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IE,
1. Your team is focused on a Crusher and you see a horde of infested rushing up behind them out of camera view. A good application of bullrush would be to use it on the horde to delay them attacking your team focused on the other threat.
2. A psyker is trying to brain burst a special (or the mutant I'm about to mention), but a mutant starts its rush to grapple the psyker. A good bullrush would be used to interrupt the mutant to delay him from grabbing the psyker so he can get his brain burst off and hopefully help you kill the mutant after.
3. Your team is taking fire from a collection of shooters, gunners, and/or reaper(s) and there is no cover for them to use to block the incoming fire. In this instance, it's best to risk the ire of the Veteran and bullrush any clear clusters you see to reduce enemy damage output.
That's at least my take on some examples, but you'll encounter other situations. It'll just take experience playing and seeing more instances, but in my opinion this is the correct mindset to be in. I think very similarly when playing a surge staff psyker as well.
Basically if you do it into the wrong group with no support youre ♥♥♥♥♥♥.
most often i use it to stun beast of nurgle and plague ogryn, stagger packs of elites, and close distance to help the punies, and like above to get the speed buff charging up to a horde pack.
1. Cover distance quickly (I play with the Unstoppable feat).
2. Get out of dangerous situations.
3. Run up to a group of enemies, stop right before I touch them, and proceed to take them out with increased attack speed.
4. Knock over dangerous targets when we need more time before we can kill them.
5. Knock over targets that have cornered teammates.
6. Free teammates from Mutants.
7. Free teammates from Beast of Nurgle.
8. Last defence against Hounds when they're about to catch me.
9. Interrupt a Plague Ogryn's charge.
What I don't do is charge through groups of unthreatening enemies. This spreads them out, meaning our AoE attacks will be less effective at hitting them, consequently resulting in more time spent and less satisfactory moments.
mark this as the correct answer
Have also had some instances where a burster was coming up and horde is too thick to either shoot it or will make timing the push too awkward so bull rushed through, turned around and started smacking the horde from behind with the burster popping between myself and the rest of the squad.
As mentioned above, launching yourself at the shooters to get them into melee, then pulling them back towards the group makes things alot easier for the rest as now they're no longer being surpressed.
Using it to interrupt specials that have put allies in a tight spot (Don't charge INTO trappers, mind. Use your charge to clear room around a netted teammate)
using it to interrupt a plague ogryn charge.
Using it to stagger a beast of nurgle if it swallowed a teammate (Vet with nades and Ogryn with charge can stagger BoN if it ate a teammate, if BoN staggers it spits them out.)
If using the level 30 feat that allows you to charge through enemy Ogryns:, using it to charge over shields to get behind them. Using it to knock down crushers if allies need breathing room.
Charging into groups of shooters and using the attack speed + knockdown to finish them off faster
Charging in front of (ideally) large groups of poxwalkers to kill them in melee with the bonus attack speed if an ally is in a spot of danger.
Closing the gap between you and teammates, or trying to get out of a bad situation
Generally, if something needs interrupted it's a good use i think. Sure, knocking over targets might irritate a Vet player but if it's just trash shooters a single ogryn can dispatch a group that they knock over *anyway*, meaning the vet can either provide said Ogryn with fire support OR focus on other things.
Just as long as you stop blocking my screen with your huge ass, you can do whatever you want.
- Anytime you will be horde killing for a bit, hold s to cancel it instantly
- Anytime there is armor in the horde, knocking down crushers, bulwarks and ragers/maulers helps give time to your backline.
- Anytime you see the team be overwhelmed
- Anytime you see someone about to be grabbed by a mutant/beast of nurgle, preventing damage is huge.
- To distract snipers on occasion or to "dive" specials if ur team is not dealing with them, just make sure to not dive into dogs or trappers.
- To dive shooters
- To potentially get stagger lvl damage if you are running the kickback versus bosses. Helps get their agro too if you are running high damage ranged after you cc to reset their stickiness.
- Mid revive, if an ally is reviving someone, charge right in to make sure their block stays.
- Before grabbing any carry object, the speed bonus stays after you grab it, so you go extremely fast.
That should be everything, prob missed a thing.
The problem is that at any time you might suddenly get tons of specials and elites. Oggies, shotgunners, ragers, etc. out of nowhere. That can happen very quickly, and your team can instantly be overwhelmed without even the time to take out their nades, especially since there are going to be bugs I mean dogs in there too. That's the moment where a good bull rush will effectively knock everything that matters down and buy your team a good 5+ seconds to act. Time they can use to reposition, kill priority targets, throw those nades, etc.
Those moments are the reason I tend to always save my bull rush. Because those situations are where the team tends to wipe.