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The reload is far too slow.
The damage is far too low.
The special ammo is pretty neat, and it can be used to snipe specials, but you can also use the revolver to do the same thing, you get 5 shots instead of 1, and even against closer range targets the revolver ends up being more effective as it can pierce a bunch of targets.
Plus it doesn't really have a whole bunch of ammo.
The shotties need a look at tbh
Increase damage reduce shots.
Puzzles me how the kantreal shotty does more damage than the ripper, BUT HAS BETTER RECOIL CNTROL
Because it doesn't do anything particularily well. Now mind you, i do tend to bring all 3 shotguns along for the ride on my Zealot when i want a change, but to be frank... everything it does another gun does better.
No, it's not. It is 6 stacks of burning doing about 49 damage per tick, assuming every pallet hits. If you don't fire point blank at an enemy there is a chance you will do less stacks of burning. In the Psykhanium i have, by shooting into a bunched up group, done as little as 3 Burnstacks to some of them.
A Groaner, the weakest enemy in the game, has 300 HP on Damnation. The initial damage of the hit does The initial hit seems to be double damage, but even so it takes several seconds to kill them.
But while the burn isn't good... what is good is the fact that it still has infinite cleave, meaning you can fire twice into a horde and set the whole horde ablaze with about 10 stacks and it goes through a Bulwark Shield, allowing you to kill them more easily.
It isn't a bad special, but not because the burndamage is anything to write home about. It's the fact that it seems to penetrate about everything.
It is slow and the one thing it got going for it, is the special. With the new revolver there isn't much reason to use this one anymore.
If you want to snipe things, then Headhunter Guns are better alternatives, even if they can't Stagger a Crusher... and since its only available for Zealot and Veteran, it simply is a poor choice for either. Veteran has the Helbore that outclasses it in any way shape or form and Zealot benefits more from Revolver or Bolter, depending what your kit needs.
Anti Armor is simply better provided by other weapons.
That is what Melee weapons are for.
And that is about the only reason i bother to dust it off every once in a while. It is all round mediocre, but fun to use.
You have the most optimal set up for the Agripinna Shotgun. No Respite and Fullbore are the Blessings to use.
Now the Kantrel and Lawbringer... that is where it gets interesting with Flechette, Man-Stopper and Scattershot to mix into.
On Zealot you can run a Crit Build with Blazing Piety and go for Man-Stopper.. but without a means to reliably boost your crit chance, there is simply no argument to drop No Respite for Man-Stopper. At least not in my opinion.
But! It's not that simple ofc. Since what the revolver absolutely can't do, is handle mixed hordes in a pinch. And it has far worse bullet economy too. So I find the Agripinaa shottie makes for some great sniper builds yet with versatility, while its powerful sounds and that bolt action (I think that's the term?) feel really just makes it so much fun! It's also worth mentioning just in case, that one of the recent patches fixed reload speed not affecting special action. Now it does!
My current Agripinaa shottie build looks like this:
https://darktide.gameslantern.com/build-editor?id=9b1d77e1-36ad-4381-a5be-8739c44c10cb
It's a full on grenadier so massive clearing through that, and ofc the shottie itself is a compromise that can handle all ranges, clusters or singular biggies. There are really no toughness talents since thanks to the ult and the massive amounts of stagger & dmg across all ranges, I tend to not need any.
Can we maybe NOT reduce ammo?
Most teams are ALREADY fighting over ammo constantly, just let us use our freaking guns.
Zealot class:
skill +25% damage in close range
purple skill +20% damage and attack speed (good, but I don’t use it, I have a build for loss of health and overcharging of the relic)
improved damage +25% against maniac
improved damage +25% against splinter armor
blessing
+20% damage after hitting the 1 target
+75% crit chance if there were 5 enemies in the line of fire after the shot
1 special bullet to the head - 1 dead elite soldier with a gun
2 special bullets to the head - 1 dead berserker
1 special bullet at the crusher - and the crusher interrupted the attack animation
2 special bullets in the crusher - the crusher falls to the ground and rises for a long time
I tested the Agripina shotgun on a veteran - I didn’t like it.
on Zealot I play through special bullets, shoot in the head
Agrippina shotgun with special bullets dps > Evi Sword fast attack dps (when fighting the elite)
The unique advantage of this shotgun is that its special attack penetrates carapace armor. But the veteran has 3 skills so that any weapon can kill hard armor and Krak greande. The Zealot has an ult "charge" and a bug with 100% armor penetration.
But when 4 ogre crushers with hard armor attack me at once, I don’t panic, because an Agripina shotgun with special bullets at a safe distance will kill them, not quickly, but easily. When a large group of enemies attacks, I get a +75% crit chance, which makes the damage sweet.
And theres just no reason to use a shotguns, even at close range over any other weapon
Anything other than Agri at range or Kantrael burning is trash, and Agri still suffers from a lower overall 'raw' damage number meaning its damage application really isn't even that much better anyway.
They need either a much higher raw damage number so that they feel powerful at close range (as they are supposed to by design) and/or a much higher reload/ammo reserve to be used as proper ranged weapons. Right now, the overall damage application per ammo reserve of the shotguns has to be some of the worst in the game.
And yes, this stat matters, because if I'm getting 50-100+ ammo back into the more volley style guns (IAGs, BAGs, MGIV/1a las) per small ammo pack or vet 1% kill, means they are hyper efficient and still manage to kill at about the same rate.
If you want a gun that has a low ammo count, but high damage application, just pick revolver or bolter right now. It's not a great situation and hopefully will be addressed in the next balance patch.
As a sniping weapon (which is its gimmick) it's pretty inferior to other options that can accomplish the same task better. A Revolver is faster to use, does more damage and can fire 5 shots in quick succession while the Agripinaa Shotgun has to manually reload each slug.
All the while it carries the main weakness of the entire Shotgun line which is their atrocious ammo economy and long reload.
So I just don't like the playstyle. It's a weaker shotgun that has a strong anti-armor sniping function on it. I'd rather use an actual sniping weapon or an actual shotgun. I HAVE been able to successfully clear Damnation missions with it, but I didn't find the experience enjoyable.
But Agripinaa is definitely right up there on the same tier with the other strong weapons. It can be built in a variety of ways to support crit, close or ranged builds, but imo it shines as a hybrid like OP's. Here's a few short pointers that might not be immediately obvious from a vet's PoV in case you want to give it another try:
Reload speed affects special action speed too, so I for example always pick Volley Adept since it's literally on the way down through Longshot anyway. Agripinaa in general has a good weakspot bonus and esp with the special, so aim accordingly. Use hipfire for clearing big groups, but ADS for longer range tightly packed specials or single targets for its tighter spread / longer range (and ADS really does have a crazy long range even without special). You pretty much always want to preload a special whenever you have time, and the special is accurate even in hipfire so you don't always need to ADS with it either. And remember to adjust for your blessings, so with for example No Respite, you want to focus on 2-3 tapping the same targets down 1 by 1 to get full advantage from that +20% dmg bonus on staggered.
The real tricky part comes down to how you use all of the above. Often if you have the time, you should fire nothing but special rounds, which means chambering that special after every single shot ofc. This is fantastic for Executioner's Stance, since as long as you kill with each shot you'll never run out of clip, ammo or the ult and each shot ofc will be doing ridiculous damage. But it is slow, and sometimes enemies animate and you don't get that 1-shot kill, so you often have to mix in regular ADS shots in there to finish the target before the ult runs out, or even just spam basic shots to deal with immediate priority theats. This means that using the shottie is very dynamic, there's no one pattern that fits each situation.
I suppose the easy short version of this means something like so:
- Always use special rounds when you have the time
- Move to ADS when you don't have time
- And if there's enemies everywhere, move to hipfire and magdump everything
Just remember that while that list goes from slowest to fastest & biggest overall dmg, it does so at the cost of economy and reload time. So try to use options 2 and especially 3 as last resorts only. Personally I try to keep my ammo spending above 3/4 of a clip at least before reloading. That keeps the shots precise, ammo economic, and ensures I always have the 3 quarters left for emergencies.