Talent “Exploit Weakness”
*** Increased from 2.5% Brittleness to 10% and set max stacks to 2Exploit Weakness**
Now this talent is for melee critical hits only, which makes veterans even more useless in Maelstrom and just in general, because it lost the ability to kill anything with carapace armor.
I play vet a lot, and you still have plenty of ways to kill Carapice Auric Damnation without that change. The Vet Talent tree is still by far the best I would argue, and for anti-caparice builds you go anything from Krak Grenade spam to Onslaught+Rending strike Autoguns to the traditional Bolter gun weakspot for range, or for melee do Trench fighter Chainsword or a %60 crit chance bleed on body hit knife build.
With some quick testing, I can get 1354 DPS against the carapice ogryn shooting him in the chest with the Agripinaa Mk VIII Braced Autogun, and I have to imagine people can get even higher. It even only uses around ~26 bullets (Depending on crit variation), so isn’t even that ammo intensive.
For combat knife I can get 600 DPS in melee without even using stealth and not getting additional ~20% crit chance from dodges. I don’t have a bolter pr hellgun build as I prefer weapons with a fast switch time, but I have to imagine those both can get good DPS as well.
I don’t know how you could possibly argue that. A precision ranged-focused vet is quite literally like playing the game on Omega Auric Damnation Plus Ultra to the Max mode. It’s lacking in both the area it’s supposed to specialize in, and gives up so much movement, damage resistance, and melee damage in the process.
The “good” Vet builds are discount Zealots. It’s not something I’m impressed by in the least from a game design perspective. If we continue down that road, FS might as well change the name of this game to Vermintide 3.
Krak Grenade spam is good, but it doesn’t work in Maelstorm because you only have three grenade max but there are at least 10+ enemies with carapace armor spawned at the same time.
That mentality you can kill anything with braindead spray should go. If you take antiarmor melee/range than take anti horde/high mobility weapon and reverse. That what builds are about.
In all fairness, I haven’t tried that build yet since today’s patch. AFAIK, MGXII wasn’t changed much if at all, and I’ve been using that thing a ton recently and just in general. It’s usable but definitely makes the game way harder than it ever ought to be, provided you are actually using it a good portion of the time and not just meleeing everything.
Volley Fire was changed from totally broken to working again. The only real buff is that Scab Stalkers are marked now. Nice for sure, it should have always been that way, but the stance is still way weaker than it was pre-skill tree.
I also have precision lasgun build and percision autogun builds. The Kantael MG XII Lasgun still 2 shots maniacs, gunners, shotgunners and dogs, 1 shots all plebs except for the flak armored head dreg one AND kills unyielding gunners in 4 hits, with now also basically having infinite ammo.
The Vraks Mk VIII headhunter Autogun 1 shots all plebs, gunners and shotgunners, 1 shots grenadiers, 3 shots maniacs and 5 shot’s unyielding gunners, and can also in a pinch be used against crowds fairly effectively in an emergency.
This is ignoring the insane DPS stealth Vets can get up to, with me being able to get it as high as 4.2k bodyshoting unyielding and also the extreme practicality of the middle branch as well for survival. You still can do the clickity headshot builds, but now there are also even tons of non-headshot reliant builds that also are extremely viable. You can’t make a build that is good against absolutely everything, but that is what team-mates are for.
I do admit though the Kantrael MG IV lasgun seems pretty bad now, but that also just might be me not finding a good build for it.
MG12 was one of my favorite guns on vet, and it wasn’t buffed, so the thing is MG Ia has almost the same damage but recoil+RoF makes it much easier to use. 1 curio with 3 stamina for new Deadshot works great too.
Not so much, TDR isn’t there, but cooldown starts ticking as it was before (on ability turn on not after it ends) makes a huuuge diffrence.
First, vid was just a “good” weapon, it was far from an “op” or “braindead” weapon.
Second, veterans shouldn’t use melee weapons against armored enemies. Even today’s beefed up Power Sword III is no match for five or six hammers coming at veterans.
Third, at least 50% of talents in veterans’ talents tree are just simply useless and no one would go for them.
Fourth, ,it’s interesting to see your point about thinking, “That what builds are about,” no, that’s fatshark’s means of prolonging the game by constantly introducing op weapons in patches, nerfing them to crap in the next patch, and so on in a cycle. Because essentially the game has no content to keep the player." The Plasma gun is now the newest braindead weapon for veterans because it can melt everything.
Because…? Why he even has PS, chain weapons, caxes? Even before 13 patch, i was using nades to control elite blobs and killing them with caxes while they are on the floor.
It can’t lol, damage is still mediocre so the ammo efficiency and vs maniac damage is still sucks on plasma.
It used to consistently 1 shot headshot trappers outside of ult, and one shot headshot all elite gunners as well as Maniac Ragers in ult. Now the ragers require a crit to one shot, and most of the elite shooters will as well unless you’re getting the maximum inverted damage dropoff table value applied on them and you’re in ult. Trash mobs surviving a headshot from the MGXII at any range should be illegal.
Nah, the MGXII needs a ton of work. This is THE headshot gun in the game, requires the most skill to use to its full potential, and the headshots are not consistently killing man-sized targets. It’s bonkers.
Here’s how the weapon should work if FS cares about rewarding skill in ranged gameplay:
Trappers die in one headshot without ult.
Flamers, hounds, ragers and all elite shooters die in 1 ult headshot/1 headshot + 1 body shot without ult.
Mutants die in 2 ult headshots, 3 non ult.
Maulers, Reapers, and Bulwarks die in 3 ult headshots, 5 non ult.
Crushers die in 5 ult headshots, 8 non ult.
If you’re noticing that I don’t mention range here, that’s intentional. Infantry lasgun headshots should always take the maximum value from the inverted damage dropoff table. This is how fully charged shots work on Helbore, so I think this is totally fair considering those don’t have to be headshots.
Not 100 targets, 100 hit mass, it can’t penetrate crusher for example.
But you can’t say it’s melting, cause you need to manage overheat 3 shots is ~35% overheat with 80% resist stat (also Nurgle buff condition exists). And shooting regular shooters will just eat your ammo. So it’s still requiers to play in melee a lot, similar to shotguns. And so far plasma+antihorde/mobile weapon like devil claw works fine.
I just should add that i was a bit wrong about maniac, it’s just charged shot still meh. Overall plasma feels fairly balanced right now.
Blockquote And shooting regular shooters will just eat your ammo.
yes I agree with most parts, but I feel like regular shooters don’t show up that many in maelstorm, their spawn places will be taken by elites and enemies like crushers
Also, yes not 100 targets, but still that’s a huge advantage for veterans, as one of the recurring problems in the past - small zombies completely blocking all bullets, rendering veterans incapable of shooting elites that are hidden behind them - is solved. Now no matter how many flamers, or trappers there are, the plasma gun can take them out in one shot (usually, even shooting at the body), along with the dozen or so zombies in front of them.
I think game spawns enemies depending on team loadout, atleast there are always a lot of shooters if there is a vet with lasgun, i just can’t remember a run when you go with MG12 and there are few of them only armored elites.
Blockquote I think game spawns enemies depending on team loadout
wow I didn’t know that, is there a source? That’s a bit disgusting tbh, but I just played a normal diff 5 maelstrom and I think lesser shooters spawned each time than regular missions.