapon changes I think could be good:
- Slight reduction of armor penetration + cleave on the revolver
- Dramatically speed up the draw time on the Hellbore lasguns
- Slightly increase armor penetration on the Hellbore lasguns
- Speed up the draw time on the Bolter
- Slightly reduce reload time on the bolter
- Reduce/fix obnoxious recoil/kickback on the bolter, especially when ADSing
- Plasma Gun - keep total ammo but reduce clip size a little
Kinda. I love the stub revolver, so I hope it doesnât get hurt, but I would really love it if the Kantrael XII was buffed a bit.
Maybe some zoom could be added by moving the mousewheel? (Dunno how controller would handle it) and some additional punch-through on soft targets? Iâd like to get 4-5 poxers a shot instead of maybe 2, and at least 3 dreg bruisers.
And get rid of itâs recoil and give us all a speed boost when sprinting with everything or at least with blitz⌠and youâll see a lot more Kantrael XIIs out there.
As usual the problem isnât the revolver, itâs the other weapons underperforming.
Iâm not sure actually⌠Looked through my scoreboards and it seems I played one HISTG on Refinery Delta and one Maelstrom on Warren. Any of those? Although I donât remember much
Honestly there is not much difference between HISTG and most Maelstrom modifiers. Yes, it can do just about anything (except boss damage) but as mentioned has both advantages and disadvantages so I wouldnât necessarily call it OP. To be fair it still requires more effort to use than a plasma gun.
On the other hand I do agree that the poor Bolter is in a very bad shape right now. I donât think it is suppose to be an anti specialist gun but more of a general screen wiper which it used to be when the game came out. It is a massive and heavy gun so Iâm totally fine with itâs draw time and recoil/sway but once you pull the trigger it should delete everything it hits.
For faster draw time and more agile playstyle we simply need the pistol variants of the heavy hitters like the bolt pistol, plasma pistol, hell pistol etc.
This thread smells like bait.
Off course⌠not
Revolver is same⌠surgical strike, weakspot damage bonus, handcanon⌠or close to the same
On vet:
On zealot
Yes, off course, my zealot use⌠melee weapon
On vet
- longshot = until +20% damage bonus
- +15% damage against elite (superiority conmplex)
- +30% damage on weakspots (Precision strikes)
- +20% damages on Ogryn and monstruosities (Bring it down!)
- +10% damages (nodes)
- +10% rending (rending strikes)
- sidenote: reload bonus +5% and +30% while killing an elite/specialist
When using ability:
- +30% damages (surprise attack)
- +15% close damage (close quarter killzone)
- +10% damage (for the Emperor!)
- +20% power on weakspot (marksman)
On zealot
- +20% against infected and unyielding (purge the unclean)
- up to +25% damages depending how closer you are (Anoint to blood)
When using ability
- Chastise the wicked ârendingâ bonus that is not written anywhere but that is applied
So, no⌠Vet / zealot is not the sameâŚ
On my Vet, look how many bonuses I haveâŚ
i mean, itâs not a âsmallâ revolver, the damn thingâs firing basically .308 rifle rounds. but it should have crap accuracy and next to no penetration on flak armor or better. giving it ridiculous stagger but worthless damage on armor would to a good job of balancing it while still making very useful for splatting anything with maniac or unyielding.
Yes, on Vet you have a lot of bonuses and it all looks great on paper but in practice that doesnât matter at all. Basically you are stacking unnecessary damage bonuses that go towards Overkill Damage (your scoreboard pluggin doesnât show this, if curious than try just the basic version) so simply put wasting your talent points.
Your concern was one shotting (non-ogryn) elites and specialist and that can be done with as little as the +25% bonus from âAnoint to Bloodâ on Zealot if you have a âgoodâ revolver (that ideally means both perks +25% Flak and Maniac dmg and at least âSurgicalâ blessing so you can crit). Yes, again I know that it is not easy to roll with the current RNG in crafting⌠just saying it works.
As you could see my build in the previous comment - for Vet I use âLongshotâ + âSuperiority Compâ + âPrecision Strikeâ + 2x 5% Range Dmg nodes and that is plenty to do the job.
the long-range efficacy of the revolver is just⌠absurd. 0-15m having massive damage? Sure. beyond 20m it should experience pretty rapid damage falloff given that the engagement ranges in DT tend to be EXTREMELY close⌠most ranged combat encounters occur at 15-25m. Anything beyond we should start seeing a rapid drop in damage.
I enjoy the revolver but I refuse to use it on my Vet and I rarely use it on Zealot because at this point it just feels like it fits into every build and is always the most effective choice.
Weapons should have a niche. The revolver as a hand-cannon blowing off heads in close makes sense. Not so much beyond that.
If anyone here has gone shooting with pistols and rifles, you know itâs far harder to make an accurate shot with a handgun outside of 35-40m than it is with a rifle. Itâs just a matter of a far more stable platform.
I second your opinion. The revolver being better âspecial sniperâ than a bolter or hellbore lasgun is absurd. The nerfs the revolver received (especially in terms of fighting armored enemies) were fair, but nerfing revolver to the ground will just turn it to what it was before buffs, a clunky, inefficient weapon, with terrible ammo efficiency and bad breakpoints.
Revolver is fun to play and should stay fun - but it should not render other stuff useless.
By giving the revolver a steep damage drop-off, it will be the weapon of choice for anybody in need of a gun for quick special / elite sniping while in melee or aggresive âgunslingerâ that likes to engage in risky ranged combat at short distance. A decent niche, in my opinion.
I would agree about this, as it would not impact the role of revolver for zealot
But, a bolter should not be a good sniper weapon. Headhunter and helbore should be these weapons. I guess we will have to wait for long-las rifle to get something decent as sniper rifle.
Well, your opinion. Fact is, I one shot anything with vet, but I donât with zealot. I have just tested, with the Vet I can one shoot a crusher when far away. At close range I do 3569 with a revolver at 74% damage (time to hunt for a 80%).
Means, I miss 32 damage to one shot it at close range (so with a revolver at 80% damage, I one shot the crusher with the vet).
EDIT and precision: One shot crusher with the abilities bonuses
EDIT 2: tested with executionner stance⌠I one shot a crusher at any distance
I cannot do that with my zealot.
Just want people to know that 500 yd revolver competitions are still held, but they arenât exactly common. To maximize steadiness they lay down and rest it on their legs. Revolvers are inherently more accurate than semi-auto pistols due to their solid frame. This is when compared to semi-autos usually interchangeable âfloatingâ components.
Also, I donât think that they should nerf weapons all that often given how inconsistent crafting is. Just because you got a good roll doesnât mean everyone else should be forced to put theirs on the shelf.
I mean, Zealot is melee class lol
Your argument would be resonable if Zealot have range weapon branch like Vet and Psyker, but literally all 3 branch is just melee build with different taste.
Ofc range weapon wouldnât be as strong on them when youâre comparing them to Vet that goes full range build (Execstance, Markmanâs Focus) trading their survivability/melee potential with it.
Vet canât run in and swat shooters singlehandly because they donât have stun negate, they also spray and pray their gun while moving because they donât have recoil reduction on dodge.
You cannot do that with your Vet
Point is⌠revolver is not too strong on a zealot
It is not too strong on a psyker
It may be too strong on a vet (up to FS if it is or not). But it has nothing to do with revolver, but with the vet class.
Sidenote: it was not my opinion the first time we have discussed about revolvers. But since, I have considered the arguments and points of others⌠and they are right, the vet tree changes a good gun in a death tool.
This is true.
However, what might work are real world ballistics. Dark Tarkov.
well⌠maybe not I just looked it up and the .500 magnum only drops 5 inches at 100 yards and the only place I can think of where we might shoot further is the trainyard.
Still, some ballistic arc might help with the pinpoint. There will be guys who can do it though.
It is strong on Zealot wdym? Gunpsyker might prefer Com5 IAG more though but itâs still strong choice nontheless(or idk, just use voidstrike)
Just because itâs not as good as one in Vetâs hand(which is the point of their class) doesnât mean itâs not too strong lol