We’re sticking with what we know. A co-op game first and foremost, with the same tight melee combat that not only are we proud of but also that we’re known for. However, we’ll be giving ranged combat more complexity of its own to really bring it up to par with the hands on stuff. Our hope is that we can really deliver on some truly hybrid combat that’s both accessible yet boasts a high skill ceiling, offering the same opportunity for mastery regardless of whether you’ve got a lasgun or a chainsword in your hands.
trailer: "wishlist now"
goddamn I hate that. fishing for interest with a cheap ass trailer showing zero interactive gameplay always smells, especially when bringing guardsman in a game that's mostly melee
Could be worse. Could have had a preorder up already. Which is a far worse and less honest way of gauging interest than just asking Steam how many people have it wishlisted.
I used to play this game. Are there any new releases now?They give alpha access to spambots? :o
It looks interesting. I hope they broaden the enemies beyond plague zombies. Would these be Guardsmen or Inquisitional Stormtroopers/Tempestus Scions?
I also hope they have a nice variety of environments. One of the downsides of the W40k games is they tend to all be set in industrial or ship settings. With how big these places are it makes sense but having some places set in a jungle or high class noble estates and the like would be neat.
You are not free whose liberty is won by the rigour of other, more righteous souls. You are merely protected. Your freedom is parasitic, you suck the honorable man dry and offer nothing in return. You who have enjoyed freedom, who have done nothing to earn it, your time has come. This time you will stand alone and fight for yourselves. Now you will pay for your freedom in the currency of honest toil and human blood.
- address to the Council of Ryanti
Quote from: Inquisitor CzevakYou are not free whose liberty is won by the rigour of other, more righteous souls. You are merely protected. Your freedom is parasitic, you suck the honorable man dry and offer nothing in return. You who have enjoyed freedom, who have done nothing to earn it, your time has come. This time you will stand alone and fight for yourselves. Now you will pay for your freedom in the currency of honest toil and human blood.
- address to the Council of Ryanti
In VT for the most part, ranged weapons are reserved for elite and special enemies, not the riff raff trash horde.
That's how I've always had to do it in the Left4Dead-likes (including Vermintide) and that's the reason I don't like it.
Hell even Mount & Blade footpad combat is like that and that's the reason I always play mounted. It's just so completely undignified. I wish a game where you have to do that could decently capture the feeling of slowly retreating with my face to the enemy rather than panickedly running blind with my back towards where I'm stepping.
That's how I've always had to do it in the Left4Dead-likes (including Vermintide) and that's the reason I don't like it.
Hell even Mount & Blade footpad combat is like that and that's the reason I always play mounted. It's just so completely undignified. I wish a game where you have to do that could decently capture the feeling of slowly retreating with my face to the enemy rather than panickedly running blind with my back towards where I'm stepping.
Mount and Blade is also bad for it yes. It's a weird thing and I'm particular about it, but I guess it does seem like it bothers other people, but a lot of video games that use large numbers of enemies have AI that's basically zombies, and you get what should be intelligent opponents just moving in a coherent mass towards you and you have to backpedal while shooting or meleeing them to avoid getting swarmed. I can sort of get past it if it's actually zombies, but a lot of times I find it annoying and it takes me out of the game.
it'd be nice to wield stupidly big weapons much like the enemies you face
Ironically, it's the Zealot that would most likely have the shield, aka Rosarium.
Psychers can also create a mind shield.
Guardsman use Armor only. Carapace armor is at least marginally effective.
Praise the dakka
Also I'd just like to say that I really appreciated the arched sights on that one gun. Really plays into the aesthetic, I dig it.
More or less matches the above praise and criticisms. I'd also dare to suggest that going with customizable generics loses some of the character compared to the VT cast, but each approach has its own pluses and minuses.Yeah that's about how I feel about the custom characters vs. iconics. Kerullian, Saltzpyre and crew weren't amazing characters, but they allowed voice lines to be more tailored to the characters. Whereas my personally named and customized character is cool, but they're never going to be named by a voice line, just called veteran or ogryn.
I heard about signups through Steam. Despite what I said before I decided to give it one more shot. One click, I was signed up, within minutes I got the acceptance email.
I coulda swore that the marketing material for DT said that levels were randomized in terms of how big set pieces connect.From what I recall reading, its less randomized levels and more the levels are big areas with multiple missions set in them and you might go through the level from a different start and end based on what the mission is. And as far as I can tell, the 4 beta missions are on different maps.
the lack of mouse sensitivity slidersI was wondering what you meant because I changed mouse sensitivity as soon as I started playing. Then I went and looked and the mouse sensitivity slider was missing. Missing at the character select screen, missing when loaded into the lobby zone, and missing still when loaded into a mission.
I hope they have different weapon types open up earlier for the characters. Having a single gun option with tiny differences in stats as the option for my ~3 hours of playtime was pretty disappointing.They said the weapon selection was limited for the beta and that launch will have around 70 weapons, so hopefully you can mess around more with weapons. I'm pretty sure a psyker teammate had a shotgun in one of my games instead of a pistol, but I didn't play far enough with that class to see one.
A firing range on the hub like VT2's dummies feels sorely needed and its my hope that they took out a bunch of stuff for the beta or at least plan on putting a bunch of stuff in eventually.
Almost every short-wall that we're intended to take cover behind has huge gaps, often being made up of nothing more than thin metal bars, and yet they seem to completely block projectiles and skills. It took some getting used to before I realized that I could be safe crouching behind these walls despite the huge gaps. But I never seem to get used to enemies doing the same, and me being unable to shoot them despite having a huge opening.
I'm excited to play more, but also excited to get the soundtrack whenever it is available.
It was frustrating that some weapons claimed they had a bayonet special attack, but all the special did was turn on the flashlight. Shoving back with a ranged weapon to then switch to melee feels like what they were aiming for, but I never pulled it off.
I'm not a good judge of balance at this point, so my main impression of classes is how they felt to play. I enjoyed the 4 different classes, with the possible exception of Psyker. Psyker I need to play more to learn how to use their magic abilities. I'm just not sure what the Psyker's crowd control abilities are, because their revolver and their psyker abilities mainly seem to be focused on single-target kills. There was a game I played with 3 psykers and a zealot and that was the one time I felt like the party composition increased the difficulty. But popping the head of a mauler with a psyker was incredibly satisfying.The psykers crowed control power was it's F ability. It creates a shockwave that throws most enemies to the floor and it has a good range too. It also removed your build up of perils of the warp so you could keep head popping. Also, the revolver has strong pass through and can take out multiple enemies in a line.
Zealot is mostly a melee rush down survivalist. I think they were the most popular class during beta, due to the mobility of their class skill and that it replenishes their toughness when used.Interesting. I felt like I saw sharpshooter the least, but that may have been because I was playing one myself.
Veteran is a ranged specialist with auto-replenishing grenades (if you choose to spec that way.) Gave Zealot a run for their money for most played class.
Psyker is a psyker. Mostly for exploding single target's heads or creating a little warp explosion using their staff. They were IMO the 3rd most played class.
Ogryn is big, and is somewhat akin to the Zealot for their rush attacks. While I saw a lot of Ogryns the first day of the beta, by the 3rd day I'd almost forgotten they were in the game because it had been many games since I'd played with one.
Interesting. I felt like I saw sharpshooter the least, but that may have been because I was playing one myself.
The shockwave ability was useful for clearing out your peril, and knocking down things is nice but just delays the problem. I think if I had a better melee weapon on my psyker I'd like the shockwave more. Because my melee attack felt wimpy even compared to my Sharpshooter's.When I was playing psyker I was almost always running ahead of the group. Group of enemies around the corner, knock them down, heavy swing the first and go around finished off the rest while they get up. Could usually kill most of an enemy group(cultist horde or traitor guard squad) before allies even catch up, and then I'm off running again. Only slowing down to snipe head pops onto specials.
Unless normal pickups explode it won't go off, but if you miss the throw I'm pretty sure its a grenade pickup.
Many of you have joined us in the technical tests and closed beta. We have found these early tests extremely helpful in addressing issues. Ultimately this will help make our game better.
So, with that in mind, we want to invite anyone who pre-orders or has already pre-ordered the game an opportunity to play Darktide as part of a pre-launch Beta period starting November 17th.
Picked up the game and played a couple games as an Ogryn last night.
Had fun but man that starting ogre gun (basically a 1 shot mega shotgun) is soooo slow to reload. Do I really have to wait until level 11 before the store unlocks to buy more weapons?
Service Update!
A wise man once said "Our enemies may rest but rust never sleeps". Now I say to you "The heretics never rest, but progress doesn't reset".
I also ran into an amusing bug where a 4th player joined, but the bot they replaced stuck around.Accidental temporary pet class.
NGL, Fatshark is going to be eating a big, steaming slice of humble pie on release day.
I predict that this release will be a hot mess. But hopefully a fun hot mess.
DRG's handling of cosmetics is far, far better than this, but DRG is in general better than this so...
Deep Rock Galactic.
DRG has a fairer cash shop. But I think it's not exactly fair to compare a game that's been out for years in terms of breadth of content and options. The future just depends on the split the end up with between free content and paid.
lol, did I really write Grimrock Galactic? >.>
Based on discord discussions, when it comes to psyker it's basically 'spam staff, non-force sword melee backup when needed, Brain Burst (BB) is useless above hazard 3'. Which is honestly kind of bland, but make sense based on my experience at hazard 3.
BB is pretty amazing on difficulty 1 & 2, but its power isn't quite sufficient at 3 and up, especially given the charge time. And shared Peril (the winds of magic thing from VT2) between staff and BB means you're generally better off using the staff abilities to begin with. Force sword is... kind of crummy, unfortunately, as the non-Peril attacks are mediocre and your Peril passively decreases much faster if you equip a non-Peril weapon. So ideally you want at least one non-Peril weapon on hand, but staves are far more useful than the force sword.
Meanwhile the staves (well, some of them) are quite solid. So one builds around the staff at this point, despite many/most of the feats centering on BB. Which is... a problem.
Since I'm only playing at difficulty 3, which feels like a decent setting for rando pub play, I can enjoy using BB + gun gameplay, but I can definitely feel it's non-meta.
As for zealot, I've seen most running heavy sword or Eviscerator. Supposedly there's a crit chance + knife build that's viable? Which could be neat, since I do very much like the feel of the knife animation set.
BB kills ragers, snipers, bombers in one hit. They finish off dogs easily. The right trait gives the enemy +15% damage from all non-psychic sources for 5 seconds, which is basically the shrapnel trait from VT2 except on command. When the entire group is pinned by range guys, both rifles, elites and heavies, it's real nice to have an ability to pop in and out of cover with and deal damage without even having to look at your target. Behind an Ogryn with a shield up in a doorway, you can blindly spam BB and pick off targets more or less safely. It staggers and interrupts important targets that you can't kill in one hit. It has a lot of uses beyond "it just doesn't kill in one hit." I don't think it's the perfect ability. Way more should play off it for AoE type effects. But it remains useful even when the game scales up. It would just be nice if it's damage did too in some way.
The Force sword is a single target weapon through and through. Its Special attack will wreck most things including Mutants in one charged attack. Maulers in 2, Ogryns in 3 usually. I can duel Bulwarks and Crushers on Heresy thanks to that move. You just have to be mindful of the timing on hitting them because of the channeling portion of the attack. But it's still fast enough to stick and move.
I don't find Quelling Peril an issue as long as I have the Quell While Moving trait. Even average quell speed means it takes like 2 seconds to Quell enough Peril to go to town again.
The Weapon Special on the Force sword works as long as you don't back out of range too far after it connects. The blade has to hit then you have to wait about 1 second before he does the little palm gesture.
Just played through Heresy 4 with my friends on a Rank 7 Zealot. Didn't even break a sweat. The way they handle in combat is a night and day difference to Veteran and Psyker.
But as soon as I swapped to the Catachan sword, I suddenly felt weak and fragile.
It's happened to me enough that I seriously think that's the case. It's not like Vermintide AI wasn't predatory....but it also didn't spawn whole squads of guys with perfect aim that could strip your health and/or toughness off you with a single attack.
More seriously, the catachan sword is just terrible. The only real thing it has going for it is a large stamina bar for blocking, which...
I've had a few rude experience of turning a corner only to find a dozen ranged enemies milling about 10 feet away, whereupon they open up and basically vaporize me.
I swear I heard "Khorne" mentioned in that vox recordings. Probably wasn't, but man how wild would it be for them to introduce another God in some capacity already?
Guaranteed it's the burden imposed by the voice acting requirements. There's like what, 12 voice actors that would have to record new lines. So that's not a short-term ask.
Then again, someone making a hardcore 40k game that DIDN'T budget some "For The Emperor!" lines probably needs to be made into a servitor.
POX BURSTADon't sadly zealot charge doesn't work well at pushing them. Surprisingly, simply pushing them works well, even mid jump. (Same deal for dogs. Feels much more forgiving/easy then pushing sneakrat/gasrat in V2.)
The boltgun having a nicer equip animation sounds good. Swapping to it was always a massive pain.
the new vfx for the lightning staff is reportedly eye-searingly problematic
I take it back, used the surge staff in an actual mission instead of the simulator and... sometimes it looks great, sometimes it looks unchanged, and sometimes it's absolutely terrible and awful. Seems to depend on the nearby lighting. When it's awful, it's... hard to play with, hah.What did you expect from the Warp?
Glad to hear the change went well. Does progression carry over from the old system?