#dark tidings (Darktide for people in the searchbar)
1 messages · Page 45 of 1
I see people take stripped down and run & gun as a mobility pick for melee focused builds
If you dont take Desperado then Stripped Down is pretty great since scum is quite vulnerable to ranged damage as they have low toughness and TDR so gunners shred them more than other classes
Also Scum got strong stamina regen so you should be over 50% just all the time
https://youtu.be/KAyBlktSqSk?si=DqLaD_fggOEgV3IZ
tl;dw
- Hyper-critical breaks the melee toughness regen talent (precision violence I think?)
- Jittery doesn't work if you dodge slide
- Stimm supply doesn't trigger Chemical Dependence (when it uses a stimm), but does put the stimm on cooldown on use instead of after the stimm effect ends
- the extra stimm duration talent doesn't work with stimm supply
- anything other than the weapon killing an enemy (including bleed, tox chem, executions from Hyper-critical or blessings) won't count towards getting blind grenades back
shout out any bugs you may have found in the comments below!
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What ...
Late reply here, the Needle Pistol is, to me, simultaneously one of the coolest additions and biggest oversights of Scum's design. I fucking love the efficacy of Toxin but am baffled by the fact that there's just...nothing that really interacts with it beyond a single blessing on the Bone Saw that, arguably, isn't actually that good for the weapon. Like it's incredibly strange that the Needle Pistol has literally no unique blessings that key off Poop DoT.
Oh huh I thought 3 was weird, guess stim crate is gonna get nicer
And hope 5 gets fixed soon, im like not using chem nades cause 3 other hivers wanting nades is painful
my whole group just uses rockets
the chem nades are drastically stronger, i acknowledge
but come on
it's a fucking rocket launcher
Since the vast majority literally have no value due to requiring a 30 damage dart doink to get the killing blow, Run 'n' Gun is a strong pick largely for the accuracy the recoil and spread reduction provides (the gun's base spread is one of its main defining weak points) and the convenience of pot shots while sprinting. Stripped Down allows you to have another way to avoid becoming Swiss cheese. The various crit boosts are attractive for getting more poison stacks per shot, but in my experience even minimal stack values are Good Enough in the primary mode that crit hits feel like a nice surprise rather than something to lean into.
It's unclear if 5 is a bug or just how darktide works aiui
that definitely changes in d5
where the reduced ttk from crits really helps manage the bullshit
Crit and weakspot does boost DoT damage
To my knowledge they just improve stack count application, which is technically a damage boost
But otherwise crits don't make the stacks themselves do more damage
You're just doing more because the target took 6 stacks vs 5
correct, which is more damage
Realistically it just means you need less shots to hit full stack potency, but Pickpocket means you can be liberal with shots anyway
I mean ammo efficiency is low on needler so more stacks with less shots is good
yes, but the speed matters a lot
Also on high hit mass targets like crushers you need 5 weakspot shots to reach max stacks
So being able to crit and use less shots is pretty good to avoid reload
Yes, but I wanted to provide clarity under the potential misinterpretation that someone could read the original statement by MissCoded as saying that crits make each stack more powerful instead of just getting +1 more stacks, because Fatshark sure as farts doesn't tell us how it works.
Nothing against MissCoded either! This is just a Fatshark Game Clarity Problem
They don't make things easy for us when it comes to explaining mechanics
Anyway I'm (foolishly) hoping the Needle Pistol just gets a top-down rework on its Blessings since most of them aren't real due to how it works.
i absolutely wholeheartedly disagree
all of the crit blessings are relevant, speedload is relevant, the immunities are relevant (especially if you're not running desperado)
run n gun might be a problem due to close damage with the poison, but that'd be a bugfix thing
toughness on elite kill is very good
all of these are worth considering for at least one build type, it just wants more blessings
for chem toxin interactions
The problem with the on kill effects is they only trigger within a short window of hitting the enemy aiui
the problem is the bugs, yeah
I don't know if that's a bug
but if those are fixed, unless a top-down rework gives all of the same benefits but with chem toxin interactions, it would be painful
it not being able to trigger close kills with anything other than the thirty damage needle hits absolutely has to be a bug
or at least unintended
To my recollection any blessing that needs a kill proc explicitly needs the dart to do it, toxin won't trigger them
If that ever changes then stuff like Glory Hunter shoots up extremely high in value
I'd still like at least two blessings that have any kind of interaction with toxin. It just feels really weird the weapon has none.
It definitely feels like an oversight/bug, hoping they fix it when people come back from vacation in January
I gotta figure out a good build for using dual auto stub pistols and a crowbar
Rending damage stim might be the play or maybe just middle tree rampage
Are there any deep drives on suppression
You mean like how the mechanics work?
scripts/utilities/attack/suppression.lua in the source code has the formulas and variables for players getting suppressed and how enemies check for getting suppressed but I dunno if anybody's translated that into not code speak
something that gets me is that melee enemies don't care whatsoever about being suppressed
so a: holding a lead pipe instills a lion's courage in the same guy that trips over his feet if shot at while he's holding a gun
b: blessings like "suppress enemies within 8 meters" assume a situation where you are surrounded by gunners at 8 meters, which how did you get there, and they've probably drawn clubs by now
The heavy gunners forget they're supposed to draw shovels when I get close
Cultist heavy gunner finishing a barrage animation and instead of gun bashing they just start another barrage
Do I want Hammerblow or Slaughterer for a Crusher maul?
Slaughter
40% strength, which strength increases damage, cleave, and impact
If you're arbites then also skullcrusher, do enemies take 40% more damage from not only you but everyone else
The key for crushers is spam push attack into the head cause it has an oddly high finesse modifier so it can kill crushers in like 4 quick headshot
Not Thunderous?
Thunderous if you're not arbites
Arbite's skullcrusher+slaughter just kills every enemy faster and skullcrusher works for every enemy including bosses that don't have armor.
Damage boost from rending is relatively minor compared to skullcrusher
I see.
strength increases cleave?
yeah
I think the rocket launchers are good on the lower difficulties before you get access to better carapace/boss fighting tools (cough cough needle pistol) where you can just veto the small amount of crushers and bosses that spawn from existing
p sure needle pistol can trigger close kills but only for certain effects like desperado
which is probably just desperado being hardcoded to include toxin kills
grenade availability is funny because you can play premade and set up the classes to feed all the ammo boxes to the chemscum/ogrynheimer or play pubs
the close damage at the top of the tree also seems to work on it
and wildly oscilate between everyone needing grenades and no one needing grenades
poxwalkers/groaners can be suppressed (mostly by stuff like chorus and flame staff)
it's fine in like malice where there's 4 crushers per mission
the event turbo sucks for it though, I think (?) it causes more ogyrn spawns just in general also
some of which have cranial corruption (which doesn't really matter but it's why I think they're from the event)
I'm not sure what the rocket would need to stand out
swap the charges on it and the chem nade and give it much more boss damage
being able to just delete bosses is a worthwhile tool on builds that struggle with it
the problem with that though is a lot of hive scum builds scale into being good at bosskilling
so they don't need to dedicate a blitz slot for it
also more splash range so it can kill more than one crusher 💀
and the talent to add toxin stacks on blitz explosion should be per-blitz so the rocket can get a much higher amount
I like it but it's brutal without specific anti ranged builds
the sloped area in the middle of the mission seems to reliably spawn ranged enemies (and also a lot of the explosion transitions between areas have ranged enemies after them)
I shot them with my gun and they died.
Is that the one with all the craters?
yeah that's the main problem area
when the npc said "there's barely a scrap of cover" they meant it
there is cover but it's hard to get pubs to take it and even then you have to deal with gunners spawning behind you and shooting you as you advance
also, slopes bad, easier to get stuck + standard head level stuff doesn't work
I just feel extremely out of place being out in an open battlefield as an Arbitrator. It's like... I know the Adeptus Arbites are gendarmes, but man it's weird seeing them outside of the Hive.
that's the thing, they're not out of the hive
the no man's land mission is just in a different part of it
🤔 Are you fighting in what used to be a giant park or agricultural area then?
I think it's the ruins of a saint messilina church given sister prine's commentary
the mission goes something like trenches -> church ruins -> bridges between ruins -> more trenches -> open area with tons of craters -> bunker
I was speculating on where the "soil" for the trenches is from
You're gonna lose a lot more on Heresy because it's the no-man's land where the mobs are no longer easy to manage but your teammates do not know how to support each other yet. It's a perfect storm of bad vibes that is good to get out of ASAP, if you hop in Damnation your teammates will be stronger and your matches will be better.
Heresy is the big difficulty spike before the player knowledge catches up to it.
eh I'm feeling this less and less with each passing week
enough people are playing at higher difficulties than they feel comfortable with that you have a decent chance to get teammates also skipping heresy/damnation to get better teammates
It was night and day when we levelled our hive scum.
Scum Week exascerbates it a little bit, and you get old players coming back who are rusty and jumping into higher difficulties they were grandfathered into prior to the update that gated them.
For everyone else working the levels normally Heresy is the big valley you gotta cross to get to the stronger team play.
That feeling when you hit the Load Bearing Penance and unlock five things at once
You can stack wounds as a safety buffer and if you go down in Damnation someone's more likely to pick you up, but if you get downed in Heresy you're basically dead.
surely winning the hive scum fashion contest with a pair of these baddies
i want all the show gang stuff, but theres no way im doing 1000s seconds of max chem stacks when i can barely manage one stack
Don't go to full viscosity and it's fairly simple if you stick with the base 90s stack duration
i want the buffs though, how much viscosity should i aim for before it gets too long
Slightly under 30s is good enough
The Stim tree ironically is not about potent stims but spamming weaker low CD stims
alright ill try that
If you take the stimm CDR node 60% viscosity is totally fine
That's what I have with one full node and I'm not even 30 yet lol
there ya go
good unlock, would suggest going for
Got to level 20 abd Scum is starting to feel pretty good
Crushers still feel bad tho
Scum doesn't have super easy ways to deal with crushers that aren't the needle pistol, crowbar or saw from first impressions
Needle pistol does make it easy street tho
what blessings yall run on the needler?
The crowbar still feels incredibly slow
Maybe my build is wrong
I saw a clip of a crowbar blender somewhere
how do i get 500 curios ?
is there an achievement for that or smth?
do you mean 500 power curios? if so I haven't really seen any and it doesn't matter, because they max out stats sooner
Run & Gun and Stripped Down.
does anyone know if damage/stopping power effect toxin damage or just the initial shot damage on needle pistol? if not then damage is the best min stat I presume
While everyone's been enjoying the Scum, I've been really nestling in with the Abarties class. It does work best in a kind of methodical, crowd clearing kind of play.
Shield bonking folks with either the shield+maul or shield+revolver is really fun
Shield bonk never gets boring
The shield bonk is a bit different with Abarties because you're like sweeping them to the side.
Desperado (Blessing Edition) is another good option for a reliable +20% crit chance to get more poison stacks per shot. Until they either fix what people (understandably) assume to be a bug or just do a pass on Toxin DoT interactions this is a tricky question to answer. To my knowledge most of the "on-kill" blessings explicitly need the dart to land the final hit.
As it currently stands the only stats that do anything important are Ammo, Stability, and Mobility. Damage/Stopping don't affect the DoT at all, but +% vs X perks do.
I'm gonna be pedantic again, but crits only affect the amount of stacks you apply, while +25% vs Carapace actually affects how much damage each stack does.
But crits are important and related to this
Just to showcase +25% Carapace vs none (Mk II variant). I'm not discounting that crits are nice for getting an extra stack of DoT on a target, but I don't think it's impactful as a perk on the Needler.
Also something I keep forgetting is that the Mk II applies 5 stacks per hit, assuming no crit/headshot, while the Mk VI applies 6.
Rending is also good
No, wait, I'm an idiot and I hit the Crusher's head
Affects DoTs which always act as if damaging the base armor of the enemy
I run uncanny strike shiv with needler cause it lets chem toxins do strong damage against crushers
Might switch to knife though
Weapons with Thunderous might have some tech here
Strength/Power affects DoTs but I dont see many on Hive Scum
it's mostly the melee skill
Well CombatKnife gets 120% rending which beats brittleness and affects all of your DoTs at once
Any that would affect Toxin seem to live pretty exclusively in the Cartel Special (did not mean to hard ping this)
otherwise there's just the rending node on desperado and the obligatory damage to monstrosities
So Chem Toxin from chem nade benefits from Uncanny a lot
Rending as a buff to yourself aka uncanny affects chem toxin DoTs
Brittleness via Thunderous only affects the target you hit and is capped at 40%
i hate that fatshark is so inconsistent with labeling things
why is strength different from power
They just never updated it
why is scum the only class in the game whose nodes give power instead
Strength is a holdover
Strength is now Power, but they haven't retroactively updated every text instance of Strength to now be Power
Everything new is Power
Because Fatshark apparently doesn't have a copy editor
Why they havent just changed the text? No clue
and nowhere do they ever say what either strength or power means
even though it's just final damage
...i think
Classic FS no clear descriptions
it's still never explained anywhere
When a community mod did it better via scouring source code
Let's not forgot all the built-in class passives that just aren't documented anywhere in game, like the fact that Veteran has cover peaking and Suppression Immunity as of Honor and Duty
The suppression immunity is new
finesse is also never explained in any skill trees, so you have to find weapons with finesse as a stat bonus and find out there
rending also isn't explained afaik lol
I definitely didnt know about vets new suppression immunity
i didn't know this
What is stagger vs impact
and i don't know any other class passives either
Yeah, it technically dropped during their tree refresh in Honor and Duty but was only recently mentioned in the Scum patch notes because ?????
impact is bonus stagger damage, which creates stagger
Is that explained in the game anywhere
the one place where impact specifically matters where it isn't directly translating into stumbling enemies
is captain shields
which take more damage the more stagger damage you deal
oh weird
wait what
it was listed in honor and duty too
i thought they just took extra melee damage
The subject is everything that fatshark doesnt explain, brittleness being rending as a debuff, stagger vs impact,
I love that Poor Fatshark Documentation made me gaslight myself
Iirc one is duration of stagger and one is how much stagger damage before it causes a stagger and theres like 3 types of stagger levels
It's even better because it's rending on all incoming damage
Yea brittleness is literally rending but for everyone
So it makes allies do more
vs rending being a buff/effect on yourself
fuck me, i thought it was damage not ap
Including the team and its a debuff so it affects bleed done by others on captains if they have their shield up
what is it with swedish devs and poor game documentation (helldivers 2)
So rending over 100% becomes a small damage boost
they specifically take additional damage from high stagger weapons, that why you can mulch them as oggy/arby
It is; excess Rending over 100% gets turned into "More Damage Taken" at a 4-to-1 ratio, i.e. 20% Rending over 100% becomes 5% more damage taken
120% rending with knife translate to like 5% over damage?
Darktide is a Trve 40k game because it's so arcane and misunderstood that everyone is just guessing about superstitions for how to do it
Forget the false promise of knowing game mechanics
correct
There is only mashing
Tzeench must have written the mechanics and forgot how they worked
Basically, where Rending is you being better at getting through armor, Brittleness is you removing armor from an enemy
i just think of it as buff vs debuff
brittleness is applied to the target
rending is a buff on yourself
i mean, i've played a million games with armor shred
It has very odd different cases
i know how the mechanics work, I'm just
flabbergasted
that it was that
are there any other hidden class passives?
Looks at Ogryn
or weird bullshit mechanics that aren't talked about
Like rending does nothing against a captain's shields but brittleness lets exist bleed stacks do extra damage so you can kill a captain faster with its shield up is a weird practical different between rending as a buff to yourself and a debuff to the enemy besides the team thing
Ogyrn cant be staggered
Ogryn has a bunch
they can still be interrupted, though 
zealot takes significantly less damage than every other class while sprinting or sliding
Interrupted and stagger are different
I think psyker having 5% extra crit (if still true) counts
Innate 20% DR, +1 Wound, anything they dodge into stumbles
But it's small
ooh I'd seen that one while browsing gsmeslantern for some fuckass bullshit
Ogryn cant be stagger but a dog or mutant or zealot isnt stagger
good
for everyone except zealot
sorry what, innate 20% DR?
I hated just never sprinting in combat or I'd explode
yeah oggy is inherently tougher
Zealot with the thy wrath be swift is also immune to stagger
to make up for being a giant target
So you can do objectives and revives without interupptions like Ogyrn except being cc'c
Jokes aside, Ogryn has:
Complete stagger/interruption immunity during any interaction (Hacking, picking up/reviving teammates, etc)
Innate DR (either 15% or 25%, I forget)
Enemy stumble whenever you dodge
Faster carry speed for things like batteries
Other stuff I'm probably forgetting
also i just checked, this was nerfed but then they gave it to scum
psyker has 7.5% cc
oh neat
Psyker and Cop have 7.5% base Crit chance, Vet and Scum have 10%, Zealot has 5%, Ogryn has 2.5%
ogryn is quite wonderful
I think Zealot has 100% TDR against ranged damage while sliding
If you slide against gunners with 0 toughness youll just die
Which would be funny if true due to Sliding already making you literally immune to being shot while frames are active
Only during a part of it
Yeah, I forgot to mention the active frames
If you just hold the slide for super long you lose that dodging against ranged
Because I remembered about Ogryn
psyker and ogryn also only have 5 sprint speed vs 5.2
This doesn't matter much for Ogryn because they're also natively faster before sprinting due to Being Huge and having Huge Legs
god all of psyker's stats are so much lower than the rest lol
more or less I just read kuli's datamined readouts to know basic class stats
this is how you know that scum has faster stamina regen delay unless you're watching your stamina bar like a hawk or install a mod that gives you a timer bar for your delay
(the fastest stamina delay is arbitrator, scum, psyker, at 0.5)
Psyker is the OG Glass Cannon
I idnt need a mod for that
1 base stamina
Scum I basically just dont run out of stamina
50% stamina sprint modifier
Shove pushes basically regen twice over the cost in the time during the shove
and ofc 75 toughness
scum also has the dodge -> 10% stamina talent, you know, just in case you ever run out lmao
I think itd have to actually try to deplete stamina on a hive scum during a fight like only doing push attacks back to back or just nonstop sprinting
yeah you don't run out of stamina on scum, just dodges lol
The one talent to decrease delay with 75%+ stamina is wild for that
Theres a few slide talents but if you go all in on dodges it lets you basically attack more while avoiding damage and not really needing to slide at all
I cannot begin to count how many butt stabs this has saved me from
the last penance I unlocked was the fucking...
"Regain toughness with stim" one
That was such a pain
But now you're free and never have to use that stimm route again!
I immediately went for toughness on stim since Hive Scum is the glassiest cannon leveling
Not even cannon just glass
Man I wish Hive Scum was made of glass, I feel like fuckin' pocket lint
Pocket lint doesnt break if you shoot it
im lint on the wind
It's faster than glass though, like CYAN said
I guess pocket lint is apt, it just floats out of the way if you try to punch it
Hive Scum is pocket lint that has rusty staples trapped in it that'll give you tetanus
Ideally youre pocket lint and just be out of the way before you get hit, unideally youre glass and get shatterd on impact cause you cant move well
It's absurd to literally run circles around hordes with just dodges on shivs. And you still have pushes to mix in control.
Also recently I learned that pushes are 360 degrees in darktide which is silly
Well that part I knew very well
But pushes aren't in VT2 and playing that game taught me much better about melee combat than DT did so it threw me off hard to not have it be an aimed angle
Yea they're pretty different
Vt2 is a lot more slow and methodical
Also Vt2 no walk/sprinting and slides
Also in the same experiment in the meat grinder I learned that pushes don't actually vary in distance by weapon. They might vary by stagger strength but I can't find clear weapon stats anywhere.
Also darktide has iframes during effective dodges
Theres some pretty key differents between the game
And of course, fatshark doesnt tell you pushes/blocks are 360 degrees and darktide is the only FPS game I know that does that, everywhere else is aimed with limited angle
VT2 also is harsher in the health department so it tolerates bad melee control less I feel. Even playing ironbreaker was a wake-up call
It feels like toughness bleed exists because otherwise toughness is just straight up insane amounts of EHP and EHP regen
I thought they did some
But maybe it's just force swords?
VT2 Also has EHP style meta vs Darktide's being mostly toughness based
Which toughness can regen naturally while EHP doesnt for breaks between waves and end of waves
Temp HP is just a very different mechanic tbh
Especially that it can't run over max health.
Toughness is a second, generally regenerating health bar with weird caveats, certain enemies and circumstances will bleed damage through it, some debuffs nuke your regain, it's unaffected by corruption and all classes naturally gain some on melee kill on top of other sources
Temp HP pads your HP loss during combat to keep mistakes from bleeding your real health, you can't gain any without already having lost health, and disappears without upkeep, main sources are your 5th level talent pick and certain career abilities
They're both high priority for survival, they both have similar purposes of keeping health from taking the hit, but perform very differently, is my point
You'll want to look at scripts/settings/damage/push_settings.lua for push details which are separate from weapon specials like the bolter bash which are in scripts/settings/equipment/weapon_templates
For those who haven't visited the source code repo before, it's here:
https://github.com/Aussiemon/Darktide-Source-Code
Oooo, direct data
I didn't diagree they were different in implementation but they have similar roles
Yep
I'm so sad
I clutched up hard, soloed a captain from full and the next horde, got a triple rescue and then a 2014 error right before we extract
noooo
it's way more fucked than just 20% DR
@clear ridge woe, "tank" iconic passive be upon ye
ogyrn also needs to be able to dodge through enemies because otherwise they get stuck on everything
bwuh
I do think some iconics are listed in game but only in the class creation screen and the summary of benefits you have that no one would ever look at because 97% of it is just every talent but in vertical list form
helping hand has been a defining feature of ogyrn forever, the dodge thing was a patch during their rework
but yeag, not just interruption, push resistance heheho
here's the source, a kali guide
ingame on class creation screen
vet
arbites
hive scum
oh, does zealot not have anything?
nope
neither does psyker
was wrong about the summary of benefits, doesn't include iconics, so it IS entirely useless
there was a mod to make it a tiny bit useful
but it got crept by updates
since what it did was just combine nodes
but there's many less nodes that can be combined now, it's just like, +flat toughness (unless your arbites which has those nodes as full talents which aren't combined even with the mod, purely so they could be named)
they should make zealot's don't fucking die effect an iconic
since it's a mandatory node now
this is a good thing tho because you're not creeping around the tree picking up 3-4 +5% DR nodes, you're getting a single +10% DR node and a fancier talent with 10% DR minimum
I agree but it's fine as an anchor node
I would personally make the 1 hp part an iconic but the the health regen an anchor node
or have them both be anchor nodes at different parts of the tree
they should also make psykers deal more damage to daemonhosts
arbites is the only class where the iconic feels super strange
the others are either minor, don't do anything until later, or compensate for downsides (like ogyrn's big hitbox)
i wouldn't call scum's minor
arbites is like "here have a bonus trust 4 player"
and it comes in immediately
and their low level is notorious
wheras at that point on all other classes you have like 4 toughness regen nodes already
instead of 1-2
it's literally impossible to make a vet now without a toughness regen node
it's also kind of fucked up that scum doesn't end with 35 juice
they start with 10 at 5
and then go up by 5/5
...until 30, where they don't get anything
so they end with 30
I'm wondering if it was unintentional for them to start with 10 instead of 5
but they had 30 at 25
and they didn't notice because they were just testing at 30 at the end
nah, 5 at 5 would've been dogshit
So it looks like the weapon templates actually list per weapon specific push radiuses, then an inner and outer… 'push rad'? Uses pi, so it could be an angle, but even outer push rad on shivs only goes to 1π. Both reference different push strengths from settings/damage/damage_profiles/common_damage_profiles_templates.lua. outer on shivs is light push:
power_distribution = {
attack = 0,
impact = {
4,
8,
},
},
inner is "ninja push":
power_distribution = {
attack = 0,
impact = {
6,
10,
},
},
Also in these templates is ones for psyker_push and psyker_push_outer, gonna look at other weapons for a sec
true, couldn't even get the instant toughness regen yet
10 base gets you all the pre-capstone nodes
of a tree
which is respectable
maybe they could've done 5 at level 1
to 10 at 5
Yeah each push has an inner and outer component so the outside of the crowd doesn't get quite as pushed as the person in front of you; pushing the weak spot usually has double efficacy too
also in terms of psyker
they used to have the amazing stat of stamina regen delay
it just got powercrept
unlocking peril stuff is definitely something they pay for though
people keep saying that they've been dethroned as squishiest, but i super disagree now that my scum is 30
staves + blitzes are insane
unless you're a full staff soulfire build, psyker is still frailer
and unforchies i hate the visual design of the staves so i don't use them
Psyker has a lot of % damage reduction and easy to trigger generous toughness regen so they can be tankier than their dogshit stats indicate
squishiest is subjective
I have a psyker build that can tank anything that's not a boss or a burster just due to chain knockdown + bubble
stat wise, squishy, in practice, super tanky
Gunpsyker is kind of unambiguously frailer yeah
Push radius on combat_sword_p1_m1… I think this is the default mark of the parry sword? Has radius 2.5. different inner rad, outer rad is still 1π. Does the game double it so the angle is from both directions from the push direction?
forcesword_2h_p1_m1 is the big psyker force sword. Slightly bigger radius at 2.75. uses default and light pushes with warp "damage" instead.
that's fair, but all of the best stuff is in soulfire or the force swords
of course, i do this to myself because i hate swords and i don't like the staff visuals
so i don't use any psyker unique weapons lol
Since honestly this single talent gives a lot of the classes' durability imo
like the staff attack visuals? or the staves themselves
Melee psyker got all the super toughness regen compared to gunker
yeah soulstealer assail is crazy, true
because I have a mod and flames are invisible for me lmao
the staff designs
i hate the doofy-ass book on a stick design
maybe you could brew something with extended weapon customization
Where the hell is push_psyker used then…? Huh.
turn the staff into a gun or something
Because impact 100 is crazy
push psyker is probably the force push some psyker weapon's have as special actions (?)
Should be laspistol IIRC
what category would they fall under?
It's probably the laspistol yeah
psykers get a cranked force push on their laspistol for some reason
Normal laspistol push is a ninjafencer push
did you see the patch where psyker get's better riposte on dueling sword for the cost of peril
and there was a later patch where they actually added it as text iirc
i did not
Holy shit you're right. Huh? It has a special version for psykers only
i wish that psykers would get good melees other than swords tho
most of the people I have played with have never used the parry on dueling sword
A force axe would be dope
including me lmao
i want a khornate game mostly because they love axes
but I'd love a halberd for the psyker
no man's land update
It can and will explode you at max peril
Okay, so the push on this ranged weapon does not have 360 degrees.
inner_push_rad = math.pi * 0.04,
outer_push_rad = math.pi * 0.1,
For both. I assume that's true across all guns?
actually wait what are the fucked up chainsaw power gloves called?
gimme a wizard version of that on psyker
so they updated the text on december 2nd, the mechanic itself was added september 23rd in bound by duty
not as long as I thought tbh
(i would also be happy with a force axe though)
A power fist would be sick
I want the powerclaw/bnoltgun gountlet
I couldn't complain about a navy breacher chainfist though
A lot of the navy breacher weapons would be dope
For those with pushes, i mean
that looks like a combat axe tbh
It'd basically just be a bigger two handed one
Also, holy shit the psyker push on this laspistol goes 10 units. What.
it probably costs peril
Was told earlier, yes
I'd want power claws
Oh it's a power axe, so probably more comparable to the relic blade
Or if not cowards then power Lance or spears
My actual breacher glup shitto would be a Geistskull blitz
yesss give me a power thrusting weapon 🙏
i just want any two-handed axe
but a 2h power axe would fuck
what I really, really want though
is some kind of warp gun
It's kind of funny how rare that is in 40k
Wouldn't a warp gun's magazines be like 60% daemon by volume
probably some necton stuff now that they've been retconned to all warp
There's a couple of other ork guns which are warp weapons
I don't think the necrons have any
I'm still salty about the necrons being retconned to warp shit ngl
They haven't been?
I'd heard otherwise
People say a lot of stuff haha
I'd heard otherwise a lot, tbh
My guess is that if there's a kernal of truth to it its that the old reactionless drives were changed to be really rare and the necrons primarily use hijacked webway gates for FTL
Pretty rare but ad mech have omnissiah axe
But necrons not using warp stuff is a long established significant thing about their faction
Anyways that was some informative data
It looks like most melee doesn't vary from 2.5-2.75 radius. Push strength absolutely varies. It looks like the "damage" of the push may have an impact if they made sure to set it to warp for psyker force swords? I did figure armor has fun interactions with all impact.
That's the only 2 handed axe I can think of that isn't Khorne
Astorath has a big 2 handed axe but they're pretty rare
(And also a Mr. Not Appearing in Darktide)
I wish ogryn rock was quick throw
p sure there's a mod for it
sometimes I wish zealot knives weren't quick throw so I can get aiming lines heheho
It throws faster if you underhand it
https://www.nexusmods.com/warhammer40kdarktide/mods/480
this one, you can set it to automatically throw an underhand on a key press
saame
There's a consistent shorthand for landing long-range Zealot knife throws! If you ping someone and the red skull appears over their head, place the Aiming Pixel right at the very crown of that red skull. That's consistently the right compensation where the arc will drop and land headshots at far range.
If you practice enough and just "see" the skull you can hit the offset withouut it, but it's always that exact distance above their heads
Webway isnt warp
But it is lame Necrons use webway, an Old Ones creation
Reactionless drive was more in theme to me as, nah screw you Old Ones we made our own FTL that doesnt use yours
Yea or just imagine the offset
I like how its instant, its just your crosshairs at the time
The inertialess stuff is still around some, as is some other basement universe stuff
Yea but Dolmen gates made them win the war basically, and needing a ctan to make them so they can use the webway is like, doesnt hit as hard for me
Was the idea on reactionless drive just hitting the gas pedal for eons and having good brakes?
its more a skill issue of mine, I get killed often because I switch to gun instead of melee after using rock
I forgot that was a thing, I use a mod to change my blitz to go back to the weapon I had before I threw it
this, this is kinda really game changing
AfterBlitz, yeah
Afterblitz & Autoblitz wombo combo
throw all the rocks
Im a fan of blitz bar but it is abandoned unfortunately
I moreso just want to throw a rock faster
without having imputs to mess up
ultrakill flashbacks
iirc there's also some tech with the ogyrn throws and skipping excess animations but I don't play ogyrn so I don't really know if that's true or not
Speaking of new possible weapons https://www.reddit.com/r/DarkTide/s/IIRW8Oec3J
Come on give me the chain glaive
chain glaive and power spear
actually, on the topic of adding polearms
give me
a fucking hunting lance for the vet

one chainsword one power sword is a real good concept.
We got a relic blade we could get discount lightning claws
a gun that shoots antibiotics
Admonition gets a gun that shoots probiotics
One way or another it stops the disease being your concern
I'd trying to think to Necromunda for what could be future Scum weapons
But everything I can think of that would be thematically appropriate really wouldn't fit with the class's playstyle
like the harpoon launcher
Most of the other stuff is kind of already in there as multi-class
Like revolvers, sawn-offs, and bullet-hose autoguns
And most of the more exotic stuff is like...Very Necromunda House specific?
harpoon gun reload animation with every reload speed buff this class can get
it's just the two, right?
outside of guns themselves
just the speedload node and the stimm, yeah?
House specific indeed
House Spyre: We have astartes at home
Don't the houses of Necromunda have an STC in secret
Or at least one of them
The reasons they dont tell anyone is because if the Mechanicus hears they'd burn the planet down to find it
Arbites is 25% off, is he worth it?
Yes imo
How he plays? at worst I heard he plays like "Ogryn 2"
And I do love shotgun in games but found the veteran shotguns lacking, does he 'solve' that issue?
god, please let them fucking change how the combat shotty works
it's so tilting that its special ammo is one shot manually loaded every time
is it really an issue?
And how his playstyle goes usually?
arbites is at least as tanky as ogryn but plays nothing like it tbh
the comparison comes from the casual face tanking
hard to pin down The arbites playstyle because the class comes with a lot of broad buffs that can make any loadout work
That's understandable. I usually go something to aggro/support, I love the Veteran Shouts for free thoughtless or the Ogryn aggro shout.
They do pretty good crowd control yeah
Oh that's great, thank ya
the class's standout feature in just about every build is probably making space
it's extremely annoying, yes
there is no situation in which you're only using one slug
Yeah, having a tube feature like buckshot roulette would be great
or one spreadshot round
with your buffs you could stagger everything with a pool noodle, all three abilities work to prevent you from being overrun, and the dog can passively protect you from specials and bowl over enemies around you
Oh sounds great!
if you're using slugs it's because you're shooting at range
and nothing that you care about dies in one slug
so you need to load -> shoot -> load -> shoot (and often load + shoot again) even for gunners or dreg ragers
if you're using spread, you're clearing hordes, which aren't going to be one convenient wave of weezer-walkers
you'll want more than one
so you're loading repeatedly there as well
Yeah, at that point you better just bring a revolver and deal with horders with melee
incendiaries, sure whatever, you'll probably only shoot once for a burn...but that's only because you have to load every shot
I assume they made it one at a time to avoid the confusion of filling up to your current magazine cap
not because you don't want to shoot again
it fills over your mag
and like what would happen if you were to reload with special shells left
it goes to x (+1)
I think it’s mostly to keep the fire rate slow for strong shells
You can see the wrinkles that design causes with the weird arbites parallel ammo tracker as well
it's just that the special shells aren't even close to strong enough for their load speed
ime
They are for the specific things theyre good at, which are occasional
So it shouldn't matter
no I agree that aside from the fire shell you're very rarely only shooting one
but letting you load more would lead to some real jank where either your ability to fire normal shells is locked until you empty your specials, you reload on top of them and get a trail mix in your tube, or the shells teleport around
all of which sound like scenarios you'd want to avoid as a dev not making a milsim
The special shells are what, slug (I can see the argument here but I just fire that one normally, its still tight) fire (fire once into the horde) stun shock (see previous) and armor cracker (fire once into big target)
I dont really fire more than one at a time anyway
I have a build that uses spread shells exclusively
Oh right, the duckbill one
That one probably should be a choke swap rather than a special shell
slugs and spread should just be a swap
i would accept the other specials as single-shell, but those two are too distinct in terms of range-play
i'd rather they just go "fuck it, realism who" and make it like
a stance swap, and your different special ammo take different amounts of shotgun ammo
fuck it, tube swap
spread can be 1-to-1 because there's zero reason to make it worse
you yank it out and get a different one
The Imperium has nanites, but they are exclusively used for modifying the properties of shotguns during combat
this could be true with no issues for sime kind of force shotgun
it wouldn't be the dumbest arbitrary decision in the imperium
Van Saar have a slightly busted STC that is giving them a rad poisoning however it means they have a lot of cool tech stuff
That would still be cause for a Mechanicus Crusade
It is their closest kept secret and iirc the ruling House of Necromunda looks the other way so the Mechanicus don't fuck up the planet trying to get it
Just saw you already typed this lol
No worries lol
I do enjoy Necromunda for how much is going on there and the planet so you can just engineer a lot of scenarios etc
One of the things I love about Darktide is how they nail the ridiculous scale of a Hive City
The skybox for the new mission is great for illustrating just how colossal Tertium is
The one with the escort ship hovering in the background is another good example
they had hired gun gibing them some examples to work off of
The Scum build where you take only one node in the stimm lab so you can drop exploding stimm packs every <15 seconds seems pretty funny
"My skin's pealing off but my gut feels great!" 🤢 👍
Van Saar
It's killing them btw.
Radiation poisoning
Why don't they just stay farther away from the radiation STC
they need to get a good look at them
I'm sure it gives off a very pretty blue colour
A two handed axe would kick ass
I want the two handed chainaxe the Maulers use honestly
I've been messing around with the dueling sword recently and keep wanting to use the parry for Ragers (this hasn't been working well)
That would be sick
Also some arbites guns I’d like to see
(Heavy stubber, grenade launcher, shotgun sniper rifle, and Webber)
just give the arbites the ogryn stubber /j
I want the shutgunsniper because it is so silly
Disappointed the heavy stubber isn't some sort of shotgun
i want that one because id like some long range in dt
I always approve of more chainsaw grip guns
scab sniper rifle but for the rejects
Eh a rifled barrel 12 gauge with a scope is a classic for medium game in parts of the us with denser foliage, inside 150 yards the lower velocity matters a lot less
Having gotten to Arbites level 24 I think the overwhelming feeling I've gotten is safety
They don't have the insane damage output that other classes can get and even compared to ogryn the output isn't as good since you don't have the "all weapons are at least okay at horde clear" that ogryn does, but everything arbites gets makes them incredibly safe
huge stagger, weapons get bonus extra stagger, dog to dispatch stuff that you're too busy to deal with, ability to just refill your toughness meter and give you huge DR, etc
imo arbites had a few defining features that are more normal now ie big + cleave talents and passive toughness regen
both ogyrns and arbites:
- most builds have crowd control (weapons with high impact and cleave, knockdown ability, debuff ability)
- many builds have toughness regen without needing kills or even present enemies
The arbitrator puppy just being able to turn off a bad gunner is a huge peace of mind
but arbites has a few movement speed talents that can make them super fast
if you want you can bring tac axe and only do single target with castigators- but that's not the norm
at lot of the time, it feels like free brain burst imo
except instead of damage focused it's cc focused
I think arbites has 3 and that gives them the most movement speed
if you like vet shout you'll probably like drive them back
it's a directional shout that has a far shorter cooldown (and some other buffs)
Tac axe arbitrator is undeniably powerful and also is so much clicking
they have 4 at least and most also grant another benefit
- top one that's +10% movement speed and damage on specialist/elite kill
- keystone +10% movement speed and damage on dog pounce
- like +15% movement speed on ranged hit
- +5% sprint speed on slide and stamina back on kill
🤔 most of their weapons are on the slower side though so I think this might be compensating for that
Castigator Stance is a big boost too so you Quake strafe walk when proccing bonuses with it up
ie you can put it on the +.09/+.27 weapons they start with and keep up with the faster weapons
but you can also put it on the tac axe or one of the pistols and move around at the speed of sound
Gun arbites eating fast
I take top and pounce one with stance, im basically "walking" at sprint speed during a stance so its like not an issue at all not sprinting
yeah that was one of my older builds that got deleted by the talent wipe and I'm sad because I don't remember it very well heheho
i mean lets be real you can just vibe build an arbites and still come close to an S tier build
I've mostly been taking the slide/stamina regen one with drive them back to make push -> sweep hordeclear on the mace feel better
eh I disagree if only because the standard for S tier is so high right now with "I kill everyone and also support the team the most and am still hella tanky" vet
Thats not a arbites
ah
thought you meant S tier overall
Ah I meant S tier arbites build
The power gap between like just a build and a meta one is not huge like other classes
I have seen people avoid all the good toughness regen talents on arbites and suffer for it
tru
I take the stamina on kill node to free up triple stamine regen perks on curios
do you have any +3 stamina curios?
No
1 HP and 2 Toughness, HP to reach a 50 hp increment breakpoint and toughness mostly for gunners
understandable
I think I run x3 toughness combat ability minor toughness stamina regen
Cause I always take the 50 max damage talent
I do abliity regen, gunners, revive speed
oh right revive speed is good now
my boomer brain is still stuck in the era where it didn't apply to assists or rescues (?)
Which I only recently learned that triple gunners is still 20% as even though its multiplicative in terms of damage resistance value the effects of that 12%ish is around 20% more EHP against gunners
it also only applies to gunners right? not plasma gunners, reapers, shotgunners, or stalkers
Basically automatic weapons, regular scab/dreg, elite variants, reapers
So not including plasma gunner oor shotgunners
huh
I've always been told it only applied to gunners specifically
I'll have to look into it more since resisting reapers is a much better deal than I thought heheho
Theres a datamine, im not certaini but I think its oddly tied to like type of weapon
Its still quite a lot of resistance to a variety of common enemies so you really only need to worry about the deadly ones and those gunners are a nonfactor really
Triple Revive speed is a game changer cause its oddly additive, so 36% revive, rescue speed
is it speed on top of 100% or % of base action time?
'cause if it was a % increase in speed upwards multiplicative would give 1.56x which would be better
actually multiplicative down would also be faster 🤔
No clue, I could very much be reddit one guy'd on this but after testing it, its now just a mandatory on every character
at 59% time taken instead of 64% time taken I put the wrong number into the calculator, it'd be 68% vs 64%
oh yeah it helps a lot either way
Taking the zealot/ogyrn revive talents doesnt seem to really have a noticeable diminishing return if you take triple revive speed
it's probably multiplicative then, or seperate
because additive up would have diminishing returns and additive down would get freakishly better the more you had
It does feel freakishly fast
Like I could revive then overhand throw a nade as a vet before the stagger on a shout ends
Zealot I can shroudfield much sooner before starting a revive and still have time to line up a heavy backstab to suppress nearby enemies before shroudfield ends
zealot's node is +30% right
and then with another +36%
1-(.3+.36)= 34% time taken
I wouldn't call vet S tier either
I am having a hard time getting used to the fact that Darktide sometimes turns into a normal FPS instead of a horde shooter
I think the single deadliest thing for me thusfar has been '8 or so dreg lasgun dudes shooting at us from an area inaccessible to melee'
what would you call S tier? or is nothing S tier
Are we talking absolute endgame havoc 40?
hm
I'd personally have 2 tier lists
one for quickplay auric and one for premade havoc 40
since some builds are more team comp dependent which is less of an issue in havoc (especially if you're playing with friends instead of party finder)
Trying to work on a pickaxe/grenade gauntlet build for my ogryn
and different parts of vet shine in each of those contexts
survivalist is stronger in havoc than in auric since every other ammo source is reduced but survivalist isn't
Auric pretty much anything can work imo, but overall Zealot is still the most consistent and reliable class into H40 even after the vet rework. The vet rework didn't really change anything about the class being awful at clutching
what builds for zealot?
don't got anything on hand for ya
like just ability/keystone/weapons
because to me clutching isn't really a role
you need something to get through the mission, not just recover from stuff going wrong
and zealot does have several very good tools they're just not super compatible with each other so I'm curious which ones are being used
House Van Saar has an STC fragment that is constantly putting out lethal amounts of radiation
Which is why they have the suits. Because otherwise the entire House would be dead by age 30
Sure, I'm saying Zealot can use most of whatever to do that; even just a straightforward fury/charge/eviscerator/your choice of pistol build works
Spyrers also aren't a House
They're literally bored nobles with teched-up supersuits that are cosplaying Predator on the Underhivers
fair yeah
blight spreads is also back in rotation so the corruption clearing aura has rocketed up in power level again 🤔
i love my autogun
Ooooo that's a lovely look
I'm trying to find cool Zealot stuff but their cosmetics aren't that great
I saw one person in a getup that looked like Sister Of Battle stuff but I suspect that was a premium cosmetic not currently in rotation
there's absolutely good zealot cosmetics, but yeah a lot of the premium ones now aren't great
fatshark has a weird obsession with bizarre masks and hoods
And the pants are often godawful - the ones I'm using now I had to wait a long time to find lol
anyone know if there's a widow's peak haircut in the game?
im just using the leather pants from the voidsman set
i believe not
The second one is the one I saw!
Very nice change of pace from the usual 'pile of burlap and bible pages'
Its mostly premium but theres some good stuff
My only complaint is the lack of excessive wax seal options
They’re for me
something that bothers me is
why do they give you body tattoo options if most cosmetics cover over them?
at least the zealot ones i've seen do
Darktide feels like a game I'm willing to buy cosmetics for so far
The discounted aquilas pack is enough for exactly one blorbo to look good
I think that's exactly how many I need
Not interested in veteran, psyket, or arbites, hive scum free cosmetics are cool enough, and
I don't think ogryns will ever look cool enough to spend money on
I want cosmetics but few actually resonant to me
I picked up the athononian set for my ogryn but really peak ogryn is shorts only no shoes no shirt
grob begs to differ
Alright, decent but I'm not big on the mutton chops
Kronk finds your lack of faith disturbing
The ogryn voice that goes to stand outside the barber shop to watch all the people he thinks are uglier than him is hilarious
"Me? Nah I'm perfect"
Doesn't need a haircut, any change to perfection is a downgrade
My Zealot fit ended up blending real well with all the hive scum
black robe with red lining was only available for six weeks out of the three years this game has been out. I'm not sure what their rotation plan is for these things.
Damn that's a Zealot fit?
Sure is!
The top is called Shadow Sanctum Garb or similar and the pants are "Hell Town Specials"
bunch of bug fixes and balance!
talent tree reshuffle, so you'll need to change your builds up
but the changes look really solid, buff to the rocket launcher and the stimm supply fix are great
apparently not destructive to loadouts at least! so you don't have to recreate everything that didn't change from memory
and damn, they buffed the shivs? I was not under the impression that they needed it but i'm not complaining
pretty minor buff all considered, but still
chem toxin kills counting for desperado means there is theoretically a chems-perado build out there where you use the exploding toxin to wipe hordes. hmmmm
🤔 ime it was already counting for desperado
huh! i just never even thought about needle pistol with desperado but fair enough
magdumping bosses with infinite ammo is nice 😌
I think desperado had a special clause to let needle pistol work with it
but maybe it wasn't working right all the time
it looks like burst of energy (+50% toughness on toughness break) and tis but a scratch (30% toughness back over time on take ranged hit) are in very central places now
do you still need to go all the way down most of th emiddle keystone to get hive city brawler or whatever the 20% dr one is?
the new position of Sticky Hands is a bit annoying imo, but otherwise it looks good
big fan of Burst of Energy being so easy now
ok yeah stimm supply is good now
it was good before just incompatible with dependency
yeah that's what i mean
you can run a pure-chem build with decent results now, although i'm taking the rocket launcher on my chem build
dependency is still in a weird spot where the +cooldown buff doesn't really matter to many stim supply builds
mmhmm i'm trying a build that's just going down the top right / bottom left trees
because you can get % based reduction on kill on stim cooldown
the other stuff is still great tho
missile launcher buffed, we're so back
wait so. since they specifically made it apply only to needle pistol
bone saw users are still kinda screwed
imo it should be everything but the blitzes themselves that count for blinder/blackout regeneration
Yesss blinders back I action
And Chem dependency too, how nice
hmmm, i wonder if pocket toxin is actually worth using with the rocket launcher. probably not tbh
yeah i'm fine tuning my stim build. so far i've swapped the chem nade for the rocket (redundant given the explosion on the supply crate), and the bonesaw for the shivs
i think the shivs are just too good, i can't really make either of the two other scum weapons work
What blessings are people going for on shivs, Full anti armor or bleed?
Can I just say that I always appreciate a good Darktide fashion show.
All the munda gangs probably
Even with the extra acquillas there's not much on the shop I'm interested in rn.
Also waiting on new Abarties wear.
Arbites cosmetics are in GW jail, theyre not happening unfortunately
And there's only really one cannon arbites look
Hopefully Scum dont go to tje jail either
I wonder if its so there's consistency across all GW's products.
I switched from shivs to combat knife to take advantage of full 120% rending
GW has a long history of being strict with licensing iirc
Also makes Chem toxins more nutty against maulers
They've loosened up a bit recently but they're still pretty strict
Well here's hoping GW unclenches enough so space cops get more than a space trench coat.
GW products
Consistency
lol
i went full bleed, mercy killer and flesh tearer
For that, more ultramarine releases
Knife is great on Chem scum cause you can get 20% crit chance for dodge and 20% crit chance from stim dependency on top of knife being 20% so you can get a nice 60% for flesh tearer
Also the weird uncanny for knife is still 120% rending despite scum being 40%, a much more reasonable number
Are the Shivs considered bad?
the shivs fuckin rock tbh
I just think the knives are better
i think they're fun, still havent figured out best application of the knife throw
Shivs out of the scum exclusive weapons handle carapace the best but not as well as knifeb
i think the crowbar is quite fun/good
i just spam them into monstrosities or throw them at ragers
from the shiv?
The discount needle pistol if you're running a Desperado build without it
Also recharges shivs very quickly
Just spam them a lot
Yeah nice to have a anti crusher option even if 3 are only enough to kill 1
so far im loving the dual stub pistols, and im still picking a melee
but the crowbar is feeling right
the two builds i can make work so far are stubs/crowbar and shivs/needler
i havent unlocked the needler yet but im excited
i have a shiv/needler rampage and a stim build but as of this update i think the stim build is probably a lot better
rampage seems like its gonna end up the go; but im enjoying desperado
also the stub pistol special to get a trick shot is such aura farming
out here feeling like a hive scum semi-auto ocelot
the needler isn't really efficient enough to solo crushers but it's a fantastic softener for crushers that are targeting other players
against basically everything else it's exceptional
The area dispersal one is basically pocket chem nades
Get the 50% cleave on weakspot and if you shoot mob enemies you get like 2 shots for the price of one for the group
Combined with rending it can pretty much kill everything in a mixed horde in 2 shots to poxwalkers via spreading
Also procs talents for chem toxins
Rannick listening into the comms to check how the new hive scum are settling in
Boombringer feels a lot better now, what if I did something silly in auric mortis trials like boombringer with bolt pistol & Lethal Proxmity
does lethal proximity buff all explosions? like that one ogryn talent?
Did they nerf Chem Grenades
not that they said
It doesnt for dog plosion but does for shredders and nades iirc
I've found it to be serviceable at it if you only really shoot armor/specialists/ranged elites/bosses and don't use the hordeclear mode
also liking the crowbar but keeping track of 4+ crushers stagger states and overheads gets a bit dicey
chem toxin also seems to refresh duration when re-applied so with headshots and delayed shots it might do better, probably not practical tho 🤔
Needler with deserado is interesting, Ii kept it in horde mode and just mag dumped and shredded hordes
The space marines we have on Atoma https://www.rxddit.com/r/DarkTide/s/pD4xD1inka
Shame you can’t get free currency, savlar chem dogs are my pet obscure legion
Although I much prefer the rebreather without the do rag to with
Really like the core gameplay, l4d hordes+specials mixed with standard shooter mooks+elites works really well and makes for a good mix of melee and ranger gameplay
I think there's been 1k in free event currency now
Been mostly playing ogryn but played a psyker a bit which is a total change
The story does feel like it has the warframe issue where all lot of lore was from events you don’t have anymore but the map they led to is still there
I dont think the lore is from the events, it's all in the campaign now and missions
🤔 can't speak for the older events but a lot of the current ones don't have a storyline connected to maps
the maps have their own arcs
ie the moebian steel arc, blighted stims arc
I guess the karnak twins but thats been folded into the campaign
a lot of the time it's more subtle and hard to tell what the defined order is tho
It feels like the preacher early in the campaign woukd come back but never does, and you don’t get told why Zola is so desperate for information and what ||she has to know||
Where her brother is?
Wait what
Does that come up in that mission?
Wait, oh no
||is her brother the commander?||
||Yes, Wolfer is Zola's older brother. Thats the whole reason she went after the Karnak twins, cause they could confirm this||
||I dunno how many people in-setting know this. Rannick doesn't know, for example.||
I'm curious to know this too
I had learned it reading around online but I had figured it'd be in a campaign mission I hadn't done yet
I unfortunately do not know where I got this from, though IIRC it may be a connecting the dots via item descriptions and whatnot soulsborne stye
item descriptions and the out of game written sstuff on websites is a lot of stuff
You don’t find out what she’s so desperate to know explicitly, and next mission has her as ‘status unknown’ while you’re warned not to cross ranni I but she’s obviously not dead
I wish they added more weapons through free updates, stuff like plasma pistols, meltas and etc are sorely absent
I wonder what a melta would even entail in this kind of game
I'm not super familiar with everything 40k but it's basically a Point Blank Instant Death Gun right
Maybe like the rocket launcher, it makes more sense as a blitz
Low ammo shotgun that murderizes things but needs to be used sparingly, vet is the best choice since it’s a special weapon
The plasma gun already does that at range though
I guess it could be more murder at close range
it has a few different interpretations in various media, in some its an invisible beam that melts stuff sometimes it kinda looks like a jet of molten metal, theres also whatever the space marine games were doing
Melta is historically an anti armor killer in tabletop
yea its short range, low shots but big damage
I think Zola knows shes dead in the waters finding out about her brother if Rannick says youre not an agent anymore
sad they didnt do dual las pistol on the scum, its the iconinc weapon of kal jericho who is what the deluxe coat and hairstyle are based on
i dont need stuff to work too differently from other stuff, i just want more vibes
Its not confirmed but so heavily implied it might as well be, event with ritual shows wolfers "true identity" which the first name is a variant of her brother's code name. Mortis Trial reveals Zola and her Brother never used their real name but similar codenames and his was like Bryon last she saw him.
Also if Wolfer is her brother, she doesnt know why he would become a chaos cultist, he specifically left her alone to be part of the tithe to do his duty for imperium and was fairly loyal.
Also mortis trials reveals with a conversation between rannick and zola that she isnt sure what to do if she learns the truth or what it will really accomplish when asked by rannick.
I was thinking hive rocket launcher too yeah
But adding more blitzes seems Funky
It's for when they add the SoB noviatiate obvs.
Considering rn the Major Class Stuff is one per talent tree
maybe he saw servitors being made
or one of a million other things
but yeah fair
I could genuinely see that as a Zealot like
DLC talent tree
Like how saltzpyre can become a war priest y'know
DLC talent tree would cause such an uproar
VT2 DLC careers were basically their own skilltree
From the cinematic that showed them turning it kind of seems like 'they had a dick commisar, were all going to die fighting chaos, then some chaos wizard dude shot them with the Aaaa Aaaa I'm Becoming A Traitor brain ray'
The Nurgleating Beam yes
The nurglenatorium
chaos wizards rise
Assassin and sororitas both feel like they are fulfilled by zealot
also what would male zealots get?
I’d give it to both scum and vet
A power saw for scum and zealot woukd also be fun
Yeah, that's my ACTUAL take
I am playing an SoB every time I log on to Darktide
She has a bolt pistol, an eviscerator, a bowl cut, and that kind of crazy but also hot paladin voice
All the boxes ticked
And the stealth tree for Zealot is def meant to have that death cult vibe too
see, i kind of agree with this, but also if you had asked me a few months ago i would have said that the hive scum class fantasy is covered by vet
They get a few
Hellbore lasgun, plasma gun, two kinds of power sword
Thats all I can recall off the top of my head
the new power falchion and the shovels are also unique to them
well, their shovels.. the ogryns obviously get theirs
iirc the bolter used to be unique to them until arby too?
Oh also shovels yeah
How exciting
Zealots also get bolters
ahhh right
Bolters are holy weapons of the Emperor after all
(Because they are sisters of battle)
anyway if you look at the crusher as an example then premium classes are gonna get class exclusives when it makes sense. so if they ever do add an admech class they're 100% gonna get the plasma gun
AdMech might get a plasma caliver instead. Totally a different gun
Better get a arquebus
Although cool, it doesn't seem great for the type of ranges you typically fight at in the game
Clearly they need to add a sawn-off Arquebus
I say SoB because we got an all male class Ogyrn so we need an all female class to balance it out
There is still not technically formal confirmation that wolfer is zolas brother, just a lot of reasonable evidence
Its Zola still part of the warband because canonically you succeed? Or because Grendyl runs the opposite of a tight ship
Yes
I do wish the PCs would comment a bit more on being used for extraneous missions. It seems a bit weird when their handlers are fighting each other and they make zero quips lol
I figured they're largely in 'I am gonna do what I'm told so I don't eat a bullet' mode
Your PC is on Extremely Shaky Ground and all that
Yeah, but I feel like it should be a bit more stated at times
or they could just add a female ogryn body type
Needs to be lore accurate and be monstrous
They do at first but between themselves
After rolling steel though were not expendable were like full on part of the warband
That reminds me
How do you even access rolling steel
Do you need to be trust level 30?
Its mostly cause shes a native to Atoma and knows the underhive politics intimately, something an offworlder in the band wont know and Zola is loyal(?) which is key for an inquisitor
Morrow oversees the rejects mostly for missions now
Ever since Zola was reprimanded for making us go after Wolfer despite being told to retreat
Isnt Zola like, third in command
After Grendyl and Rannick
I recall her basically being Rannick's apprentice
2nd in command to Rannick
So Grendyl as Inquistor, then Rannick as Interrogator, then formerly Zola as wyrmwood agent (shes now an interrogator too per Grendyl and Rannick was not a happy camper)
Oh, she got promoted?
Yea its a line in mortis trials
Which I wish they just had a library of it in game by talking to morrow in the psych
Instead of him just replaying random memories
Oh wait not interrogator but explicator
So Zola is still under rannick
Oh, yeah she's been an Explicator since release
Trials gets vague with timeline cause it's just, past memories whether they remember or not as witb Morrow
Melta, grenade launcher, hotshot las pistol and long lad are things vet could get
Also powerfist
hotshot las pistol sounds fun
I doubt a meltagun is going to show up as a normal weapon, especially for Veteran
Given I imagine it would either be undertuned to the point of not making sense with the rest of the canon or given a very very small ammo supply
Which would work against veteran being the 'mostly shoots' guy
the blast radius on the buffed rockets is insane now, i shot the crusher and the scab gunner died, bulwark takes 2/3rds damage
<@&1042950387478560878> leveling our hive scum
Play a round or 2 without me but I’ll be on soonish

One sec. I'll be on. I'm leaving my space cop
I’ll definitely be trying the hive scum eventually, I really like dot characters like Amara and Koumei
From what I heard hive scum has 1 major issue at least major for some
they're quite fragile
but if you get the snowball going
as long as you can feed the snowball it will keep rolling
Hence why I want to get a good grasp of fundamentals first
Although shotgun and dog also sounds fun
yeah that's the deliberate one downside
to the class being ridiculous
yeah which is very good
in comparison to the bs that was our robocop judge dredd combo
I am still gonna wait for admech otherwise I am sticking to my psychic migraines
My brother really wa ts a skittari or admech
not sure what else you could add after that
the preacher was inserted later
the main campaign is shoved together to try to make the onboarding better and backfired horribly imo (but is made up for with other elements being better)
Sister of silence are custodes buds, dont think theyre ever going to be added
plasma gun is ridiculous
it's like a zarona revolver if the revolver had absurdly good ammo economy or could choose to throw that away to cleave through walls, and didn't need to charge surgical
minus the revolver's speed