#hivescum-class
1 messages · Page 165 of 1
How dare the meta be efficient to use so you can focus on the bs the director throws at you!
the meta will always have two divisions. the easy braindead shit and the hard really strong shit. sometimes the braindead shit becomes much stronger and sometimes the inverse is true, but it usually bounces between them
For a long time I kept hearing how the dueling sword is the best melee, but almost every time I tried it I was not impressed, I didn't like using it.
there is very rarely any bs
everything is avoidable
thats because you didnt spam heavy enough
Yeah beacus dueling sword is and has always only been the best melee in the game
ds4 was a plague when it got added to the other classes
“Use the coolest weapon that you like”
. - Sun Tzu 430 BC
For bad players
It's mid for hordes, dandy for killing crushers safely
or just because ds isn't that good
speak for yourself 
pls no
As someone who watched as not one but two Poxbursters spawned 5 feet in front of me last night I take umbrage with that comment
Which, in certain circumstances, is very very good
i have ptsd after that one commisar cosplayer with power falchion and bistol
It never measured up against the somewhat harder to use actual top tiers on the classes performance wise. It was just super forgiving if you had terrible fundamentals
no it was pretty objectively damage wise overpowered and one of the best weapons in the game at the time
It can do, though in nearly every game i've ever played, the hard "meta" is something that like 1% of the community uses and the rest either play offmeta, or the strongest, most braindead thing they can find.
For a simple example, Battlefield6 and SMGs. There is an AR thats extremely strong, but kicks like an angry mule, but because its hard to manage, everyone an thier nan plays zero recoil SMGs
Game is not in a state to viably say there's no bullshit honestly
? they don't spawn anywhere visible for the player, at worst they suddenly come from unaccessable doors
I literally saw them spawn in open ground on the new tank map.
If anything, a balance check is needed because the amount of bullshit this game throws at you has noticeably increased.
i would say only bs parts are some enemies making no sounds, but that's it
Literally in front of me
I'm not certain that's true. I still run across an occasional duelling sword enjoyer who tears shit up magnificently. Part of the profile of how actually good a weapon is, is safety and ease of use.
nah we just keep raising the general power level
I've literally never seen that happen, have you got any video footage of this?
Remember the days when a squad of 5 elites was an event and a legitimate threat? :/
100% sure awareness issue
When you combine excellent output with those things, I'm not sure you can call other weapons that do the same job slightly faster, but less safely and less reliably top tier
Now Ragers an Shotgunners an shit are just fodder when they used to be capable of actually killing you
I wish but no I don't record anything
ragers and shotgunners definitely still kill you
ragers can be a threat. shotgunners though, lmao
ragers arent even that weak but shotgunners usually do nothing lol
opposite for me lol
dreg ragers especially have a tendency to just teleport 10 feet and hit you instantly
Poxbursters still sometimes won't be pushed when you're clearly pushing them. Trappers can still shoot through literal columns of crushers through a hallway. Sound issues are worse than ever.
Tox bombers exist.
they dont teleport, they spaceglide across the floor
shotgunners before they fucked the dodge linger can hit you once while you're dodging and oopsie you're stunned for 3 seconds now :)
Before the hitbox hotfix I had a few silent bursters literally leap through open doors with seemingly no preamble. No tick, nuffin
so you die
I've seen the poxes not blowing up way more often recently since the hotfix
Ragers are only a threat if there is like 10 of them all squished into an area the size of a postage stamp. Back in the day, two or three in a mixed horde was enough to be threatening
2 or 3 dreg ragers are still a threat
- Could be ping issues
- Trappers still avoidable due to sound
- Just kill tox bomber : ^ )
They're not
That's always been a thing for me.
It wasn't even something that was introduced with the patch. It just got worse with the patch.
Bursters have always been fuckywucky with audio
i had poxbursters just follow me and ignore push and not even explode, not happening as much since last hotfix but before it was ridiculous
i have a clip showing this issue from july
just chasing me forever for no reason
dont get hopeful
thats what im saying
Trappers are usually silent because of all the shit happening
poxbursters blowing up should be hard coded into their stagger animation tbh
yeah that's why I said "Way more often" not "just started"
https://reddit.com/link/1pp4cg2/video/qb9i2o7t6t7g1/player
I do not understand this. Maybe it's hit registration?
Poxbursters sometimes just don't push
This game can't handle the sheer amount of nonsense happening on screen with its sound channels.
I've had no memorable no-push bursters since the hotfix, but could be luck
Actually most often i am b eing downed lately by snipers whose beams i simply don't see until it is too late, at always same specific angle somewhere around 5 o'clock
I feel like every patch the game has ever had has pushed the needle further and further on bursters, we adapt an get used to it awaiting changes, nothing changes, we adapt again, ad infinitum, now we're at the point where they dont explode as much as they pop out of spawn doors and explode with no warning
never seen that
It's never happened to me either but, well, it does happen
I’m sure people know, but bursters I THINK, hard target certain people and only they can actually cc the burster (otherwise they literally walk thru even psyker walls and ignore pushes, then when he swaps target to you then you can push)
But idk what makes them hard target
I've gotten the silent variant that doesn't make any noise until it jumps tho
nah, not true
SMGs in fps games are nonsense. Rifle caliber weapons should always have a faster time to kill.
Every “non pushable burster” isn’t going for me
otherwise shards psykers would not fuck me over when i am trying to push burster
They do actually. Their behavior has just become more inconsistent recently.
Then they can target swap then jump you
yeah disablers do this too they even have unique audio queues for it
Its particularly egregious in BF. They went through the effort of giving guns unique spread patterns, but a 9mm with a 4 inch barrel has 1/10th the spread at 200m than an 5.56 AR does if you're spraying
I have definitely side-pushed bursters in the past. And been screwed by bad side pushes.
Small chance those were mutie rushes or explosions
yea this was the most common when the threat reduction talent was forced i think. but i had few that come straight at me and i cant push them, but they also dont explode so its just funny
They literally walk thru psyker walls when it happens too
At 200m a 9mm damage profile should drop into the toilet
You would think right?
But nope, apparently not
You can shoot a handgun out to surprising distances, but the terminal ballistic at those ranges are garbo
Its not even about damage at those ranges, its about accuracy
And SMGs do not appreciably improve those terminal ballistics despite a longer barrel
Your MoA with a pistol caliber SMG is not going to be competing with an intermediate caliber rifle at long distances
hd2 at least tried to get smgs right
with the damage falloff
except well the result is they also suck at same time xd
me equipping the usual smg and instantly falling asleep
They may be going for someone near you instead.
and when they didn't suck all people did was say they were better than ARs despite being objectively worse than ARs beyond 30 meters xd
nah i was literally running around a fucking obstacle and it was just chasing me
I'd have people try and convince me that SMGs were better than ARs at range while I was posting direct video evidence to the contrary and they'd just ignore it
But the thing is, it feels like much more of that, has been happening. It feels like the targeting for poxbursters in general has been janky.
but even when right on top of me it did not explode
SMGs/PCCs are cqb weapons more useful for civilians than mil or leo
Well shit.
There's a reason most swat teams and SOF units swapped to short barreled rifles instead
government overfunding?
In the context of a shooter, an SMG should have a competative TTK in CqC, but at distance you shouldnt be able to hit fuck all with it, an its kinda shid that developers dont seem to understand this
Esp since the advent of .300 blackout
No, handgun caliber rounds are nowhere near as effective to stop a target as rifle caliber rounds are.
Eh for LEO there's an extra advantage to SMGs in that they are less likely to overpenetrate
Mythology, mostly. 9mm will happily penetrate several interior walls
you see, LEO for me is low earth orbit 
Drywall
SMGs in space
To be fair you can penetrate drywall with a quarter if you throw it hard enough
(this may be hyperbole)
But it does still apply with like exterior walls
I have noticed that rampage reduces your ability to hear specials quite a bit, hope it gets changed
Exactly. Overpenetration in cqb was an overblown concept that's largely disregarded. Shockingly I've seen tests where tumbling 5.56 penetrated fewer layers of dry wall than 9mm or shotgun pellets
ngl that sounds pretty in theme with rampage
Maybe .45 ACP but 9mm? Still overpenetrates like all hell unless it's hollowpoint.
could be a subjective thing though, as I have only been playing HS after the dlc
HD2 SMGs are ruined by their pistol-like sway, more than anything
scriers gaze does the same thing at high peril, or just high peril generally
And because hollowpoint is kind of a legal gray area, you don't see those often.
Modern hollowpoint is designed to penetrate intermediate hard barriers and expand in softer mediums
I was under the impression that police primarily use JHP
Also 45 acp is more likely to overpenetrate innit?
Not at all. Mil typically uses JHP FMJ due to geneva convention. All LEO use JHP stuff like federal HST, speer gold dot, etc. modern hollow points
ACP doesn't accumulate as much velocity and it's big and bulbous.
It can penetrate but overpenetration is less of a concern.
Federal HST is JHP lmao
Literally "Jacketed Hollow Point"
I am using Dual Stub Pistols on my melee build, what perks/blessings should I put?
I have flak/unyielding on mine
desperado/run n gun
I just raw dog the reload on a melee build honestly
I have uhhh, flak/maniacs run and gun and sustained fire on em
Speer Gold dot is also JHP:
Its fixed yeah
also came with me learning that apparently the funny spin shot has 15% more crit chance ontop of that free 5%
neat!
I love the funny spin shot
also them fixing the crit bonus stat just to give it the weakest crit bonus stat by far xd
I love those pistols, I just wish they were better.
shit gives 8% crit to revolver, 12.5% to taxe
I think they're fine for what they do, which is be a midpoint between an autogun and the revolver
I think the issue is moreso the needler
If I want a sidearm for a melee build the needler is just
A thing that exists
The Needle Pistol, IMO, needs an ammo reduction
I roll the hip fire revolver for style over the needler
both can kill crushers so it evens out
Too easy to keep 100% uptime with it with Pickpocket
wrong. thats the hague convention which the us didnt sign
I do enjoy the vibe of the dual stubs the most though, I just cant work them into a build due to lack of crusher counter
They work fine in a Crowbar build, but Crowbar needs a bit of a boost too
I tried the shotgun build it was bad
I don't run pickpocket on melee builds and still don't run out of ammo for it ever.
Even more of a reason to slap the ammo count. And maybe the reload speed?
I run pickpocket on all my builds and still occasionally get outjerked by my team.
Idk, I think it's a tox efficiency thing
Tox is also probably a bit too good
I think it's a 0.9 ADM vs. Carapace or something wacky
Terminal ballistics is complicated, but .45ACP is wider and typically slower than 9mm but (IIRC) has way more momentum at comparable kinetic energy (it varies widely with loading, the hottest .45 will have much more KE than the hottest 9mm), and momentum is usually more important for barrier penetration
I think Merc dipped when I pointed out he didn't know wtf JHP actually meant
At any rate the new 5.56 rounds are actually really good at not overpenetrating
So were the original ones
M855 was a mistake
And you don't care as much about cost per shot if its a situation where you're pulling out the big guns anyways
I mean it's fine for war stuff but why on earth you'd want LEO's shooting green tips is beyond me
Unfortunately the Agri Revolver has terrible penetration so you only kill 1 guy per shot with it 🙁
If you could hit 2-3 per shot it'd be a ton of fun but as is it's rough
Fun to blast away with it but you can't just spray down hordes like you can with an Autogun or the dual autos
double barrel very fun with desperado
and 3 shells
i would say it might be better than autopistols
How does 3 shells and Both Barrels interact
don't know
Yea, you’d probably be fine with the revolver desperado, just make sure to grab chem dependency and hyper critical for when you gotta wipe out a horde in melee 
taking both barrels is stupid tbh
there are only 2 blessings you should ev en consider
+to crit% and increased cleave on crits
everything else makes double barrel meh
Yeah, I'm not sure there's really a point to that revolver whatsoever
You can argue for things like the stubby brauto with raw DPS
It's one claim to fame (other than fun) is that it can do a lot of damage to bosses with Trickshooter
or mag size so you reload less often blablabla
Less recoil would also be kinda nice
If hyper critical worked with ranged it owuld make stubbers os much better
but the fan revolver is just big ass
Tried it on a Desperado build, its fun but not the most effective on anything less than a big horde
Bardin pistol ranger build vibes?
Honestly I would be fine with Hyper-critical working with ranged, it would mostly only matter for the mid-damage guns anyways
actually might make iag vraks op
Maybe
speaking of which isn't the Vraks IAG one of those guns where you might actually want to not dump mobility, because it takes sprint speed from 0.4 to 0.6?
You probably dump Mobility anyways and just use your melee to run away from things, but it's a thought I had
The Emperor protects the brave.
ah, my mistake. afaik US mil still doesn't generally issue jhp though.
Part of me wants to run a double barrel without the third shot + both barrels to complete the doom cosplay
but I wouldn't take that to havoc or anything
I meant FMJ
oh god no not FMJ
Yall unrelated question but which game should I present myself for Christmas? Space Marines 2 or ARC Raiders
FMJ in LEO environment would be hella stupid
I meant for .mil (excluding SOF mission specific stuff). I mistyped and was correcting it
You're right. leo uses JHP. Shit I use HST. I'm short on sleep and was dumb
neither
u would need to pay ME to play those games 😔
aside from this one, which other games do you generally like?
arc raiders so you can have fun
it's against Geneva/Hague convention
do you enjoy pvp arc raiders, if you enjoy pve space marine 2
Do you prefer QTE 3rd person 40k game or extraction shooter that may or may not turn “toxic” 
KCD, Monster Hunter, Stellaris
Since when you became a paid friend
Do you own Hearts of Iron IV, and or care about WWII military strategy? It's on sale 75% off right now
No
for me, I've been considering arc raiders solely because I know a lot of people who are playing that game and refuse to play DT
I own SM2 and the campaign was fun but I fell off of it
always
"Hey, have you tried heroin?" Ahh statement
I would like to humbly recommend Total War Warhammer
I don't think this game is on Xbox
I think I'm going deaf from all this magdumping
ooooohhh on console yeah no Total War for you then
that'd be awful to play with controller
Because of the army fights orrr
Because it's a lot of micro
Arc raiders is all about the pvp shooter game loop. If you enjoy blasting other players without saying anything and a lightweight progression system, it has decent graphics, good audio, and an interesting vibe. The movement felt slow and ponderous, the guns were a bit rickety and low power, and the ARC were a suitable level of danger for a pve antagonist in a pvp game.
is the learning curve for HOI shallower than Crusader Kings 2? I wanna get into the game but I keep bouncing off of it
Aiming spells, dodging spells, repositioning, cycle charging cav and chariots
having a squad to play with would probably make it even better if its your jam too
no hate for the game, just not my lane is all
Ive heard its a good mix of people who will talk to you and people who will KoS you, much like DayZ
apparently Arc Raiders is experimenting with behavioral matchmaking? Where friendly players are more likely to be mapped with friendly players? I saw the headline, didn't read the article. Anyone know anything about that, or have lots of contrary experiences?
for steam users, do any of us not have dozens of unplayed games? Usually purchased for like 3 bucks, but still
I think it's interesting.
The reason DayZ is such a beloved game by many is because the amount of interactions, both friendly and hostile is just massive
Interesting, but I dont think it makes for a very entertaining game if they're going that route
and I didn't read the article. Could be they're ensuring a mix? I dunno
Might as well just have PvE and PvP servers
iirc sea of thieves eventually caved and basically did that
There's no sport if you can't surprise people if everyone defaults to PvP or the game defaults you to PvP lobbies.
there's a lot of non-hardcore gamers that want the co-up pve experience in a moderately demanding environment
Christ knows why. If you play one of those sorts of games but get mad about getting KoS'd, maybe its not your cup of tea
At that point it's just a dressed up BR.
I think I would have been able to get a lot more of my friends into Hunt: Showdown if there'd been a PvE version. PvP was just too janky and stressful for a bunch of them
but they loved the vibe and setting. Just got tired of getting murdered by hostile sweats
Is death punishing in ARC?
Its an extraction shooter, so at least moderately so
Thats kinda the whole point
Those sorts of games are one step down from survival games
Games are supposed to be fun, relaxing, and maybe test your limits of personal skill.
Unfortunately, these are all HIGHLY subjective descriptors.
That said, if a game is pvevp you know what you're signing up for
Yeah, I guess what I'm saying is that there's a non zero % of players who are interested in that vague style of gameplay, but ill suited to PvP environments.
Sure, and im not arguing they're not, but expecting the game to change its design philosphy because you dont like it is why you get the shitshow communities like Helldivers has
Mfers love the thrill of walking a tight rope until they fall, then suddenly it's a design failure.
Indeed
Ironic for a dtider to talk about shitshow communities
The souls community has this same problem. "Its not fun unless I win all the time"
darktide community is actually excellent
Not really.
though I suppose fatshark has mostly caved to the demands so we don't see much of the "REEEE POWERSWORD VETERAN BAD NERF REEEE" shit anymore
every game has complainers
It is not remotely comparable to some of the gaming communities out there
It's not even about the community. They're pretty much all terrible when it comes to balance suggestions.
Yeah
Helldivers is maligned because the devs there acquiesed to the complaints.
that's also all communities
I mean I AM glad that Arrowhead caved a bit and quit nerfing everything that stood out
Though the biggest problem there was that it was very obvious Arrowhead was only looking at useage rates to balance
devs I worked with had a saying "listen to players because they 100% know when they're not having fun. They are very bad at suggesting ways to fix that problem, though."
So it just felt extra ass
Nothing like a game balanced around having 20 lives where you'll probably not even end up using two.
Anyway, behavioural matchmaking could easily ruin a game like Arc Raiders or any other game of similar ilk
I mean I just don't want my guns to feel like poopy dogwater doodoo
Players are also bad at pinpointing the exact reasons why something isn't fun.
Top players are also bad at identifying why things that would be fun for them might not be fun for the larger body of the community. Always a balancing act
Removing half the mags off of the Las-5 Sickle is a good way to balance a gun
Nuking the amount of durable damage the railgun does so now it literally cannot kill a bile titan is not
(I'm aware that's long since been fixed)
I think the latter is more true than the former, its pretty easy to point out why something isnt fun, the problem is that fun is often subjective and instances where something removes a lot of the skill from a game is fun for the group who want a mindless power fantasy and extremely un-fun for players who want to be challenged
I like Valve's take
See; gunscum
"Fuck them bitch ass losers under 8k mmr"
(In reference to Dota 2)
There's just a huge volume of information Valve outright ignores for balancing dota 2 because they literally do not care if some moron who couldn't pilot a hero halfway thinks its good or bad
Arrowhead was kinda based initially with the complaints. Some dude was saying D9 was too hard and a dev was like "ok, and? do you want me to rename it to d5?"
I think release hd2 was perfect except for the railgun and shield backpack
Which is unfortunate
They can't seem to replicate that same landscape
Ragdolling was pretty excessive too.
That stims can be used at full health now is also huge. Wish they lead with that change before buffing everything and nerfing every single enemy in every respect.
Yeah, all release hd2 needed was a few small tweaks to a few standout issues and it would've been 100/100
Instead we got 9 months of nerf hammer
community outrage
and now everything is stupid overpowered
(Except the AT-4, somehow. But that's mostly down to the 7 second stationary reload I suppose)
sure, in an mmo context, it was often stuff like 'my class isn't topping the dps meters by 2%. Buff now', but it holds true for other things.
One day someone will carry that backpack for me
I'm glad I like tanking
I just need to learn threat management and boss mechanics
tanks had plenty of complaints too
everyone else can figure it out from there
especially the tanks that weren't getting picked to raid top content. Tanking is very much a zero sum game at the high end of play
or was. I think WoW devs kinda just make all tanks good now? I haven't played in years
I mean I'm gonna call that a patience thing
even WoW, with its fairly fast release dates for new content
gives you SO MUCH time between expacs
Who cares if you do a raid day 1, week 1, or month 1
except people with penis size problems
you are, perhaps, underestimating how much of a given wow player's leisure time was devoted to the game, and how much of their identity they attached to their characters
Hay guys What blessing should i use on the dual auto pistols ?
all the turbo nerds are gonna pick their favorites for each role on release, and then those restrictions are going to matter less and less as people get more and more comfortable with a raid so skill levels start to matter less
but you're right, in the grand scheme, stuff comes and goes
run and gun/pinning fire
OH, pistols
Ty
but again, identity. WoW sweats want to be in the first wave of beating content, not the late stage versions of a raid that've been nerfed so they're 'barely harder than LFR'
wait, fuck I already forgot scum class weapon names lmao
the dual uzis? run and gun/pinning fire
and those engaged players are very loud voices in any given community
Brother I do not subject myself to paradox games
What pinning fire. ?
for the dual 1911s, I have no idea
none of the blessings felt super high impact to me
Just saw tanners "meta" for scum and holy ass
Crucian Roulette could be fun
HOI4 is much harder than ck2
as an avid lover of ck2
the game has zero difficulty
unless you play an OPM in india
I really enjoyed the initial stages of trying to figure things out, but then couldn't figure out how to aim for desired results without everything constantly going horribly off the rails. Which is, I'm sure, part of the point. You don't play CK2 to win, you play to see what happens.
Still
Uh
I'm going to be completely honest
I genuinely think CK2 is one of the easiest games paradox have ever made
shrug I didn't grok it, and moved on to other stuff
I have no ego attached to that, sometimes we bounce off of games
Retinues definitely broke a lot of the balance, but even if you're playing DLC-less ck2, the solution to every problem is afk for 200 years while building shit in your home province until you have 20k levies and steamroll everyone around you
well that's a game knowledge thing, right? I didn't know that, and kept trying to do stuff when it felt like I had 'enough' troops or influence or whatever built up
CK2's combat is literally just a numbers game
if you have more troops in a fight, you win
none of the combat nuance was carried over from their other titles
Sometimes that changes if generals in an army all have 15+ martial and a bunch of combat traits, or you're fighting pikeman
but 99% of the time, its just "have more dudes"
it was mostly random events and plots wrecking my plans though. Got a great heir? He gets the plague or whatever. Been years, I don't recall the details. Your Queen has super high approval and everything's great? Affair and bastards everywhere for some reason? My spymasters kept hating me, and would improve in approval very slowly. I'm speaking in vagaries cuz it's been ages, but that kinda thing.
couldn't seem to get nobles to marry my lonely court members for some reason, but didn't know how to fix that
yeah, that's what I'm saying
Courtiers and vassals hating you comes from three things:
Culture, Religion, Demesne
I lacked the game knowledge to know why shit was going wrong or how to fix it adequately
Oh, and vassals have one more: Short Reign Malus
Prestige
AI almost always say no to a -300(marrying a lowborn) prestige marriage
Online coop games are fucked because you're getting criticism from
- Craig Gamer.ttv who treats the game like a full time job and spends 35 minutes of pregame prep finding a coordinated group of teammates who all have mics and organize roles
- John Doe who just immediately hit the Find Game button and dropped into a lobby of 3 other idiots with the collective teamwork skills of 4 cats in a wet bag and one guy with a mic who's only using it to livestream his impeding domestic abuse case
I dunno, if you want to actually get into CK2, watch Arumba on youtube
While his CK2 content is years old at this point and missing some DLCs, it covers the basics
Enough to get you through three or four generations without any significant issues
yeah, that's the ego part. I wanted to figure it out and bounced off before I actually did. I'll probably go back to it again at some point
and borrow game knowledge from guides and such
I mean I bounced off EU5 because it's a labyrinthian beast that makes zero sense to me because I haven't played Victoria 2 or 3
NONE OF MY BUTTONS DO THE THINGS THEY'RE SUPPOSED TO DO
:3
question: is pocket toxin worth running with blinders and sample collector in an otherwise down the middle melee build?
I think so but I raw dawg dt so I don’t have numbers to back it up or anything
Its regeneration removes the anxiety of not finding grenades later on
If you’re taking blinders then you generally want pocket toxin. Especially if you’re using a bolt pistol to make the explosion even bigger
Yes, but bear in mind you're giving up regen speed by doing so as deaths by Tox DoT don't count towards regen count
Only close kills with non-DoT damage will count towards you getting one back
give it a shot and see if you like it. instastagger that kills a lot of smaller elites is always worth it, but it's a talent point and there are 2 other great blitz
sample collector can usually be skipped if you're not running dependency cus you're probably just running a CDR stim
yeah, the goal is CDR stimm is always available as soon as rampage is on cooldown. Trying to maximize rampage uptime without giving up adrenaline
you do not need to worry genuinely. on higher diffs you will maintain rampage long enough for your stim to pretty much always be there
in my experience*
that is assuming you're not using some janky weapon that struggles upkeeping rampage
more of a skill issue or situation, rampaging vs crusher packs, but there's not much accompanying horde, or just mistiming it and running out of things to kill on auric
or y'know, playing with one of the careers that kills all the trash very very quickly
you should be fine upkeeping rampage vs crushers no?
faster atk speed weapons have easier time with rampage duration extension
yeah but i find even chaining shiv heavies upkeeps rampage pretty fine vs crushers
what are you running a bone saw?
tbh my attack speed with chaxe is so fast in rampage a light special is insanely fast
not a fan of mk4 chax on rampage though it rlly struggles maintaining duration on horde clear
I feel like thats an oversight more than anything else tbh
why does this game genuinely want me deaed
Its not a huge issue, but it can be a bit annoying at times
guess how many stub pistols i bought and guess how many had a collateral stat of 70 or more
Just as well, because Pinning is its only meaningful damage boosting blessing, so mobility is a better dump
honestly collat 60 procs it just fine unfortunately
so it's probably still a dump
I would still choose mob over collat just because of that blessing if I have the choice. If a weapon doesnt have pinning, but has collat as a stat on item card, then its much more of a consideration
Its not got a lot of stagger to begin with, its got enough but a little bit more doesnt hurt
yeah, then it drops off quickly if we're not fighting constantly. I use the cd stimm in those situations so it's ready for the next fight
what diffs are you usually running cus rampage struggles on damnation or lower but really shines auric+
mostly struggles upkeep*
Other school of thought is to use power stim in between rampage uses, you can kill enough to have it back up the next time rampage ends in a lot of cases with stim collector
Yer
strictly auric. Inspired by a fellow rampage scum that did immense output, wanted to see if I can duplicate with a similar build
Either way, Rampage has a pretty fuckin short cooldown so its not a huge issue if you don't spec cooldown
30s is really quite short as ults go
considering that too. STR and attack speed stimm are still significantly less damage than rampage though
on Knives, is cheap shot or battering strikes better
yeah tbf you're probably using it on too small of groups. if it's just a couple shitters and 3 gunners don't bother procing it
Cheapshots is basically always bad
kk ty
part of it is definitely skill. Part of it is squad mates that murder the trash before I can kill it
also what perks / blessings do dual pistols want?
esp for more precisionn focused builds
stuff like flamestaff psyker and aggressive desperado players
cheap shots only applies on fully staggered, e.g. literally flat on their ass on the ground XD it also applies to crowbar special heavy and bonesaw biting heavies
i think
Speedloader/Pinning, or Speedloader/Run'n'Gun, Flak/Maniac or Flak/Unyeilding if you're gonna be using them for a full range build
Yeah, thats right
Latch attacks proc it and knockdowns proc it, but outside of that sort of stuff its sort of poinless
I guess it could have some small synergy with blinders, but probably not worth the opportunity cost
and part of it is just gaming maximum possible rampage uptime period
thinking Pinning Fire + Run & Gun?
honestly if it was a 30% boost I'd maybe run it sometimes but it's not even worth it on crowbar/saw cus that talent point could be doing sooooo much more
Is this for a full ranged build or as a sidearm?
sidearm
Yeah, then that'll be fine
yeah that's pretty ideal
this is for a knives / stimm supply build
Feels weird not having Speedload on them though im not gonna lie lmao
good sidearm for that
yeah it feels fine on non despo builds tbf
It definitely applies to crowbar's heavies in special mode, bone saw rip on heavy 1, and most likely the rev attacks on chain weapons.
oh that's cool didn't know abt the revs
it's interesting but just. so niche
I still use it on those, its just a nice QoL upgrade
all of that for 15%
you have so many perks that give you damage
like damn
u dont need to gimp urself with cheap shots
Even then, its just too conditional
Flak/Maniac for shivs, or carapace?
this build doesn't have any other way of handling it, tbf the knives can open pretty well
15% damage for dodging, like it might not be active all that much, but its a low investment to meet the requirement, full staggers on opponents tend to have a resource cost associated in the form of blinders as thats where you'll be getting the longest opportunity to leverage it
u'll get 15% dmg for dodging in most fights when u need them
i don't think maniac makes any breakpoints
honestly on corks I run +2 stam + Cara%. 4% attack speed is good.
wait
Yeah, but the point is that its also conditional, but with easy requirements to meet, like 30% on cheapshots would be a good damage boost, but it would remain overly conditional
atkspd + cara??
there's a talent very easily accessible that gives you 2% atk speed per stamina
it is a much better condition in contrast to cheap shots since it requires a resource or a small part of the moveset of a weapon
Nowhere near as good as +25% damage vs x armor type though
eh
it's always there
cara unyielding is the sensible bet
Not to mention latch attacks are kinda icky
where at? i cant seem to find it
or cara elite
uhhh a little bit under enchanced despo
oh, it's Swift Endurance
yerp
that's not really accessible on this build
I highly recommend it on almost every build
ditch blessed stims, exploding stim crate
completely useless
its strange, im kinda okay with rev attacks but crowbar feels weird to me
it's ok
it's awkward and often whiffs and has 0 value on most instances
when it works it's nice
wow thats really noticeable actually
also im running chem bombs so I can just toss a bomb
er
if you really like you can ditch slide melee damage immunity too
the 3 stacks on explosion
I like that node a lot tho
Dual 1911s are kinda hood for desperado I noticed
But that 14 round mag size is a nightmare
Reloads for the reload god
Question about Swift Endurance. It's about % of total stamina, right? Cuz equipping +3 stam curios does not increase dps
17 with talent
is stam on weapons different?
no it's stamina bars. +3 stamina absolutely does increase stacks.
different weps have different stamina yea
Not exactly noticeable tbh
you can see your stacks on the buff bar
yeah not rlly but it's usually worth grabbing on despo dualies
Then maybe taxe has an attack speed cap that I'm already hitting? Cuz I tested the difference between 3x +3 stam curios and none last night, and consistently posted the same dps numbers bashing away with light spam on a crusher last night. Literally no difference in average dps.
https://darktide.gameslantern.com/build-editor?id=a0a22c96-17f4-4bd7-aa58-e6277f8c5cf9
this look all good? basically chem support build
oop
gotta fix a thing
dps numbers the game shows you are very jank
I was using CombatStats
which might also be somewhat inaccurate, I don't know, but I can see differentials when using different stimm combos, different talents, etc.
makes no sense that stam curios would be different
then I dunno, I don't think it has a cap since I definitely get value from high stamina, adrenaline and rampage speed boosts
it's been pretty consistent for me.
I also thought each point of additional stamina increased attack speed, btw, hence why I was running triple +3 in the first place
it does
I probably wouldn't overkill with all 3 slots
Yeah the magazine size kinda holds the gun back. You can invest heavily in reload speed but then it doesn’t have the damage youcan get from other options
psykanium bugs out sometimes
I run 1 toughness 2 +3 stams
I wanna test brauto on desperado build
I am sure fast firing one is gonna be gas
it's ok. graia is fun
what are the most important stats on curios for hivescum
3 Stam does nothing for that node in my testing
I'm not confident that it does. I'll test it again, and reset combat stats between each kill
appears the buff is dependent on how many percent of your total pool is currently available
not the invisible number of your actual pools point value
3x toughness, gunner res is really nice since they melt you (at least they will after dodges get nerfed soon lol) then the last 3 your choice. ppl run a single 5% hp perk to avoid pox burst one shots on havoc
awesome
Honestly I don't feel like dual 1911s really need any dmg buffs
no +3 stam?
For melee builds you have sp attack that is stronger
For desperado does it really matter if you can just shoot infinitely
you do get a benefit from stacking stam. but it's in that when you block or run, you lose less of your total pool
Hive scum has a lot of stamina but if u use a melee with low stamina like taxe you really want 1 +3 stam curio
so you just maintain that buff longer through those activities
HS?
Hive Scum.
I'm not sure I believe you honestly but I am too comfy in bed to check. Honestly if that's the case that's kinda hype. I can slot in more toughness XD
also isn't +3 stam basically +6 attack speed
I run 1 stam
It is but for some weapons it literarily doubles available stamina
Taxe doubles its stamina
For one +3 curio
tax has like 2 stamina bars by default if I remember
I was logging the exact same DPS over 10 attempts at killing a plogryn in meat grinder
abysmal dogshit haha
I mean you could just test it thru equipping a curioless build and a +9 stamina build and just visually verifying
I do not trust DPS tests
it gives you more stamina but you don't get more attack speed
Iirc it depends on weapon stamina and not like overall stamina you got
could be that it doesnt update properly if you change stamina curios in psykanium
Which is why stuff like crowbar gets more stacks and shivs less
yearp
maybe it's bugged. maybe it's an AS cap
mk VII taxe light spam on psychanium crusher, no buffs. All weakspot hits. Adrenaline allowed to fall before each test if it procs.
No stam curios
1159
1105
1190
3x +3 stam curios
1144
1058
1169
If you go to the inspect menu it tells you how much stamina the weapon has.
I did only test it with shivs
that literally could just be because you crit more on your first test though
tax doesn't do much to Crushers outside of crits
last night's testing numbers:
1186
1137
1162
1130
1137
1134
1161
1158
there's minimal variance and it's so many strikes that crits average out
yea even your physical ability to maintain cadence is going to affect things a bit
the point is that most things that actually have an impact add 100-200 dps, with some much more than that
which is why I did 10 runs for each last night
but click spam is easy
and I discard any sequences where I miss a weakspot hit
doesn't combat stats or whatever have an attack speed section
no buffs, just light spam, on carapace
I'm not going to max dps, I'm just trying to minimize variables
which is why I start each sequence as dry as possible
yea
I am utterly convinced that stam curios do NOT interact with Swift Endurance
actually, I think I can test that with a stimm
numbers don't matter so much as variance anyways. regardless of what you're hitting, you should see variance. I'm on my way home. I'm gonna do some tests with slower weapons and see what I get
cuz it may just be that shivs and other fast weapons are already near the cap
1363 on first sequence using a +16% attack speed stimm. Need to wait for cooldown to check others
They do. You can load into the meat grinder, take off a stam curio, and you will see swift endurance lose stacks.
if you got the mod that let's you enter content from the character select, just 'change character' and re enter
fastest way to reset cds
1399 with +16% stimm
it's very obvious to me that if the +3 stam curios were adding attack speed, it'd be very visible in combat stats
and stimmed with rampage?
shouldn't matter, this is purely about how the attack speed affects dps. The numbers will just be higher, no?
1409
1408, 1 white hit
well, optimally you'd have 3x 3 Stam curios. that's 9 extra Stam. the perk says 2% per stam. so if everything was correct you should be at 18% extra speed. which, yea, would equate to about an 18% damage boost
give or take
and what I'm saying is that I test them back to back, no stam curios, all 410+ +3 stam curios, and there is no significant dps variable between sequences
with the +16% attack speed stim, I'm seeing average numbers that are approximately ~250 higher, consistently
I'd chock it up to a meat grinder bug but my speed felt the same in missions
you should absolutely notice even a 10% increase
a meatgrinder bug where the curios aren't applying is possible
but then in missions it would feel night and day
exactly
u could try loading into meatgrinder with no curios
and it doesn't
then load in with +3 stam curios
sure, I'll do zero curios
you'd start swinging and be like "whoa shit* 
Anyone know what the values are for the reductions of health and toughness in havoc 40?
I'll do one set each of those now
I don't think you can
uh u can just equio toughness
you can only exchange
You have to equip a curio, save a loadout then sell the curio
wound curio is technically zero value
I do know the perk itself is working. cuz when rampage ends and your stamina dumps you FEEL that shit
+3 stams, 1104 with one white hit
it SUCKS
actually made me put the stam recovery on dodge on my rampage build
why I run 3x Regen
yeah, but you would, because of Swift Endurance itself
the talent works, just not with +stam curios.
yea that's what I'm saying
devastating
we must inform fatshark posthaste
+1 wound curios now
if the perk itself was bugged you'd see no difference after a Stam dump
which is why I think it's tied to the percent pool of your stamina reserves, and not the amount of bars or whatever you have
Is the -45% for toughness slapped onto the total value of toughness you have when you go in or something different?
so you could theoretically have 1 stamina bar and as long as it was full you're getting the same benefit
its -45 toughness, not 45%
1013, one white hit
Ah I see
1095, all weakspot
i think u just take the flat toughness loss after calculations are done
i'll still run a +3 stam curio on my taxe build but its unfortunate that it appears to not work
for swift endurance
having more stamina is useful
I'm just saying that it doesn't appear that +3 stam curios interact with attack speed granted by Swift Endurance. It seems to only take into account base stamina
that'd be like..8% attack speed on taxe? i think
assuming im remembering right and its 4 base stamina bars
1108, two toughness and one health curio, so consistent with the others
I'll try adding +2 stam on the weapon itself with this curio set
4% attack speed is gonna be hard to parse out though
just not 3x stam useful 
why I only run 1
1 stamina curio is enough to like nearly double your taxe stamina so it should be good enough for everything
1031 with +2 on weapon. Not promising
anything less than 2 toughness curios is gonna execute your toughness values too much to be worth it
oh, that's interesting, 1292. Could be a lucky run of crits, but you don't usually see that much variance
I've ran 3 Stam in auric mael and been fine but it's definitely dicey
also, what are you testing on?
a crusher, with +25% carapace on the weapon
I swapped out unyielding for +2 stam
honestly the target doesn't matter as long as I can do a fairly consistent number of swings
the numbers still average out
ain't about the number it's the consistency. you'll see less spikes over an errant crit or two
we see averages go up with actual boosts (the attack speed stimm from earlier) we see them fall when those buffs aren't applying
same reason DPS dummies in MMOs have 10 billion HP and take 5 minutes to kill 
why I use plogryn. tankiest boss I know of
the variance is pretty small, that 1292 was a string of crits, and an outlier
those are rare
I don't have creature spawner installed atm. I don't think it makes that much of a difference for detecting whether buffs have an effect
in fact
yea but that outlier can change perception. up to you. it's definitely more consistent with a boss
oh sure
take a lot longer to generate a sequence though, and I'm already getting the verification I want
1214 with +4% attack speed stimm, first test
random build, crowbar, normal formation (not beak), stimmed and rampaged. no stam curios at all
same everything. left the grinder completely. put on 3 x2 stam curios
100 dps difference.
less even
which could be variance
like 80
yea
IS variance
no way an extra 16% attack speed only gave me what, 4% damage?
yeah, I'm calling it myth busted. And it's hard af to test 4% attack speed. Variance basically erases the benefit
if thats all its good for, its a pointless ability
you can test it for yourself. Use the +16% attack speed stimm
should be 200-300 more dps
presuming it lasts through the whole kill
I mean, I think damage will drop considerably wthout the talent
same everything
except i deselected swift endurance
tellin u. its based of % level. not bars
so swift endurance is itself a solid dps increase
i mean this is the slowest melee i have access to lol
if anything was going to benefit from AS and not cap out quickly, it would be this
it would be cool if you could accept the higher risk of doing that in exchange for more output
probably be super OP tho
i already annihilate bosses
give me 15-18% more dps and shit be funny
i dont think its bugged. i think they just did a piss job with yet another tooltip
"each current stamina" needs to have its terminology changed
it definitely works
no bug report forum on this discord eh?
just not the way they made it sound like it would
idk. i dont think this is operated by fatshark
I thought this was the 'official' discord?
official just means theyve endorsed and support it
typically those have a direct affiliation with the developer
doesnt mean they themselves moderate and manage it
though the lack of bug report thread does lend some credence to endorsement rather than operation
i dont think its a bug, and even if it was good luck gettin a fix. HOJ flat does NOT work. at all. been months. no fix
It could also just be that its better for them to have the reports be on the official forums
reports dont need to be public. its just bad management of social media options. some people dont like using forums.
I am un-fucking-believable levels of done with rubberbanding and desynch
Have people tested the stub pistols vs auto pistols in depth? Which one is statistically better? I currently “feel” the stub pistol is slightly better at dealing with armored enemies whilst auto pistols are better at dealing with non armored enemies
thats basically the gist of it, yes
stub pistols hit harder and are more accurate but autopistols fire faster
after careful analysis i have come to the conclusion that one goes "BRRRRT" and the other goes "BAP BAP BAP"
autopistols are better for desperado builds, stubs are better as sidearms for rampage builds
Its more like a BLAT BLAT
Careful
lol i just use the needle tbh so all i know is my gun going "-----"
?
Nothing
needle gun goes ₚₕₜ ₚₕₜ ₚₕₜ
@novel oracle You around? I want to discuss the merits of adrenaline vs chemdep for chaxe
Daps just put out way more dmg
not to mention that the DSPs niche of accurate long range special remover is done about two trillion times better by the revolver
I can't believe that I have to install another mod just to clearly see whether stims are on cooldown or not...
i can't hear it over the music and the noise of the heretics shouting 
i got use to the slight difference between the two but yeah they should fix that
honestly i use any gun over the revolver only because i don't like the reload
amazing gun, but i hate one bullet at a time
agri actually isn't bad on skoom
though obviously it remains inferior because it just doesn't pop trappers as reliably
This kind of UI design should be criminal.
"dont worry guys. the purg psykers will keep up" 
The crit doesnt do much for you cuz chaxe isn't really a crit weapon
You're trading a decent chunk of in/out of ability power for some tdr and lower ability downtime
sounds about diaperado
HOWEVER
adrenaline acts funky with the chainaxe because if the rip kills them it straight up just does not count
when i woke up from my coma and saw that readout i was pretty amazed
If you want you could change to the weakspot hit one
Stacks slower but doesnt have that inconsistency
As for my other thoughts, chaxe benefits massively from rampage uptime, as not only does rampage solve all of the weapon's drawbacks, it pushes its strengths to ridiculous levels (namely, it turns the thing into a rocket powered freight locomotive on a stick). So my thought is that just... Having rampage up more would be good. However, adrenaline, when up, doubles down on that hard.
Choices choices
Its also suprisingly tricky to find a moment to stim between rampages sometimes
so cdr stim is not always the answer
i just build my stim to time fairly well so its ready right after rampage ends.
pop it immediately after
Let me rephrase that: CDR stim is amazing and I always use it. But if things are really hectic that second you spend using it can actually get you killed.
yea for sure
but they dont really have anything defensive that would help in those situations terribly to consider adding to it
TDR would be nice but idk if speccing that far up that tree is the business
Its more a consideration that passive CDR from chemdep keeps ticking in that situation
ah see i dont use chem dep
adrenaline on all my builds. i HAVE a chem dep build but i have yet to feel amazing with it
Neither do I, just thinking about reasons to do so, if there are any
just the crit imo. but like, what good is crit without the AS from adrenaline?
feels sluggish without it
adren is just a "it works" set of nodes
rampage saw maybe? Saw has negative interactions with adrenaline and gets a lot of benefits from the chem tree
Not at all. Use an autoclicker
Or a full-auto rifle
i run saw adren tbh, like take alot of the right side stuff at the bottom but i use adren with bonesaw
I take it you just dont use smiter
i do love me some things that just work 
yeah i take the bottom 3 nodes to make getting it smoother
no maintenance, just free real estate
Yeah same
its why I like the chaxe, there are tough enemies and chaff enemies, you use heavies for one and lights for the other (depending on mark)
the 4 still feels awkward to me
like i'm constantly moving around nodes here and there as i'm testing to see if stuff works better but this is more or less how i run rampage bonesaw on the bottom of the tree
i don't rely on the cleave much tbh
i've been chopping through things pretty find by pushstabbing and using the heavy 2 when needed
i will never give up like the wind, it has made me so lazy at dealing with gunner swarms
can just put the immunity on sprint on needler and bum rush them
Suppose it depends what dif you're on
Havoc with the hitmass mods it has makes cleave necessary
regular difs and its like whatever, take it or leave it
works fine up to auric maelstrom with hyperdense... but yeah i would have to tweak for havoc
and even then maybe not since i do so much head whacking... i treat it kind of like a hammer and move around alot bonking heads
Like, even Ogryn with 50 cleave on most of his heavy attacks gets a noticeable buff from +cleave in havocs
Actually I think its 32 on the knives and goes up from there, but you get the point
yeah, but honestly if i'm grinding havoks i'm probably not taking bonesaw, i love it but theres smoother options for havok
at least for me
Yeah, right tool for the job and all that
Why sweat your nuts off harder than you have to in something that's already grossly sweaty
with how agressively i play sometimes i need to be able to get that bonus sprint angle and dodge on no stam while also being able to do melee things
yeah lol, like i don't mind havoks sometimes but if i'm just playing for fun i'll be chillin in aurics, now adays i play tide to chill most of the time
so most of my builds reflect that 
whats the largest enemy that would actually be affected by pinning fire on DAPs?
largest as in tankiest. highest hp pool
Beast of Nurgle
and it always has been
Pretty sure Cspawn and Plogryn were patched to not get absolutely fucking yeeted by pinning fire
outside of scum insta deleting bosses the bosses feel in a good place atm
Ogryn can kill a boss in like 10 pick swings, or mash mouse 1 with the mk3b basher
Veteran does. . . vet things
Arbites just stands there menancingly and the boss dies
Zealot and Psyker both obliterate bosses with their two-handed sword
So. . . not like scum is any different in this regard
Scum
sorry, i meant tox scum... like yeah everyone can solo them but the tox scum builds in particular can melt bosses so when one is on the team there are no boss fights
giving almost shade like vibes but not quite
like the effort involved for the payoff is what i mean i guess
Power Sword lol
What was that? Buff power sword? Got it
Nah lets go 12 swing power cycler
And add stacking bonus damage per swing as well
cause when i'm playing bonesaw scum it feels like the boss dies whenever i decide that it does, like the team will be fighting it when i'm doing other things then suddenly i'm like "oh yeah" and then its just dead the instant i did anything in its direction
And last hit does chain explosion. We can keep going
bypass captain shield maybe?
vet guide out btw
already saw
pinned in my darktide friend group for the explanation of game mechanics
very cool
no comments besides sirolsky lol
tox scum is definitely the most damage relative to the safety though
you barely have to touch the boss for it to die
Dump 6 needle shots into a boss and profit
Yeah this is basically my point.... It feels too hands off even when I'm using it
thing is, its just passive damage. the build will be as hands-on as you make it. tox is just giving you more of a different type of damage
yeah and i think the tox damage on monsters is slightly too high, i'm not saying nuke it from orbit but just like... a slight bit of downward movement in the top end of the stacks
like if they only curbed the top end of the dot stacks then it would still be super strong without doing the entire job itself
unless thats what fs want i guess lol
I think it's funny the disease and chemical weapons god is getting fucked up by tox
i mean really, most of whats being displayed in that video is just gun scum being gun scum with an auto gun
tox is strong for sure but its not like thats what did all that damage lol
oh yeah i wasn't talking about the video exactly i was responding to a later point past the video in relation to what i was talking about... gun scum itself is another issue 
facts
but like if u run a tuned saw build, its definitely strong. and the tox does a lot. but its not like zealot one shotting shit lol
It feels like less of a gimmick tho
Like a tox build feels equally good at killing whatever
Zealot one shot builds normally suffer for horde clear ime
yeah tox builds are just good all around, its why i think just curbing the top end can help keep it basically nearly op while letting boss fights kind of happen again
I just mean that it'll get lost in the variance and I'd have to do a large number of tests to average out the expected increase
It's all fun and gamaes til you misstep
Then you suddenly go from op to liability
lol you can take nodes to make those misteps matter less tbh, with only really dumb mistakes making you go down
because the damage nodes are so strong already you don't lose much damage either
but yeah when you do actually mess up mess up, your hp is shown to be an on off switch and you get switched to off
what's the build that does this look like? I haven't done much of anything with tox yet
that ones probably just a gun scum build with the crit tox talents if i had to guess at a glance
i was lookin at it, hes a vet.
oh i didn't even make it bigger to check
i thought it was just takin chem dep with the buff on toxed enemies
yeah vets can do that stuff but they aren't universally good when they take nuke builds like that
thats also a curated situation with all possible ducks lined up
so the 'melee critical strikes' part of Coated Weaponry is a lie?
coated only works for melee
no i'm just very dumb 
lol no you're not. Game has a lot going on. We all screw up from time to time
but if he had toxed enemies nearby i think the damage boost would work
i don't use guns enough so my info on gun based things can be spotty
i'm too bonk brained
yeah this would work
toxin mania is only 15%, though that is base damage
which gets multiplied by everything, right?
I remember someone talking about base damage being the best kind of damage increase because of how it interacts or something.
i dont run it on my gun scum but it may be nutty
Dependarado seems strong
if you don't want to be invincible shooty guy, being always ammo free emptying mags shooty guy seems good
if i remember right its because of where it lands on the equation, it turns other gains into bigger gains i think? but idk i literally quit computer science stuff because i hate math lol
The main thing that matters is

Why the fuck haven't we been included in the shop rotation
Desperado deez
lul. Was that you?
don't deserve it
yes
way I see your build?
i dont have that one loaded up on game lantern
next time im on ill try to remember to make it
but its kinda hard to mess up. just pick all the gun shit 
then que up and faceroll
it's just damage
it's additive with other +damage bonuses
mostly wondering about the tox talents. Like, which ones are actually critical to making the thing work
oh, is that just good old vulturado?
Sample collector is a must if you run crate
Or just general stimm use
Vulturade
For a healthy and balanced breakfast
toxic renewal is pretty good but buried too deep
I tried it on a rampage variant. Definitely noticed the added durability, but I like adrenaline a lot
daps?
I keep going back and forth on IAG and daps
i dont play it much but i normally use twin stubs. but peak damage is definitely DAPs. i havent tried others tho
haven't tried IAG?
Tbh
I prefer the DAPs to the IAG
The damage gain from the IAG doesn't outweigh the mobility the DAPs have for me
what's the difference between the two modes of the needle pistol?
is there any difference besides the detonation on death?
I forgor
base version stacks dot faster, so it's better
the extra stacks never changes your shots to kill for the most part and the aoe is just ammo dump cause it sucks as any clearance gun so it doesnt really matter what u use tbh, might as well use the higher stack one so something can die a lil faster
the tox spread one is good if you really want to min max sample collector
and sweat your balls off swapping weapons every few kills
too much work for me
I find that the IAG lends itself to a burst, burst, burst style of play. I think the build benefits from mag dumping with daps. Just feels better
gamers
what would yall recommend on a stimm supply build for havoc for the stimm lab
I went top right with crit chance buffs
i'm only using stimm supply because of the dumbass dogshit blight poop on ground affix in havoc
I would post mine but everyone thinks it's cheeks 😔
You know what fuck it
np
i'll ping you with results
(I don't have scoreboard mod so it'll be feels based)
xd
I'm a big fan of bottom left and top right in any configuration. Cooldown reduction is also nice if we don't have a Psyker.
15s of stun immunity for an entire team tho is kinda
awesome
I find i generally agree+DAPs feel better in close range where scum wants to be
I just wish dependency was stimm CDR instead of useless regular CDR