Warhammer 40,000: Rogue Trader

Warhammer 40,000: Rogue Trader

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Drankara Dec 17, 2023 @ 1:13pm
Dual weapon fighting
Feels underwhelming, even with the feat its just an additional attack per turn, any ideas to make it better? e.g instead of giving a subpar additional attack add the damage of the second weapon to the primary attack.
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Showing 1-15 of 23 comments
an extra attack is usually pretty nice but yeah the fact it takes an extra AP to pull it off really limits what you can do in a turn if you want to attack twice
Draken Dec 17, 2023 @ 1:22pm 
There are some nice talents or items that reduce AP usage for weapons. Or if you find yourself running out of abilities to use your APs on.
It's definitely not a "must have" talent.
AzraelPY Dec 17, 2023 @ 1:23pm 
they NEED to rework that, right it sucks
76561197988918266 Dec 17, 2023 @ 1:26pm 
Feels like if you need dual weapon fighting, you might as well roll arch militant with a bunch of 0ap attacks.
.//slayer Dec 17, 2023 @ 1:27pm 
The extra attack is incredible. The higher level you are, the more AP you have, so it becomes a problem to utilize all action points with a good action economy and all the +AP buffs. In that scenario, the number of attacks becomes the harshest limit. Dual-wielding essentially becomes a free attack per round and doubles your DPS.

At least that's my experience with melee fighting.
Last edited by .//slayer; Dec 17, 2023 @ 1:28pm
talemore Dec 17, 2023 @ 1:59pm 
Duct tape two pistols and fire them once.

You sum the damage on critical scores and purpose of hitting as one.

If the pistols are identical.

This has other side effects on machine pistols with spread of fire where you sum the damage but reduce the spread of fire and recoil by(rounded) half.

6 bullets from 1 pistol become 3 + 3

3-5 *3 = 9-15 *2 = 18-30
6-10*3 where each shot is a twice shot 3 times.

Recoil 15 ≈20/2 = 10

+ 1 AP still stand
Range is the same
Sniper rifle will still kill everything at distance but so does your machine guns in close range.

Less bullets reduced the RNG by 50%
Because you are shooting with two machine pistols at once. Have anyone a clue how fast these things are shooting?
You reduced the time to hold the button twinfold.

Advantage? Everything that increase critical damage is increased from 3 to 6

200%

But you still have to stand X meter away and fire the guns at people in cover and the amount of bullets in the cartridge is the same.

This is your disadvantage. You shoot less bullets at target but you consume bullets 2x times.
talemore Dec 17, 2023 @ 2:08pm 
There are already pistols shooting 3 times

What this does is converting autopistols into pistols and increase raw damage.

For dual weapon you increase buffs on items by 2

Parry 10%= 20%

No damage buff.

But it stack on bleeding from axes dealing bleeding 2.0
Lightmgl Dec 17, 2023 @ 2:20pm 
For w/e reason they back stack the extra Action Points to Examplar so from level 40-cap you get 2 more action points they should've put one of those points in the first or 2nd tree. Makes it very hard to dual wield effectively until you get Exemplar.

Dual wield also works best if you have an offhand that benefits from your mainhand IE your mainhand applies venom and your offhand does mega bonus dmg to venom targets.

Still seems less effective than force Attacks of Opportunity tho which seems to be the best way to play offensive tanks, or just Siphon 300 life per attack with Heinrich.
Last edited by Lightmgl; Dec 17, 2023 @ 2:21pm
Myth Alric Dec 17, 2023 @ 2:25pm 
I was thinking of going like chainsword and hand flamer, and taking the talent that reduces flame weapons ap by 1.
KyuuMann Dec 17, 2023 @ 2:33pm 
Wished the increase ap cost only applied to burst and deadly shot
Lightmgl Dec 17, 2023 @ 2:38pm 
Originally posted by Myth Alric:
I was thinking of going like chainsword and hand flamer, and taking the talent that reduces flame weapons ap by 1.

That can work too and is very similar to how they expect tou to play Ulfar, though you can also accomplish this with weapon swapping and powers to use 2 handed weapons 1 square away instead of dual wielding.

Arch Militant is well designed to dual wield a Gun and Melee weapon as the Versatility ability stacks rather quickly when using different 1h weapons.

Assassin does ok with it too but its more about applying status with one hand and doing dmg with the other.
Last edited by Lightmgl; Dec 17, 2023 @ 2:38pm
76561197988918266 Dec 18, 2023 @ 4:34pm 
Originally posted by Lightmgl:
Arch Militant is well designed to dual wield a Gun and Melee weapon as the Versatility ability stacks rather quickly when using different 1h weapons.
No, arch militant is more for wielding two two-handed weapons.
Because the attack limit gets reset when you activate wildfire. (for example if you have 0 cost wildfire, you can shoot normally for 2AP, activate wildfire for 0AP shot, then shoot normally again for 2AP)

So grab some actually good weapons instead of watered down 1hand weapons. Actually you just need one gun and the free/lowcost reload skill.

Might be a bug but hey it works. (also wildfire is available every time arch militant gets a "no attack allowed" turns)
Last edited by 76561197988918266; Dec 18, 2023 @ 4:36pm
Draken Dec 18, 2023 @ 5:24pm 
Originally posted by BOKU Haram | Boki Harem:
Originally posted by Lightmgl:
Arch Militant is well designed to dual wield a Gun and Melee weapon as the Versatility ability stacks rather quickly when using different 1h weapons.
No, arch militant is more for wielding two two-handed weapons.
Because the attack limit gets reset when you activate wildfire. (for example if you have 0 cost wildfire, you can shoot normally for 2AP, activate wildfire for 0AP shot, then shoot normally again for 2AP)

So grab some actually good weapons instead of watered down 1hand weapons. Actually you just need one gun and the free/lowcost reload skill.

Might be a bug but hey it works. (also wildfire is available every time arch militant gets a "no attack allowed" turns)

It works just as well with alternating single and burst shot.
JimmysTheBestCop Dec 18, 2023 @ 5:28pm 
some of those act 3 and act 4 dark xeno pistols hit harder then any bolter and have 0 recoil.

there is even 2 pieces of gear that both add +1 to rate of fire. so dual weapons can make sense in that case;

especially if you are going soldier into master tact. you can do insane dmg. but if dont build for it you will have to respec.
Morgian Dec 18, 2023 @ 5:33pm 
Any extra attack is good, and if the price is +1 AP, I'll take it.

Argenta does not need it, she gets a lot of attacks each round, in my case like 7-9. Heinrik or Abelard benefit from it, though. So it depends on what you did with your companions. It is also a consideration if you have "until end of turn" abilities which buff an extra attack.
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Date Posted: Dec 17, 2023 @ 1:13pm
Posts: 23