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https://steamcommunity.com/sharedfiles/filedetails/?id=3332111747
It all comes down to personal preference in the end, as you progress and get a better understanding of the game mechanics you'll basically be able to run all difficulties with any setups, but this guide is a good starting point to give you an idea of what works better than the rest.
As for an answer, everyone knows the grenade launcher is insanely good (you need the perk that lets you restore ammo) and they have confirmed it is going to get nerfed, so... use it while you can.
Have they said what they're gonna do? Nerf the damage or give less nades?
At this moment the game is unplayable. Do it at your own risk.
In some ways it is a bit OP, ive literally one-cycled carnifex/neurothrope etc with all auspex damage buffs stacked and 14 grenades, other players don't get a look in if you get there first, people leave the lobby after the game when you do it
Yeah, I enjoy that it deletes everything its funny, but other players its not fun for them if youre bulldozing the whole op, glad its gonna be considered changes, maybe just limit grenades to 8 or 10 for a full mag or only reload half of those per execution, I dont know if someone I watched on YouTube said depending on which order you apply the auspex %age buffs in it makes it ridiculous, I hope they don't nerf the damage buffs just rather them limit the amount of grenades per execution of majoris or whatever
That you can activate the perks in a different order and thus have different damage results, now this could be an unintended consequence or a bug. Giving them the benefit of the doubt, I am willing to accept that as a bug.
Knowing the damage formula, this also explains why they said that some parts were never meant to be multiplied, but added and thus reaching an unintended high damage result.
While it was fun a couple of times to nuke a boss, it also takes away something in the long run. Bosses don't feel special, just like another trashmob you have to squash like any other and ofcourse your Brothers are robbed of the joy of the hunt.
That changes need to happen was clear to everyone.
First of all, all classes that can take a Chainsword should take the purple balance vairant "Salvation of Bakka". There is no discussion about it. Even the adrenaline buff from the new mechanic doesn't outweigh the typo in the damage file (+110% buff instead of the intended 10%).
Tactician:
Grenade launcher aside, Melta rifle is very strong. Clears Minoris while staggering the big guys leave no room for the enemies to hurt you. Tactician also needn't worry about ammo due to his perk. Only problem is the limited range, so you rely on your Brothers to cover you against flyers.
This is why I like the Stalker Bolt Rifle, it enables you to deal with priority targets from the second line while not sacrificing any dps against bosses.
Vanguard:
Same as Tac, Melta very strong. Instigator instead of Stalker for the same reason.
Heavy:
Multi-Melta, or Plasma. The latter is very good at nuking entire groups with AoE from afar, but is weaker when the fight deteriorates inta close combat. Melta is just simpler to use here. Plasma secondary is a must in all cases, it's just too strong. It's basically the main weapon but in small.
Assault:
Hammer. Best damage with the jump attack. Also fun and style points. For optimum overall melee damage you go with the broken Chainsword.
Bulwark:
Chainsword + Plasma pistol.
Sniper:
Las Fusil. Highest base damage that can oneshot priority targets. Other weapons don't hit that breaking point, thus need a lot more shots. Also infinite ammo when clearing Minoris.
For his melee option I recommend the blocking knife. Fencing lost it's bite and while the balanced gives you parry + gun strike, it's damage is laughable compared to the buffed block version (+110% base damage instead of +50%). Add to that the adrenaline stacks and everythign dies very very fast. Also you don't usually melee everything that moves, like other classes, therefore it's easy to manage your stacks with precision and reach 3 of them for the big boom. Even though I'm in melee only a fraction of the time compared to my Bulwark, I can pull off more 3 stack moves with my Sniper.
Altough I have not tried it with the backstab from stealth perk, the idea to do that with 3 stacks seems pretty fun. Without the perk it's just a normal 3 stacks attack, that looks cool.
Yeah exactly, I never feel like running tactical anymore as its trivial at this point, been trying assault as it seems like a really fun and as you say stylish class to play, still need to do some gud gittin though as things can go real bad real fast especially with the parry heebyjeeby going on, I love the thunder hammer when you get the cadence and timing dialled in, although I wouldnt be averse to a slight buff in swing speed/reduction in charge time for ground pound as big mobs swamp you a bit quickly if you jet slam into the thick of it, probably just me being overzealous but assault doesnt seem anywhere near as mobile as vanguard or tactical when it comes to dodging is how it feels to me.. feel like the whole point of assault is to be the one to slam the horde and scythe them all down, but especially chaos missions he feels to slow to thrive
Tactican: Granade Luncher or Stalker with auspex really fun. Plasma nice but not that good. Melta is for close range.
Assult: Hammer + Heavy Pistol if you want go for Groundpound. If not, Chainsword can work. Fist ist only special for singel target. So can`t recommend it.
Vanguar: Melta+Volkite (for little Range or sniping spores)+Chainsword
Sniper: Las Fusil or Bolt Sniper both get the job done. WIth Las Fusil and all Perks a little better for clearing hordes.
Bulwark: Plasmapistol+Powersword. Powersword has two stances Heavy (clears Hordes) and light (Single Target). Leraning to use and switch them prober is King.
Heavy: Multimelta if you struggle with parry. Otherwise Plasma. The Bolter is missing most of the oomp.