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FeculentWizardTits posted:Thanks for this. I found an orange plasma gun on Melk that seemed to have good stats plus two blessings that veteran guides said are the best for it (one was It Gets Hot, I can't remember what the other was). Bought it at character level 24; can this last me to 30 or will I need to get a new one later? Or is there a way to upgrade its stats via Hadron (rather than swapping out perks/blessings)? There's no way to upgrade the numerical stats for a weapon, at least for now. The devs have said they're working on an update to change the upgrade process, so we'll see what happens. Usually, when you're below level 30, the weapons you have access to will be artificially limited. You probably already noticed that when you were level 5 and all your weapons were rocking 10-30% stats. Sometimes you get lucky. Through an Emperor's Blessing mission reward at level 18, I got a gold las rifle that was better than anything I found in Melk's store (or received in other mission rewards). It was my first weapon that I was able to upgrade to >500 rating. Edit: it was lucky because the dump stat was mobility, which didn't really matter for a Kantrael XII, and the important stats were 75-80%. Everyone has their own opinions about the weapons. None of my weapons has perfect stats, but I mostly play auric and get through them without going down. Perfect stats won't make or break the game at higher level, as long as you have good perks/blessings and you've mastered the fundamentals of dodging/pushing/etc. I don't spend lots of dockets trying for the perfect blank slate to upgrade. I just pick the two or three stats that are the most important (for that particular type of weapon) and roll the dice with Brunt until I get >75 in each of those stats. Once you have enough Melkbux to throw around, his store is a good resource for acquiring blessings. Power sword with lovely stats but a Power Cycler 4 blessing? Hell yeah, buy it, feed it to Hadron, use that to upgrade one with better stats. Arc Light fucked around with this message at 17:46 on May 14, 2024 |
# ? May 14, 2024 17:43 |
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# ? Jun 1, 2024 02:24 |
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FeculentWizardTits posted:Thanks for this. I found an orange plasma gun on Melk that seemed to have good stats plus two blessings that veteran guides said are the best for it (one was It Gets Hot, I can't remember what the other was). Bought it at character level 24; can this last me to 30 or will I need to get a new one later? Or is there a way to upgrade its stats via Hadron (rather than swapping out perks/blessings)? Without seeing the numbers it's hard to say, you'll probably be able to use it to get to level 30 but you may have to adapt your play to it. A top end plasma gun will likely take one fewer shot to kill a bunch of things and that has powerful ripple effects - you use less ammo so you need fewer pickups and reloads, you generate less heat so you need to vent less frequently and have more uptime, and killing things faster means generally less risk of getting overrun. Damage breakpoints are a big deal, especially when you start playing Auric missions which are always High Intensity and often increased special spawns as well. You currently cannot upgrade base stats, only replace two of the four perk/blessing slots. A crafting rework is confirmed to be in development so that may change, but we have no details on what is planned at this time.
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# ? May 14, 2024 17:47 |
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Definitely don't fret too much about getting a perfect weapon. With some exceptions, a weapon with 330ish stats in a decent distribution and whatever blessings it happens to roll is probably usable even at the highest difficulties. Exceptions include a few weapon types that just suck even when perfect (tac axes) and a few that desperately need specific blessings (e.g. power swords wanting Power Cycling 4). Once you get a ways past 30, have mats to burn, and know what kinds of weapons you like, then you can start rolling to build a really good one. megane fucked around with this message at 17:52 on May 14, 2024 |
# ? May 14, 2024 17:49 |
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Great stuff. Thanks everyone!
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# ? May 14, 2024 17:55 |
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Patch today! Just some bug fixes and addressing the shader issue. Logged into, queued for Damnation, made it to where the fighting starts all by my lonesome, then left. Did the same for an auric damnation mission, but then quit. Game's kinda dead, at least on off hours now.
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# ? May 15, 2024 18:05 |
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Poked in for a few runs tonight since I haven't played since before the new penance overhaul dropped. Looks like mission specific challenges have carried over from the Vermintide expansions. Noticed a lot more stuff on the Carnival missions that appeared to be interactive but I guess most people have already run through them since nobody was stopping to investigate.
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# ? May 16, 2024 04:10 |
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Me and my buddy keep wanting to do all the puzzles but we hop in as a pair in quickplay matches and we always feel bad holding the group up while we explore them. We got a little list to check out when we can get a four-stack and just stop to look around a little.
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# ? May 16, 2024 04:20 |
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Just to expand on the weapon stats discussion a bit, keep in mind that the percentages displayed on the weapon indicate how close that stat is from its minimum possible value to its maximum--not from zero to maximum--making the stats appear a lot more impactful than they actually are. For example, the Plasma Gun has a damage range of 875 - 1225, a spread of 280 points. A 0% rating here would still give you 875. Also, since you can only get up to 80%, the real effective max is 1155. Even if you had an especially low rating in this stat like 50%, that would still put you at 1015, meaning this trash weapon is still hitting for 88% of the damage as the perfect one.
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# ? May 16, 2024 06:42 |
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Reiley posted:Me and my buddy keep wanting to do all the puzzles but we hop in as a pair in quickplay matches and we always feel bad holding the group up while we explore them. We got a little list to check out when we can get a four-stack and just stop to look around a little. TBH I solo QP basically all the time in DT and every time that someone does one of those little puzzles to give me an achievement I'm completely happy about it.
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# ? May 16, 2024 06:47 |
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Devils Affricate posted:Just to expand on the weapon stats discussion a bit, keep in mind that the percentages displayed on the weapon indicate how close that stat is from its minimum possible value to its maximum--not from zero to maximum--making the stats appear a lot more impactful than they actually are. I would push back against this specific example as Plasma's damage and stopping power stats both have significant effects on potential damage breakpoints. I had a different of 10% on a damage stat from my og plasmagun vs a new one I rolled and the difference was night and day. Not to undermine the overarching point, it's important to look at the range of a stat and where the particular % on a weapon falls in it. Once you start grasping that it's p easy to figure out what's important on a weapon and what isn't.
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# ? May 16, 2024 13:01 |
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Ah, leveling up a new character. I decided to start an Ogryn today and got him up to level 8. I do not miss playing at lower levels. I've gotten so used to playing at damnation where everyone hopefully knows what they're doing. Played The Carnival. Get to the arena at the end and drop my ammo crate in the doorway like normal. I see everyone else rushing upstairs where you activate the ceiling button, so I tell them to get back downstairs and funnel everything from one direction. Well they don't listen, so I have to join them since I don't exactly have enough firepower to hold the doorway alone. And naturally we're getting swarmed from four different directions while gunners are piling up downstairs. The ceiling opens and we have to hit the flairs to signal for extraction. So me and one other guy go downstairs to try and get them while the ither two continue to ignore us. We get downed and then the other two come downstairs and try to rez us before taking out the dreg gunners and then it's a total party wipe in thirty seconds. So I repeat in the chat why it's important to hold the doorway instead of up top and then the psyker jumps on mic and starts yelling about how he never got hit once up top and it's everyone else's fault for not killing the gunners downstairs first before trying to hit the signal flares. At that point I peaced out. There's no point in trying to argue with people who won't take your advice and then get mad at you when they get wiped. It'll be so nice to get back to Damnation with proper gear and coordinated teammates.
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# ? May 20, 2024 18:45 |
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One of the dark secrets of Darktide is the psykers are the players everyone accuses the zealots of being.
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# ? May 21, 2024 05:18 |
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I've been noticing this weird thing where if I'm a psyker using smite or a zealot using that pulse ability that staggers enemies, my teammates often seem to think "okay, guess those guys getting zapped are taken care of, better just run past them/stand here and do nothing." No dudes, you need to hit them!
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# ? May 21, 2024 12:28 |
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FeculentWizardTits posted:I've been noticing this weird thing where if I'm a psyker using smite or a zealot using that pulse ability that staggers enemies, my teammates often seem to think "okay, guess those guys getting zapped are taken care of, better just run past them/stand here and do nothing." No dudes, you need to hit them! I haaaate that, but I mostly only see it at lower levels when I'm playing with a casual friend. At least when I use smite, I can chain stagger enemies and finish them off in melee. Playing zealot and using chorus, on the other hand, feels like a waste of time. Ideally, the rest of the team would use the breathing room to reposition and whoop the toughest enemies, but they mostly don't even peace out. No, they stand around staring. What difficulty are you on? For the most part, auric or even regular damnation players are better about capitalizing on combat advantage. Or maybe I just get lucky pugging.
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# ? May 21, 2024 13:34 |
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Arc Light posted:I haaaate that, but I mostly only see it at lower levels when I'm playing with a casual friend. I mostly play 3s (malice, I think?) because my highest character is 26 and my experiences trying to bump up to 4s have not ended well. Not because of my performance (I hope) but because my groups just get pounded. Sounds like I should try giving damnation a shot.
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# ? May 21, 2024 14:30 |
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FeculentWizardTits posted:I mostly play 3s (malice, I think?) because my highest character is 26 and my experiences trying to bump up to 4s have not ended well. Not because of my performance (I hope) but because my groups just get pounded. Sounds like I should try giving damnation a shot. Unironically, yes. The difference in gameplay difficulty between 4 and 5 is low, imo (in terms of enemy HP, number of specialists/elite, etc), but the difference in quality of pubbie teammates is huge. At level 5, you can reasonably expect most random teammates to know what they're doing, to focus attacks on tagged targets, to use chokepoints, to drop medpacks and ammo crates when they're actually useful, and so forth.
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# ? May 21, 2024 14:38 |
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How viable is the Ogryn gunner build? I'm eyeing up the twin linked heavy stubber options and I'd like to know if they're worth it to play as Heavy Weapons Guy 40K edition.
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# ? May 21, 2024 14:57 |
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it's okay I might be upsetting other Ogryn players but you can find better time to kill in a Veteran. The ripper nerf was pretty severe and FNP isn't what it used to be for gunluggers. Lucky Bullet is still just plain bad. Stubbers have always been kinda okay. They'll mulch enemies like crazy but so does a veteran, and the veteran is going to have a wider set of favorable matchups while doing so. I feel like the strongest benefit of a gunlugger build is the attempt to efficiently build out talent points while choosing and buffing the nuke grenade. Gunlugger doesn't feel bad, it's just not as competitive as a good meta Veteran build. Potato Salad fucked around with this message at 15:09 on May 21, 2024 |
# ? May 21, 2024 15:03 |
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quote, edit etc
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# ? May 21, 2024 15:07 |
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Potato Salad posted:Gunlugger doesn't feel bad, it's just not as competitive as anything else you can be Fixed imo. You can be effective as a gun-lugger at any difficulty but you're nerfing yourself as it gets harder. I quietly groan inside when I get one on my team because the vast majority of them are like recon gun veterans and smite-only psykers: Players who don't want to eat their vegetables and learn to dodge. Either other Ogryn tree (or a combination of the two) will be more effective, teach better habits, and not devour all the ammo on the map. Nehru the Damaja fucked around with this message at 17:22 on May 21, 2024 |
# ? May 21, 2024 15:44 |
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Potato Salad posted:it's okay Yep. Gunluggers are a world of contrasts, we live in a society, live laugh love. They can definitely work, but they require a lot of support to make it work. Pros: -Does a ton of damage for the 10s that their class ability is running. Can take out a couple dozen elites or solo a boss in that time under ideal circumstances -Potential to have very high uptime on that class ability (see Cons below) -Very resilient while that class ability is running, regenerating toughness faster than they can lose it under most circumstances -Uniquely able to burn through masses of Bulwarks at a distance easily Cons: -Requires a lot of support to enable. Psyker auras to reduce class ability cooldown, and anything that provides more ammo for the ogryn or lessens ammo requirements for the rest of the team (so they can funnel more ammo to the ogryn) -Theoretically the ammo requirements are absurdly high, but in practice this means the player needs to know how to properly pace themselves and usually focus on melee so they'll have the ammo to go HAM when it's really needed. This is where most Gunluggers fail -Fewer talent options than you might expect. You really need the incendiary ammo on your ability, the talent that reduces ability cooldown on Elite kill, and the talent that provides rending after Elite kill -In my experience, they're married to the Achlys Stubber. Any weapon can put out damage for 10s, but all the other "Pros" heavily favor the Achlys. Key Gunlugger talents scale specifically with rate of fire, and the Achlys is miles ahead in this regard. Toughness regenerates per-shot, incendiary fire stacks per-shot, Lucky Bullet ability cooldown procs per-shot. Even a slower-firing stubber like the Gorgonum pales in comparison. -Because you won't have the talent points to pick up nodes that benefit heavy melee attacks, you'll need something that allows you to spam light attacks. The classic Bull Butcher with Slaughterer and Confident Strike works well here -A corollary to the previous points, they're not great against Crushers. Pack a Combat (Skull) Stimm whenever possible Magitek fucked around with this message at 17:01 on May 21, 2024 |
# ? May 21, 2024 16:55 |
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Teammates don't hear the big WHOOSH WHOOSH of Chant happening, its a bit of a weird choice that it just doesn't have a third person audio component beyond you saying "repent" or "stunner" sometimes.
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# ? May 21, 2024 17:18 |
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Arc Hammer posted:How viable is the Ogryn gunner build? I'm eyeing up the twin linked heavy stubber options and I'd like to know if they're worth it to play as Heavy Weapons Guy 40K edition. If your goal is to shoot a minimum of 3500 rounds per match then gunlugger with a stubber is for you. Rippers regularly do about 1000-1100 shots per match. Bring a foldable shovel or a bully club for single target carapace work and use the gun for everything else. Gunluggers are exceedingly efficient damage vs mooks and gunners and high intensity sure has a lot of mooks. You'll have the ability up about 2 out of 3 magazines because Lucky Bullet charges you back up while firing while the ability is up and when it ain't you still want to Lucky Bullet up for that 200% ability regeneration. Burn bullets go good with Achlys stubber / flechette Rippers; close damage goes good with non-Flechette Rippers, Rending goes good on a Krourk stubber.
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# ? May 21, 2024 17:29 |
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Reiley posted:Teammates don't hear the big WHOOSH WHOOSH of Chant happening, its a bit of a weird choice that it just doesn't have a third person audio component beyond you saying "repent" or "stunner" sometimes. Yeah, teammates really need to be able to hear the WHOOSH WHOOSH because otherwise it's hard to notice in the fight.
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# ? May 21, 2024 17:29 |
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I think both Skullbreaker and Bullgryn are better skill trees and I usually play either of those. But there's something incredibly satisfying about popping a speed stim & your point-blank-barrage and then just going to town on a monstrosity or a horde of elites.
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# ? May 21, 2024 17:45 |
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Folks have already talked about gunlugger so I'll just chuck my two cents in: the core issue is you'll need to get used to being squishier. When you're firing your gun the only way to regen toughness is the Braceing provides 2% toughness back a second, and PBB being active when you're unloading on something. If you aren't doing that you're probably losing all your toughness and taking health damage. imo heavy attacks give toughness > elite kills give rending, the former is much more valuable.
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# ? May 21, 2024 17:49 |
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Eyy, got the penance for doing an Auric Damnation (not Maelstrom) with nobody falling once. Of course, doing a Maelstrom immediately afterward, we had a 30+0 and that went as you would expect.
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# ? May 22, 2024 02:16 |
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Trip report: ran a few damnation-level games and had an overall better experience. Thanks for the recommendation. Now instead of complaining about the bad players, I get to be the bad one.
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# ? May 23, 2024 03:15 |
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Skulls stream: Update coming June 25 with new map, new weapons. Currently an event for a week. Not sure of its details yet.
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# ? May 23, 2024 17:53 |
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Nehru the Damaja posted:Skulls stream: Update coming June 25 with new map, new weapons. Currently an event for a week. Not sure of its details yet. Fatshark posted:Warhammer 40,000: Darktide - Secrets of the Machine God Straight from the steam news page. Hell yeah new weapons!
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# ? May 23, 2024 17:57 |
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So the event is just getting various currencies at certain arbitrary milestones for headshot count, counted across your entire team.
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# ? May 23, 2024 18:16 |
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Ogryn two handed weapons.
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# ? May 23, 2024 18:16 |
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Nehru the Damaja posted:So the event is just getting various currencies at certain arbitrary milestones for headshot count, counted across your entire team. I'm okay with free stuff.
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# ? May 23, 2024 18:18 |
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So what would you do with this for a zippy veteran?
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# ? May 23, 2024 18:19 |
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Nehru the Damaja posted:So what would you do with this for a zippy veteran? Personally, I would replace weakspot damage with 25% Maniac damage since you already got a flak one on there already. Blessings look fine to me.
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# ? May 23, 2024 18:25 |
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Nehru the Damaja posted:So what would you do with this for a zippy veteran? Yeah I would just slam both perks into whatever you want. I'm actually not that hot on Deathspitter tbh but it's one of the good options so gently caress it edit: just realized you already did one blessing craft lol. I actually don't mind weakspot damage on the infantry version but yeah I'd just swap that for maniac
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# ? May 23, 2024 18:27 |
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Up to level 16 with my Ogryn. So far for melee weapons I've tried out the power maul, the knives, bully clubs and the shovel. Overall I'm not really vibing with the Ogryn playstyle. The emphasis on heavy attacks for damage and stamina regen is fine in theory but in practice a lot of his options lack good "weapon feel". The sound effects, damage output and animations all feel lacking in player feedback. They might be doing good damage numbers but they don't always feel fun to use. So far the only melee weapon I've liked is the shovel since its crowd control heavy attacks pair well with the Ogryn melee perks and the special attack gives you options against Maulers. The guns seem fine to use so far, maybe Gunlugger will feel better if I make a build. Away from Ogryn chat, an annoyance I've got is that none of the monstrosities have unique music the way they do in Vermintide 2. The monster music tracks are randomized which isn't great when your horde shooter game encourages you to rely on audio feedback for information. All you know is "monster incoming" rather than "monster type X incoming, act accordingly"
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# ? May 23, 2024 19:46 |
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Arc Hammer posted:Up to level 16 with my Ogryn. So far for melee weapons I've tried out the power maul, the knives, bully clubs and the shovel. Overall I'm not really vibing with the Ogryn playstyle. The emphasis on heavy attacks for damage and stamina regen is fine in theory but in practice a lot of his options lack good "weapon feel". The sound effects, damage output and animations all feel lacking in player feedback. They might be doing good damage numbers but they don't always feel fun to use. Try the mark 3 club if you're going for heavy melee attacks. Very satisfying side to side and you get to feel like Sauron smashing through hordes. Agreed that unique boss music would help, but you can identify them by their announcement roar. It's sub-optimal, but yeah. The bubbling bong-rip sound is a Chaos Spawn, the ordinary monster growl is a Beast of Nurgle, and the Plague Ogryn has a really deep bellow.
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# ? May 23, 2024 19:53 |
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Arc Hammer posted:Up to level 16 with my Ogryn. So far for melee weapons I've tried out the power maul, the knives, bully clubs and the shovel. Overall I'm not really vibing with the Ogryn playstyle. The emphasis on heavy attacks for damage and stamina regen is fine in theory but in practice a lot of his options lack good "weapon feel". The sound effects, damage output and animations all feel lacking in player feedback. They might be doing good damage numbers but they don't always feel fun to use. When you're making heavy lateral attacks, you'll often want to turn your camera along with the swing of the weapon. It can help you make the most out of the increased cleave capability by hitting more targets off to the sides with each attack. It also offers the advantage of improving your peripheral situational awareness -- a fast-swinging knife requires you keep your crosshair focused directly on heads, while slower swings let you view side-to-side in between attacks while maintaining the same DPS. One of the annoying things about heavy attacks is the way they slow your runspeed briefly when you first charge up the attack. An easy workaround is to start a forward slide and begin charging, then land the heavy on your target once you're in range. No loss in speed as you engage. Once you're in sustained melee you'll be relying mostly on dodges for movement anyway. As far as damage output is concerned, you'll probably see a big difference once you unlock the Batter talent node (heavy attacks apply +4 bleed stacks per hit). It's good sustained damage on anything that can withstand multiple heavies, and for crowds it's frequently what makes sweeping knockdown attacks tolerable. Knocking down a horde can sometimes be counterproductive if the enemies are simply going to stand up a few seconds later and start attacking your flank. But by applying bleeds you're often sentencing those same enemies to death, as they'll fully bleed out before they can stand back up and be a threat again. Magitek fucked around with this message at 01:47 on May 24, 2024 |
# ? May 23, 2024 21:45 |
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# ? Jun 1, 2024 02:24 |
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SUPER SHOTGUN
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# ? May 23, 2024 22:50 |