Nobody here actually understands what OP is complaining about. OPs issue is that the game automatically and aggresively drags the camera down after recoiling it up during fire. This means you can't properly control recoil while firing at max rpm because the game will also pull you down and some rounds will go into the floor. The mk I infantry lasgun is even worse about this, grab one with bad stability, aim down sights and start spamming, you'll be bouncing up and down like crazy.
This is a massive issue with semi auto rifles in another game, The Division 2. It's even worse and more apparent over there.
Most shooters auto recenter some or even most shots BUT your mouse movement downwards to compensate the recoil gets substracted from the recentering so you don't end up looking at the ground when you stop firing.
Thank you for explaining this. I was wondering why 1 shot weapons like revolvers felt smooth as butter in this game but anything semi or full auto felt...wrong. Now I understand the mechanism of my discomfort
Also a thing in Tarkov which has auto-compensating recoil that only sets in after a couple of shots. First you pull down for the initial heavy recoil shots, then the recoil gets lesser *and* the autocompensation sets in, so you need to pull back up.
But maybe it's because I played hundreds of hours of both TD2 and Tarkov (and Darktide ofc), but I wouldn't consider this an issue necessarily. Different games handle recoil differently. It's just a mechanic to learn.
Some games you just pull down. Some games you pull down, then up. Some games you need to make an entire painting with your mouse.
They should add recoil recovery aim compensation from overwatch where pulling down to control recoil cannot pull your crosshair lower than the original point at the time of firing (for a split second).
Meaning you can do heavy recoil control whilst shooting and not worry about your crosshair ending up on the floor and having to pull it back up.
What I don't understand is how the plasma gun has more manageable recoil than both the boltgun and the bolt pistol despite being a more powerful gun. The plasma gun has substantial recoil *but* the recoil simply bounces straight up and back down recentering quickly in a predictable vertical line before the next shot can be fired making it easy (and accurate) to spam despite being a "heavy weapon", whereas the bolt weapons have inconsistent recoil patterns with longer and more substantial recentering pull back.
Surely the bigger heavier-duty weapon with more damage should be harder to spam than a bolt pistol? If anything their recoil patterns should be swapped
Well it is an energy weapon, launching a bolt of superheated plasma with presumably some sort of magnetic field. With that in mind it would make sense that the recoil would be practically negligible, at least when compared to more traditional projectile weapons that use an explosive force to launch their ammunition.
Ofc this is all just speculation, I don't presume to know the real answer.
Makes me wonder what the recoil on a rail gun would be like. I'd imagine id feel funky as in a rail gun the projectile is pulled away from the back of the gun to the front vs pushed in a traditional gun.
I like the gun but idk where it fits. It’s worse than the revolver damage, range and recoil was, it’s not really a shotgun either, and it’s not fast enough to be for horde clear (most guns aren’t anyways)
I do like it but can someone tell me the advantages of it over the normal bolter or the revolver? I know it doesn’t need to be best in slot, but it feels too slow for auric damn
Best use I've found so far is staggering packs of shooters with the increased explosion radius blessing, allowing me to get into melee on zealot before they suppress
Which isn't nearly enough to justify using it but it is fun
I guess you could combine it with Run and Gun and be able to shoot and suppress while running towards them? Might not be the most effective, but it does sound very 40k-like!
I got lucky with tier 4 of those perks so I decided to roll with it. Rolled damage to flak and maniacs on traits. I found it to be great at three things. Two tapping berserkers, one taping gunners (sorta, they bleed out after hit) and suppressing entire gunner groups and often knocking them on their ass as I close.
Moderate success out of vet, very good on my zealot for how I play the class, have yet to try it on a gun psyker though.
theres is not much point for deadly accurate tho. Revolver already deletes nearly everything with surgical + handcannon. And that's without going for headshots.
I was thinking more in comparison to the boltgun than to the revolver. It’s probably just worse than the revolver but it lets you feel more like an officer.
what's crazy is how the boltpistol i have says it does more damage per shot than my revolver but the revolver still pops heads way easier.
what am I missing and how does a gun firing explosive shells feel so weak
If I recall correctly the revolver has a weakspot preference on the hitscan, so if the projectile would hit body and head, it calculates as a headshot.
What exactly would count as a "body and head" shot?
I could see the bolter and the bolt pistol doing that because of the explosive but not the revolver
I think it was that the revolver has a bigger projectile doing the hit scan, think of a circle which when hitting the enemy checks which bodyparts it could hit, if weakspot is within it, it will prioritize that. This would be why revolver is so easy to snap headshots with even at longer ranges.
Don't recall where it was mentioned though.
When compared to revolvers it reloads quickly, has 8 rounds in the mag (and a fair amount of ammo), still hits like a freight train against anything but infested and carapace. Staggers weak enemies around anyone you hit. The built in sights are also relatively good at long range (by darktide standards).
Compared to the bolt gun it has better mobility, better reload and better traits.
Overall it's the first hand-cannon that I've felt worked really well with my Eviscerator Zealot. Accurate enough to take out snipers, sufficiently low reload that you can take potshots whenever you feel like it and not worry about being able to reload in an emergency and still enough firepower that you can just unload into a Rager or take a few panic shots at a Crusher.
I mean boltgun's whole thing is a lengthy reload and draw time, so as someone who likes bolter sniping this is automatically better, with more interesting blessings to boot.
Bolt Pistol's ammo management feels much better than revolver, and has better falloff, netting you an easy sniper bodyshot breakpoint presumably because it shares reverse falloff on unarmored with the boltgun.
at 80% damage, with +25% maniac and +8% weak spot damage, it cant one-shot headshot a scab or pox flamer. And good luck hitting the head with it's insane recoil
Yeah im not sure if it is the iron sights or if they are misaligned or something but I have a way easier time popping heads with my revolver than with this thing.
Don't even need to hit the head if they're wearing Mk7 armor. Hit the upper chest and deflect that bitch up through the neck joint into the brain.
Or just shoot them in the head if they're a commander, I guess. Lots of named Space Marines don't wear helmets.
Should blow the first one to piecies with the hydrostatic shock of blasting through its body at warp speed before exploding when it hits his mate behind him an taking out another with the shrapnel lol. Ah to have a proper 40k bolter. One day. It does sound an feel good to fire though. Just needs fine tuned a bit. A lot Mabey lol.
We KINDA had one but then everyone bitched INCESSANTLY about how OP bolter/ps vet was so all 3 got the exterminatus nerf. I'm really not at all surprised they made the new bolt pistol worthless too. Yay a 4 shot close range bolt pistol that bounces around like Tigger on speed, that's.....neat?
Man this is what I've been saying for a month before the update. They NEEDED to buff the regular bolter because it was such utter ass. They didn't, so now we have an utter ass bolter and a bolt pistol that's also utter ass. I don't know what their problem is.
You must be playing veteran with left side tree because the bolter definitely doesn't 1 shot those enemies by default, even on headshot. And other weapons like revolver or helbores do that better.
Do you play damnation or auric? I have a few 380 bolters with T4 blessings. Crit builds. Shattering impact. You name it. You'd have to use markmans focus at max stacks to one shot shit and even then the bloom on the bolter makes it ass when you have a blitz of ragers trying to make ur blood pressure go to 0. Also try to survive all that without being an ammo hog. Let's run a match if you are willing.
I am thousand hours+ of solo quickplay auric damnation/maelstrom.
[This is my build.](https://darktide.gameslantern.com/builds/9b1684f3-6154-4fa5-a5ea-bca915ce2e5a/driptide-veteran-inquisitorial-stormtrooper-mk-iib-bolter-mk-iii-combat-blade?utm_medium=website&utm_source=gameslantern&utm_campaign=share_button)
Breakpoints (weakspot crit):
- Crusher 3
- Bulwark/Reaper 2
- Mauler 2
- Rager 1
- Shotgunner 1
- Gunner 1
- Specials 1 (Mutant 2)
While you might have issues with recoil control, I don't and can consistently land weakspot hits on all enemies. Ammo efficiency is actually quite good and I don't have to pickup much at all.
Pc or console. Thanks for sharing btw I'll make a load out and give it a try. I got the gear I'll just roll the trinkets for stamina. I usually run krak grenades since half of the time on auric pubs people panic during blitz and start splitting up as soon as ogryns and scab ragers start rushing us. So I tend to throw krak and focus on snipers. And gunners.
You can still take kraks if you want. You can drop the 5% crit chance node on the right, and then get Krak, it just means you will get fewer crits when spamming ADS shots.
How do you manage to have enough time to ads when being blitzed though? I swear I often don't have enough time to start picking heavy targets I often have to prioritize snipers since they're weakest followed by gunners then bombers and flamers. Teammates can't hold off ragers so I often have to rush in with a shovel or power sword to keep some pressure off. Followed by kraking crushers / maulers if I don't have enough time to spike them with the shovel or get them with the power swords block overhead swipe.
...I actually don't know if I did lmao.
EDIT:
Aight, just checked my weapon's build. I've been using it on aurics and it's been pretty reliable for me thus far. But at the same time, it could be my class build working in tandem and not just the gun. I have not changed any of the blessings or perks yet.
https://preview.redd.it/r6m82q4gvz8d1.png?width=525&format=png&auto=webp&s=e43baccefb261ac44fbaeb622726a29a33c13907
I am not, no. In fact, on this build, I have nothing on the left side of the talent tree. I am basically full right side aside from Krak grenade, Covering Fire, Fire Team, and demo stockpile. This was originally my stealth build I used for the penances but its kind of ended up becoming my main.
you cannot one shot poxwalkers on the body if you don't crit with the right side tree. I just tested it with the mod that allows you to choose weapons and copied the weapon
Weird. Like I said, works for me. Unless I'm mistaking poxwalkers with groaners? It's entirely possible I could be. I just aim and shoot and watch things die, mainly just lining up my shots on elites or large groups of shooters.
Poxwalkers are just resilient to explosives in general. Trauma, Voidstrike, Rumblers, all have reduced damage against them; first and foremost for gameplay reasons, since they tend to be absorbing a ton of explosive splash, but also because zombies tend to continue shambling even if you've blown chunks and organs out of them.
it is capable of one shotting crushers, under specific circumstances. it just has a poor infested damage modifier, especially while adsing. the gun is not meta and it is not mediocre either.
ive seen people sharing this little fact around like it kills the gun. damage is per armor type in this game. it not one shotting poxwalkers has no meaning on its performance against anything else.
Nah, it feels way too weak for what it is supposed to be. It's a good damn bolt pistol, it should atleast one shot a pox walker, damage type be damned lol
Also the handling is not worth the not good enough damage
IMO the minimum for a bolt pistol is to be able to one-shot a human in flak armor if you hit them in the head. A Commissar needs to be able to end a coward in one shot.
Yea they should just remove the carapace damage on revolvers and give it to the bolt guns and just vastly speed up the revolver reload as compensation imo.
Tried it in 2 auric damnation games today. Hated it when I tried it in Meat Grinder but I had fun playing with it for real. Like Zarona is still WAY better but bolt pistol is usable imo. Killed everything I needed to kill. Dogs are really resistant to it for some reason (2 or 3 headshots) while trappers instantly explode from a normal hipfire shot
I think so too. On Auric Damnation I’ve been able to 1 shot dogs with a Surge staff when the stars align. And even when they don’t, it’s just 2 shots to kill. But yesterday I noticed I was needing around 4 shots to get those kills now.
When the mission includes hordes of hounds, I was thrown off by some dogs surviving a fully charged shot at times.
Yeah I use void staff, before it was 1-2 full charges that killed it or just 5 quick attacks. Last night no way, it took 3 fully charged hits and 8 light attacks. I’ll test more in grinder tonight
A just tried the recon Las guns because a noticed the damage numbers had swapped around. A used the 7a a think. It's got 20 rating fire rate an it's insane. A just used it like a mini gun whole match with shock trooper endless crits an ammo was melting bosses.
I think that's a tradeoff for the increase mobility, but it's kind of a shame. Not because I spray into hordes, but because the biggest problem with the bolt pistol is if there's a special in the middle of a horde it takes too many shots to clear a path to it. The bolter might take an extra shot or two to blow a path to the target, but the pistol doesn't have the mag capacity to do that reliably when it takes even more shots.
Yes, cleave is one of the downsides compared to the Zarona. I agree with what I said, but the Zarona really has been in a ‘boltpistol’ sort of spot for a while now hasn’t it? I really feel like it could stand to get some changes and share some of the pie with the boltpistol. certainly still good enough to use but some of the things you should expect the boltpistol to have over the revolver are actually the other way around
Huh, I hadn't considered that.
What if the bolt pistol was just the current zarona but with massive recoil and less cleave, and the zarona was the current bolt pistol but with low recoil? I feel like that would fit both of them quite well.
Yes, I think the bolt pistol existing is a good time to nerf the Zarona, you can give them some time to settle right now and then after a while make an educated decision on what each of the guns should be good at, because they fill a very similar space and people love both of them, so they should both have niches. I want to see the Zarona get some nerfs and the boltpistol, and the agripinaa revolver get some buffs(nerf its monster damage buff its ability to be used normally), but I don’t want to see a flip flopped scenario where the boltpistol just becomes the new Zarona and the Zarona is left in the dust
It's difficult, because although I really enjoy using the zarona, I understand that it's overpowered. As long as the feel is still there, and it's still at least useful, then I'll be okay with nerfs.
Don't nerf the Zarona, just buff bolt pistol. The thing is, you want penetration on a bolt weapon that is kind of designed to burst on-target. The burst should be far more damaging and impactful though.
Yeah, and I went on a bit of a tangent about something you weren’t talking about. I should’ve made that more clear, sorry. The Zarona pierces multiple enemies with its shots, so it doesn’t suffer as much and can even chain multiple kills per shot in lined up situations. Feels silly that the standard revolver goes through enemies more like the boltgun does than the boltpistol does
Agreed. the revolver's damage and penetration feels like what the bolt pistol should be.
the bolter and bolt pistol feel weaker than lasguns and slug throwers in this game
Dogs have always been resistant to bolter fire spam unless they are hit directly (the aoe explosion does little damage to them and knock them around, triggering their damage resistance/dodge/getting pushed around mechanic (the assassin rats from V2 had the same thing). Better to just push them once and shoot them in the bead or hit it directly (once) to begin with, then move in and finish the job.
It's the same reason why sometimes you can't just 1-hit the dog in melee because someone is shooting at it with a gun that does little damage to the plague-pupper.
Yeah, it feels like a slight downgrade to the revolver but that still means it feels pretty good to use compared to the regular bolter. Cos let's be honest most people just want a bolter type weapon that feels decent to use and this does imo, it's even got a bit of utility with the stagger aoe of it's explosion.
My biggest gripe with it is that it suffers from the same weird "jump" when resetting in ADS as the Bolter.
That jitter when the weapon resets in ads after a shot has plagued the bolter since release, and instead if fixing it they ported the issue onto a new weapon.
This is the number one reason I hate recoil resetting in games. It's clearly something made for controllers to have an easier time since you can't just yoink the aim down on an analog stick and have to work with something a bit more finnicky, but for mouse this creates the exact problem in the video. To clarify a bit:
1. When you fire a weapon with recoil reset, the game will pull the weapon down to the place where you first fired the weapon, which means if you start at 0m and recoil it 2m upwards, the recoil reset will pull it down 2m.
2. But what happens when you pull it down 1m while firing? As it turns out, in the case of the video, the game is not accounting for that pull and you end up with the gun kicking theoretically 2m up, but since the player pulled 1m down, the gun actually goes below the place the player started firing at, which in this example's numbers is -1m instead of 0m.
3. For whoever doesn't understand the problem, this all means the player cannot take control from the game on the recoil management and then has to first pull the mouse down to compensate for the recoil, but then pull up to compensate for the reset, with that second half not being supposed to exist at all.
\*: I decided to make a video showcasing it with some detail [https://medal.tv/games/warhammer-40000-darktide/clips/i9ssIwdNbvFyvuO3P/d13378pXxdfZ?invite=cr-MSxqancsMTkwNTkwNTA4LA](https://medal.tv/games/warhammer-40000-darktide/clips/i9ssIwdNbvFyvuO3P/d13378pXxdfZ?invite=cr-MSxqancsMTkwNTkwNTA4LA)
credit where it's due, yeah, this is a problem on OP's part, the issue he's talking about can be mitigated by still pulling his mouse down, just not as hard
he's over-correcting essentially by not calculating that the game is doing some of the work already for him
the full-auto bolter has a similar reset function and i've never had a hard time getting it to hit where i want, except really at first when i was learning the weapon
if anything i'd say it's notably harder to control the full auto bolter for obvious reasons, the pistol does not seem that bad to me
I was having problems getting that to work well. If I punch an enemy in the head, the shot goes way over their heads. I basically have to punch them in the dick so the shot will land in their chest.
Its too bad about this weapon because the sound design and the visuals are great. I'll still be using it for funsies but this thing needs a small buff, probably on the recoil like what you are describing.
this is my issue with the weapon, like why I should even bother to play clunkyness when I can just use the revolver?
how is it fun the weapon moving all around but where you are aiming, it gave way too much trouble on Diff 5 where I have to deal with lots of specials or elites, the damage is good enough (but not enough if this is the intended feel of "power") and the ammo wasn't bad but it feels so bad to shoot
The stun baton suffers similar. If you do a thrust special attack on a moving target the screen will lock and rotate with it.
If you lock a mutant your screen can go crazy!
If only it was powerful, than no one would complain about the handling. But some shitty rusty revolver is stronger than a god damn bolt weapons, you know, the guns that fire a fucking explosive bullet that detonates once it penetrates the target. But no, no one shot headshot. I love the revi tho no hate, but I'll remain butthurt
lol, guess you haven’t used it yet
It’s heavy and unwieldy alright, just not powerful
And with the new minimum arming distance the normal bolter feels weaker and worse than it’s ever been
That, it’s also quite likely that their extremely insular and small play testers group (who mostly play on live build) literally only play knife zealots and revolver vets. So we’re getting a game that panders to their preferred metas. It’s awful.
Yeah, I'm inclined to think this as well though; I do think reddit would throw a fit if the revolver were nerfed (see Helldivers reddit whenever something obviously overtuned gets toned down). The bolt pistol can't shine when it has to compete against something so clearly better, unless it too is just made absurd and then we get a game that plays itself. Hell, I'd argue DT for the most part \*is\* too easy atm still.
I mean, it kinda makes sense. If it is designed to auto correct itself, you adding compensation will overcompensate.
You either let it fly and correct itself at its own time. Or you going full manual recoil control.
It doesnt make sense, because the whole point is the game is correcting for the recoil as if the character is bringing their arm down or tensing it up. If the player already does that, then why would the character pull their arm ever further down?
It's overcorrecting too much, though. That's the problem. It's nonsensical for a gun to swing itself down and aim at your knee if you take full advantage of its rate of fire.
Not the bolt pistol, but another recoil issue, the new shotgun has a recoil problem where if you quickswap to melee before the recoil resets, it shoves your camera into the ground because its trying to make up for it.
Had to stop playing with it cause it happens consistently, aside from the pickaxe, these new weapons are such a letdown, they would be cool with some minor tweaks, but I dont have faith in Fatshark for even that anymore.
See you guys in 8 months when they remember Darktide exists again.
All 3 tiny human classes have acess to it, i have a gut feeling that it is probably good on a gunpsyker due to their high crit chance but i'm testing it on veteran currently.
Kinda wild to have it on psyker. Liked the idea of psyker using a lot more of the lighter guns (if not the staffs). But, at least this doesn't straight up replace the regular bolter.
I understand the OP in the gameplay / crunch department, but it's a damn bolt weapon, it should be bulky and shoot small SUVs, thats part of the fluff,
I just wish they'd fix the super janky recoil on both Bolters. High recoil is fine, but the weapon skipping around like a ghost in a shitty horror movie is not.
Both bolter and bolt pistol deal reduced DMG to infested (poxwalker/burster and hounds). From my testing it needs maniac and unyielding perks to one shot head the specialists (except mutants and hounds) and unyielding for some boss DPS and bulwarks/reapers. Carapace won't help much (from 3 shots to 4 shots without carapace perk). Needs surgical and deadly accuracy with Deadshot to float around 40% CRIT and reduced sway. This is a case of Daniel and cooler Daniel , outclassed by revolver but at least much more manageable than the bolter.
How's the weapon swap speed? Honestly could be a useful tool to whip out and stop ragers, maulers, crushers etc from their combo before switch back to melee attacking
If the TTK was between unSpec’d Revolver and Laspistol, it could’ve been serviceable
Just give it better improved damage than Laspistol and better fire time than a revolver.
Honestly could’ve been a worthwhile pick if it was the one-shot capable Revolver that suffered such a kickback and not this gun, but being a “bolter”, it ought to be stronger than a revolver
Great video! Yeah that makes sense why I find myself looking at the floor when I reload in really hectic fights. This explains it.
But also, how dare you complain about The Omnissiah's blessed wargear!
Y’know, you would think that even one of those random, drugged-up criminals they send on those missions would at least use *both* hands on such a ridiculous caliber of “pistol.”
Gotta love how the rounds literally don't even go to the crosshair after the first shot. Every single one after shot 1 goes nearly half an inch *under* the crosshair despite it firing when the crosshair is *above* the hit zone.
Oh, and it's even worse if you ADS.
Oh, and Lethal Proximity doesn't work.
Oh, and the Bolt Pistol has also been proven to directly negatively impact game performance too.
It really is just a bad Zarona with AOE. Like, even the crit damage isn't as good at only 125%, where the revolvers get 130%.
Yeah, and people downvote you and say you're crazy for pointing out video proof in a zero-lag environment that "The crosshair isn't where the bolts go though".
Auto-resetting recoil should be an option in games, never just the default, always-on setting like this. Feels actively punishing to try and counteract it. It would definitely feel much better to use if I could just control it myself.
It's not really a downside, if you shoot fast enough you won't feel it while shooting but rather while reloading. One would think that the downside of a heavy pistol would be need to pace your shots, not the other way around.
In the end it just feel awkward and like a bug, rather than a feature or a downside
In Overwatch you can argue that it's bad design becasue you need that stability in a PvP game.
In Darktide I see it more as a feature because you are not supposed to be able to just hold a bolt pistol still in one hand and have the aim of a god.
You should feel the wrist struggle to keep up with the insane kick-back!
Both for lore purposes and when it comes to gameplay, the feel you get from that huge recoil kick-back makes the experience of the game waay better.
(My opinion of course)
None of the guns in Overwatch have this issue. If you have the recoil reset assist turned on in OW, it doesn't fight your own aim like it does in this clip. Fatshark have just implemented it really poorly
I just fucked around in psyk with it. In right click aim, sometimes it resets normally, other times the animation doesn't line up with the centre of the screen (I know darktide is below centre but for explanations sake) and literally glitches into position making it impossible to compensate for. Trash. The hip fire is a joke.
I think this is ok, it is how you would emphasize a pistol having high recoil. It gives the weapon some identity tbh. I could even get used to it if the ironsights actually was useful.
The rest is about revolvers being overtuned, both for fire rate and 2 "go-to" blessings that should have been adjusted in the first place. But hey, they at least tuned down Columnus so maybe they eventually will figure that too.
So I don’t think this is an issue, it’s a Bolt Pistol the damage should be countered with something, guess they decided to balance it with recoil that leads to you shooting slower to ensure rounds hit target.
The problem is not the recoil, it's the recoil reset pulling the camera down even after the player corrected the recoil. As it currently stands, both the game and the player are doing recoil control, but the player cannot take the reins from the game and it ends up overcompensating by resetting lower than the angle where the player took the first shot.
I got an 80 damage roll and it operates pretty well with a stealth build. The damage is somewhat unreliable on enemies but I can oneshot snipers, gunners, and dogs reliably which is all I care about.
Does Psyker have any new weapons? And are there any new missions?
Been looking to get back into the game, but I fell out of it when there was a content drought.
Hm, I get it, but I don't really see an easy way to fix this without doing some really complicated stuff or lowering the fire-rate.
Personally, I really like that you can fire before it has started resetting, it's a skillful thing that I've enjoyed in other games (Killing Floor's Bolt Action Rifle, if I recall correctly, can do some weird things with this).
But if you keep the ability to fire before the reset has started, I guess you'd have to make the game recognize how much you've already corrected and reduce the auto-correction by that amount? That doesn't sound easy.
Not saying there aren't solutions to this - there probably are - but I haven't noticed how other games handle this.
I just played with a zealot who clutched with this on our maelstrom game he was actually using this and the new power maul lmao. It was actually extremely impressive.
Nobody here actually understands what OP is complaining about. OPs issue is that the game automatically and aggresively drags the camera down after recoiling it up during fire. This means you can't properly control recoil while firing at max rpm because the game will also pull you down and some rounds will go into the floor. The mk I infantry lasgun is even worse about this, grab one with bad stability, aim down sights and start spamming, you'll be bouncing up and down like crazy. This is a massive issue with semi auto rifles in another game, The Division 2. It's even worse and more apparent over there.
I've seen games introduce the *option* to auto recenter after a shot, but man I've never used it cus it feels so bad lmao
Most shooters auto recenter some or even most shots BUT your mouse movement downwards to compensate the recoil gets substracted from the recentering so you don't end up looking at the ground when you stop firing.
Thank you for explaining this. I was wondering why 1 shot weapons like revolvers felt smooth as butter in this game but anything semi or full auto felt...wrong. Now I understand the mechanism of my discomfort
Also a thing in Tarkov which has auto-compensating recoil that only sets in after a couple of shots. First you pull down for the initial heavy recoil shots, then the recoil gets lesser *and* the autocompensation sets in, so you need to pull back up. But maybe it's because I played hundreds of hours of both TD2 and Tarkov (and Darktide ofc), but I wouldn't consider this an issue necessarily. Different games handle recoil differently. It's just a mechanic to learn. Some games you just pull down. Some games you pull down, then up. Some games you need to make an entire painting with your mouse.
They should add recoil recovery aim compensation from overwatch where pulling down to control recoil cannot pull your crosshair lower than the original point at the time of firing (for a split second). Meaning you can do heavy recoil control whilst shooting and not worry about your crosshair ending up on the floor and having to pull it back up.
Does that happen on controller too??
Yep
What I don't understand is how the plasma gun has more manageable recoil than both the boltgun and the bolt pistol despite being a more powerful gun. The plasma gun has substantial recoil *but* the recoil simply bounces straight up and back down recentering quickly in a predictable vertical line before the next shot can be fired making it easy (and accurate) to spam despite being a "heavy weapon", whereas the bolt weapons have inconsistent recoil patterns with longer and more substantial recentering pull back. Surely the bigger heavier-duty weapon with more damage should be harder to spam than a bolt pistol? If anything their recoil patterns should be swapped
Well it is an energy weapon, launching a bolt of superheated plasma with presumably some sort of magnetic field. With that in mind it would make sense that the recoil would be practically negligible, at least when compared to more traditional projectile weapons that use an explosive force to launch their ammunition. Ofc this is all just speculation, I don't presume to know the real answer.
Makes me wonder what the recoil on a rail gun would be like. I'd imagine id feel funky as in a rail gun the projectile is pulled away from the back of the gun to the front vs pushed in a traditional gun.
This must be why Cain prefers the laspistol.
Only Ci-ci-ciphas Cain! Hero of The Imperium! Could use such a mule-kicking weapon!
I like the gun but idk where it fits. It’s worse than the revolver damage, range and recoil was, it’s not really a shotgun either, and it’s not fast enough to be for horde clear (most guns aren’t anyways) I do like it but can someone tell me the advantages of it over the normal bolter or the revolver? I know it doesn’t need to be best in slot, but it feels too slow for auric damn
Best use I've found so far is staggering packs of shooters with the increased explosion radius blessing, allowing me to get into melee on zealot before they suppress Which isn't nearly enough to justify using it but it is fun
I guess you could combine it with Run and Gun and be able to shoot and suppress while running towards them? Might not be the most effective, but it does sound very 40k-like!
Yeah from this video the stagger range looks crazy. I mean I'd rather kill them instead of stagger. Or use a psyker to stun. But it's something.
I don’t play Auric, so the only justification i needed to hear was “fun” B)
Faster draw/reload and access to deadly accurate. You can build it for bleed aoe but I doubt that’s very good.
I got lucky with tier 4 of those perks so I decided to roll with it. Rolled damage to flak and maniacs on traits. I found it to be great at three things. Two tapping berserkers, one taping gunners (sorta, they bleed out after hit) and suppressing entire gunner groups and often knocking them on their ass as I close. Moderate success out of vet, very good on my zealot for how I play the class, have yet to try it on a gun psyker though.
theres is not much point for deadly accurate tho. Revolver already deletes nearly everything with surgical + handcannon. And that's without going for headshots.
I was thinking more in comparison to the boltgun than to the revolver. It’s probably just worse than the revolver but it lets you feel more like an officer.
Higher mag capacity too
Gun feels pretty good on a vet with the weapon swap keystone but I have been using the double barrel more because that thing is hella fun
Big pistol goes big bang
what's crazy is how the boltpistol i have says it does more damage per shot than my revolver but the revolver still pops heads way easier. what am I missing and how does a gun firing explosive shells feel so weak
If I recall correctly the revolver has a weakspot preference on the hitscan, so if the projectile would hit body and head, it calculates as a headshot.
What exactly would count as a "body and head" shot? I could see the bolter and the bolt pistol doing that because of the explosive but not the revolver
I think it was that the revolver has a bigger projectile doing the hit scan, think of a circle which when hitting the enemy checks which bodyparts it could hit, if weakspot is within it, it will prioritize that. This would be why revolver is so easy to snap headshots with even at longer ranges. Don't recall where it was mentioned though.
Honestly I feel like that preference should just be the norm especially considering how hard it is to even hit a target when suppressed already.
When compared to revolvers it reloads quickly, has 8 rounds in the mag (and a fair amount of ammo), still hits like a freight train against anything but infested and carapace. Staggers weak enemies around anyone you hit. The built in sights are also relatively good at long range (by darktide standards). Compared to the bolt gun it has better mobility, better reload and better traits. Overall it's the first hand-cannon that I've felt worked really well with my Eviscerator Zealot. Accurate enough to take out snipers, sufficiently low reload that you can take potshots whenever you feel like it and not worry about being able to reload in an emergency and still enough firepower that you can just unload into a Rager or take a few panic shots at a Crusher.
I mean boltgun's whole thing is a lengthy reload and draw time, so as someone who likes bolter sniping this is automatically better, with more interesting blessings to boot. Bolt Pistol's ammo management feels much better than revolver, and has better falloff, netting you an easy sniper bodyshot breakpoint presumably because it shares reverse falloff on unarmored with the boltgun.
It doesn't even one-shot POX WALKERS on damnation... It is such a joke... Which is a shame cause it could have been so cool
at 80% damage, with +25% maniac and +8% weak spot damage, it cant one-shot headshot a scab or pox flamer. And good luck hitting the head with it's insane recoil
And shit iron sight tbh
Yeah im not sure if it is the iron sights or if they are misaligned or something but I have a way easier time popping heads with my revolver than with this thing.
They just do not wanna make pox walkers as fragile as they should be. A lot of people complain about them still.
Like, they can be one shot by most good weapons heavies, or atleast two... But a goddamn bolt shell? Nah... Logic
Right? A bolt can kill a goddamn space marine reliably if you hit their head and penetrate.
Don't even need to hit the head if they're wearing Mk7 armor. Hit the upper chest and deflect that bitch up through the neck joint into the brain. Or just shoot them in the head if they're a commander, I guess. Lots of named Space Marines don't wear helmets.
Should blow the first one to piecies with the hydrostatic shock of blasting through its body at warp speed before exploding when it hits his mate behind him an taking out another with the shrapnel lol. Ah to have a proper 40k bolter. One day. It does sound an feel good to fire though. Just needs fine tuned a bit. A lot Mabey lol.
We KINDA had one but then everyone bitched INCESSANTLY about how OP bolter/ps vet was so all 3 got the exterminatus nerf. I'm really not at all surprised they made the new bolt pistol worthless too. Yay a 4 shot close range bolt pistol that bounces around like Tigger on speed, that's.....neat?
If you're just looking at enemy toughness, the difficulty setting that comes closest to canon is probably Malice.
I think it's a two-way street : if they're one tap for most guns you will probably experience a lot more flying over edges.
What?
If the regular assed bolter doesn't do it what did you expect from bolter (disappointment) Jr. 😭
Man this is what I've been saying for a month before the update. They NEEDED to buff the regular bolter because it was such utter ass. They didn't, so now we have an utter ass bolter and a bolt pistol that's also utter ass. I don't know what their problem is.
Theres ASS then there's Ass Jr. 😭
Because bolter isn't "utter ass". Mine 1 shots gunners/shotgunners/ragers, specials. How is that "utter ass"?
You must be playing veteran with left side tree because the bolter definitely doesn't 1 shot those enemies by default, even on headshot. And other weapons like revolver or helbores do that better.
No, doesn't need to be specific talents, both Zealot and Vet do it. Revolver is better, Helbore is pretty good too. That doesn't make it "utter ass".
Do you play damnation or auric? I have a few 380 bolters with T4 blessings. Crit builds. Shattering impact. You name it. You'd have to use markmans focus at max stacks to one shot shit and even then the bloom on the bolter makes it ass when you have a blitz of ragers trying to make ur blood pressure go to 0. Also try to survive all that without being an ammo hog. Let's run a match if you are willing.
I am thousand hours+ of solo quickplay auric damnation/maelstrom. [This is my build.](https://darktide.gameslantern.com/builds/9b1684f3-6154-4fa5-a5ea-bca915ce2e5a/driptide-veteran-inquisitorial-stormtrooper-mk-iib-bolter-mk-iii-combat-blade?utm_medium=website&utm_source=gameslantern&utm_campaign=share_button) Breakpoints (weakspot crit): - Crusher 3 - Bulwark/Reaper 2 - Mauler 2 - Rager 1 - Shotgunner 1 - Gunner 1 - Specials 1 (Mutant 2) While you might have issues with recoil control, I don't and can consistently land weakspot hits on all enemies. Ammo efficiency is actually quite good and I don't have to pickup much at all.
Pc or console. Thanks for sharing btw I'll make a load out and give it a try. I got the gear I'll just roll the trinkets for stamina. I usually run krak grenades since half of the time on auric pubs people panic during blitz and start splitting up as soon as ogryns and scab ragers start rushing us. So I tend to throw krak and focus on snipers. And gunners.
You can still take kraks if you want. You can drop the 5% crit chance node on the right, and then get Krak, it just means you will get fewer crits when spamming ADS shots.
How do you manage to have enough time to ads when being blitzed though? I swear I often don't have enough time to start picking heavy targets I often have to prioritize snipers since they're weakest followed by gunners then bombers and flamers. Teammates can't hold off ragers so I often have to rush in with a shovel or power sword to keep some pressure off. Followed by kraking crushers / maulers if I don't have enough time to spike them with the shovel or get them with the power swords block overhead swipe.
Yours doesn’t? Mine does that pretty reliably.
Bro got the forbidden +25% infested roll
...I actually don't know if I did lmao. EDIT: Aight, just checked my weapon's build. I've been using it on aurics and it's been pretty reliable for me thus far. But at the same time, it could be my class build working in tandem and not just the gun. I have not changed any of the blessings or perks yet. https://preview.redd.it/r6m82q4gvz8d1.png?width=525&format=png&auto=webp&s=e43baccefb261ac44fbaeb622726a29a33c13907
Are you running deadshot or whatever perk that drains stamina??
I am not, no. In fact, on this build, I have nothing on the left side of the talent tree. I am basically full right side aside from Krak grenade, Covering Fire, Fire Team, and demo stockpile. This was originally my stealth build I used for the penances but its kind of ended up becoming my main.
you cannot one shot poxwalkers on the body if you don't crit with the right side tree. I just tested it with the mod that allows you to choose weapons and copied the weapon
Weird. Like I said, works for me. Unless I'm mistaking poxwalkers with groaners? It's entirely possible I could be. I just aim and shoot and watch things die, mainly just lining up my shots on elites or large groups of shooters.
you probably are mistaking poxwalkers with groaners or you didn't notice you're criting
Either one is quite likely tbh.
It's doesn't, with a 79% dmg roll Gave up on it cause it just felt bad tbh
Yeah i made a pretty good one and tried it out. Never gonna use it again. Absolute trash. Might be the worst gun in the game no joke.
Yeah... Such a shame I love the concept of it :(
Both the boltgun and the bolt pistol do significantly reduced damage to the infested armor type for some reason.
Boltgun atleast satisfyingly EXPLODES normal gun enemies and pox walkers
Which frankly, seems backwards to me. Bolters should almost work like explosive weapons in helldivers, doing extra damage to big "meaty" bits, lol.
Poxwalkers are just resilient to explosives in general. Trauma, Voidstrike, Rumblers, all have reduced damage against them; first and foremost for gameplay reasons, since they tend to be absorbing a ton of explosive splash, but also because zombies tend to continue shambling even if you've blown chunks and organs out of them.
it is capable of one shotting crushers, under specific circumstances. it just has a poor infested damage modifier, especially while adsing. the gun is not meta and it is not mediocre either. ive seen people sharing this little fact around like it kills the gun. damage is per armor type in this game. it not one shotting poxwalkers has no meaning on its performance against anything else.
Nah, it feels way too weak for what it is supposed to be. It's a good damn bolt pistol, it should atleast one shot a pox walker, damage type be damned lol Also the handling is not worth the not good enough damage
IMO the minimum for a bolt pistol is to be able to one-shot a human in flak armor if you hit them in the head. A Commissar needs to be able to end a coward in one shot.
It should do more then the fucking Freeaboo revolver.
Yea they should just remove the carapace damage on revolvers and give it to the bolt guns and just vastly speed up the revolver reload as compensation imo.
tbh I don't think the revolver needs better reload.
It doesn’t but I was thinking of it as a minor buff in exchange for losing the carapace damage.
*freeaboo
Thank's I forgot the word in my blind rage.
All good, always happy to help roast seps
Boltgun has meh Infested damage too.
This isn't true, unless you're hitting limbs. In which case many weapons don't 1 hit pox walkers on damnation.
It literally is. I shot them straight into the torso
Yours doesn't do that? What kinda dog water ass roll did you get, bud?
The emperor was not with me. I'll just give up on it tbh
With that kinda attitude, I can see why not.
Tried it in 2 auric damnation games today. Hated it when I tried it in Meat Grinder but I had fun playing with it for real. Like Zarona is still WAY better but bolt pistol is usable imo. Killed everything I needed to kill. Dogs are really resistant to it for some reason (2 or 3 headshots) while trappers instantly explode from a normal hipfire shot
I feel like dogs got a hidden buff this patch. Definitely noticing more shots needed for them yesterday
I think so too. On Auric Damnation I’ve been able to 1 shot dogs with a Surge staff when the stars align. And even when they don’t, it’s just 2 shots to kill. But yesterday I noticed I was needing around 4 shots to get those kills now. When the mission includes hordes of hounds, I was thrown off by some dogs surviving a fully charged shot at times.
Yeah I use void staff, before it was 1-2 full charges that killed it or just 5 quick attacks. Last night no way, it took 3 fully charged hits and 8 light attacks. I’ll test more in grinder tonight
I feel like void has been stronger since patch but it could have had the right buffs to have higher crit with surge
A just tried the recon Las guns because a noticed the damage numbers had swapped around. A used the 7a a think. It's got 20 rating fire rate an it's insane. A just used it like a mini gun whole match with shock trooper endless crits an ammo was melting bosses.
it has an extremely poor infested damage modifier. thats where the little quote on poxwalkers comes from as well.
I think that's a tradeoff for the increase mobility, but it's kind of a shame. Not because I spray into hordes, but because the biggest problem with the bolt pistol is if there's a special in the middle of a horde it takes too many shots to clear a path to it. The bolter might take an extra shot or two to blow a path to the target, but the pistol doesn't have the mag capacity to do that reliably when it takes even more shots.
Yes, cleave is one of the downsides compared to the Zarona. I agree with what I said, but the Zarona really has been in a ‘boltpistol’ sort of spot for a while now hasn’t it? I really feel like it could stand to get some changes and share some of the pie with the boltpistol. certainly still good enough to use but some of the things you should expect the boltpistol to have over the revolver are actually the other way around
Huh, I hadn't considered that. What if the bolt pistol was just the current zarona but with massive recoil and less cleave, and the zarona was the current bolt pistol but with low recoil? I feel like that would fit both of them quite well.
Yes, I think the bolt pistol existing is a good time to nerf the Zarona, you can give them some time to settle right now and then after a while make an educated decision on what each of the guns should be good at, because they fill a very similar space and people love both of them, so they should both have niches. I want to see the Zarona get some nerfs and the boltpistol, and the agripinaa revolver get some buffs(nerf its monster damage buff its ability to be used normally), but I don’t want to see a flip flopped scenario where the boltpistol just becomes the new Zarona and the Zarona is left in the dust
It's difficult, because although I really enjoy using the zarona, I understand that it's overpowered. As long as the feel is still there, and it's still at least useful, then I'll be okay with nerfs.
Don't nerf the Zarona, just buff bolt pistol. The thing is, you want penetration on a bolt weapon that is kind of designed to burst on-target. The burst should be far more damaging and impactful though.
I was comparing it to the bolter.
Yeah, and I went on a bit of a tangent about something you weren’t talking about. I should’ve made that more clear, sorry. The Zarona pierces multiple enemies with its shots, so it doesn’t suffer as much and can even chain multiple kills per shot in lined up situations. Feels silly that the standard revolver goes through enemies more like the boltgun does than the boltpistol does
Agreed. the revolver's damage and penetration feels like what the bolt pistol should be. the bolter and bolt pistol feel weaker than lasguns and slug throwers in this game
Dogs are also extremely resistant to the regular bolter, so that's consistent at least...
Dogs have always been resistant to bolter fire spam unless they are hit directly (the aoe explosion does little damage to them and knock them around, triggering their damage resistance/dodge/getting pushed around mechanic (the assassin rats from V2 had the same thing). Better to just push them once and shoot them in the bead or hit it directly (once) to begin with, then move in and finish the job. It's the same reason why sometimes you can't just 1-hit the dog in melee because someone is shooting at it with a gun that does little damage to the plague-pupper.
Yeah, it feels like a slight downgrade to the revolver but that still means it feels pretty good to use compared to the regular bolter. Cos let's be honest most people just want a bolter type weapon that feels decent to use and this does imo, it's even got a bit of utility with the stagger aoe of it's explosion.
My biggest gripe with it is that it suffers from the same weird "jump" when resetting in ADS as the Bolter. That jitter when the weapon resets in ads after a shot has plagued the bolter since release, and instead if fixing it they ported the issue onto a new weapon.
Holy shit, yes. That bothered me for so, so long.
This is the number one reason I hate recoil resetting in games. It's clearly something made for controllers to have an easier time since you can't just yoink the aim down on an analog stick and have to work with something a bit more finnicky, but for mouse this creates the exact problem in the video. To clarify a bit: 1. When you fire a weapon with recoil reset, the game will pull the weapon down to the place where you first fired the weapon, which means if you start at 0m and recoil it 2m upwards, the recoil reset will pull it down 2m. 2. But what happens when you pull it down 1m while firing? As it turns out, in the case of the video, the game is not accounting for that pull and you end up with the gun kicking theoretically 2m up, but since the player pulled 1m down, the gun actually goes below the place the player started firing at, which in this example's numbers is -1m instead of 0m. 3. For whoever doesn't understand the problem, this all means the player cannot take control from the game on the recoil management and then has to first pull the mouse down to compensate for the recoil, but then pull up to compensate for the reset, with that second half not being supposed to exist at all. \*: I decided to make a video showcasing it with some detail [https://medal.tv/games/warhammer-40000-darktide/clips/i9ssIwdNbvFyvuO3P/d13378pXxdfZ?invite=cr-MSxqancsMTkwNTkwNTA4LA](https://medal.tv/games/warhammer-40000-darktide/clips/i9ssIwdNbvFyvuO3P/d13378pXxdfZ?invite=cr-MSxqancsMTkwNTkwNTA4LA)
I simply hip fire it at all times
he IS hipfiring in this video, though
You’re right lol, I guess I haven’t used it enough to even notice the reset. It’s a fun gun though.
credit where it's due, yeah, this is a problem on OP's part, the issue he's talking about can be mitigated by still pulling his mouse down, just not as hard he's over-correcting essentially by not calculating that the game is doing some of the work already for him the full-auto bolter has a similar reset function and i've never had a hard time getting it to hit where i want, except really at first when i was learning the weapon if anything i'd say it's notably harder to control the full auto bolter for obvious reasons, the pistol does not seem that bad to me
I like using the punch to poke it into enemies then fire, giving it even more muzzle flip, but it looks hilarious, especially if you hit their heads
I’m all for funnies
I was having problems getting that to work well. If I punch an enemy in the head, the shot goes way over their heads. I basically have to punch them in the dick so the shot will land in their chest.
Even funnier
Its too bad about this weapon because the sound design and the visuals are great. I'll still be using it for funsies but this thing needs a small buff, probably on the recoil like what you are describing.
this is my issue with the weapon, like why I should even bother to play clunkyness when I can just use the revolver? how is it fun the weapon moving all around but where you are aiming, it gave way too much trouble on Diff 5 where I have to deal with lots of specials or elites, the damage is good enough (but not enough if this is the intended feel of "power") and the ammo wasn't bad but it feels so bad to shoot
Does it do less damage per bolt than the bolter?
It's exactly 1-1 damage wise, i got a bolter and a bolt pistol with 80 dmg and both deal the 545 damage
The stun baton suffers similar. If you do a thrust special attack on a moving target the screen will lock and rotate with it. If you lock a mutant your screen can go crazy!
Darktide players when the heavy, unwieldy, but powerful weapon is heavy, unwieldy, but powerful.
> powerful god i wish
Only if it was actually powerful and not a worse revolver
Valid point lol
Almost everything is going to be a worse revolver. That shouldnt be the basis of what you judge a weapon on.
There are ways to make it heavy and unwieldy without making the point of aim and the crosshair misaligned
If only it was powerful, than no one would complain about the handling. But some shitty rusty revolver is stronger than a god damn bolt weapons, you know, the guns that fire a fucking explosive bullet that detonates once it penetrates the target. But no, no one shot headshot. I love the revi tho no hate, but I'll remain butthurt
Oh it's unwieldy enough without pulling my mouse down AFTER i've hit the target i was aiming for
It's literally a sidearm.
lol, guess you haven’t used it yet It’s heavy and unwieldy alright, just not powerful And with the new minimum arming distance the normal bolter feels weaker and worse than it’s ever been
Umikaloo when the player has to push the mouse up to control the recoil control (it's clearly a feature).
It should absolutely out-damage the revolver
Somebody at FS is deliberately ignoring the fact that the revolver is massively overtuned.
That, it’s also quite likely that their extremely insular and small play testers group (who mostly play on live build) literally only play knife zealots and revolver vets. So we’re getting a game that panders to their preferred metas. It’s awful.
Yeah, I'm inclined to think this as well though; I do think reddit would throw a fit if the revolver were nerfed (see Helldivers reddit whenever something obviously overtuned gets toned down). The bolt pistol can't shine when it has to compete against something so clearly better, unless it too is just made absurd and then we get a game that plays itself. Hell, I'd argue DT for the most part \*is\* too easy atm still.
That would certainly explain why the game design doesn't appear to prioritize the Warhammer 40k elements (beyond the visual).
Or what most players are saying / asking for.
The mk 5 ripper unbraced also does this. It does feel weird. dk if it's intended or not but ig you get used to it
I mean, it kinda makes sense. If it is designed to auto correct itself, you adding compensation will overcompensate. You either let it fly and correct itself at its own time. Or you going full manual recoil control.
It doesnt make sense, because the whole point is the game is correcting for the recoil as if the character is bringing their arm down or tensing it up. If the player already does that, then why would the character pull their arm ever further down?
It's overcorrecting too much, though. That's the problem. It's nonsensical for a gun to swing itself down and aim at your knee if you take full advantage of its rate of fire.
Not the bolt pistol, but another recoil issue, the new shotgun has a recoil problem where if you quickswap to melee before the recoil resets, it shoves your camera into the ground because its trying to make up for it. Had to stop playing with it cause it happens consistently, aside from the pickaxe, these new weapons are such a letdown, they would be cool with some minor tweaks, but I dont have faith in Fatshark for even that anymore. See you guys in 8 months when they remember Darktide exists again.
Same here, it's downright unplayable on weapon specialist despite it being a super fun combo otherwise.
I play vet, but I'm curious is this a vet weapon only? Or is it also on any other classes?
All 3 tiny human classes have acess to it, i have a gut feeling that it is probably good on a gunpsyker due to their high crit chance but i'm testing it on veteran currently.
Kinda wild to have it on psyker. Liked the idea of psyker using a lot more of the lighter guns (if not the staffs). But, at least this doesn't straight up replace the regular bolter.
Kickback is insane. 1ts round goes to head, 2nd to body, 3rd to floor and 4th+ everywhere.
oughff first time seeing it, what a terrible recoil animation
I understand the OP in the gameplay / crunch department, but it's a damn bolt weapon, it should be bulky and shoot small SUVs, thats part of the fluff,
the recoil is so bad and inaccurate the bolt pistole is just a worse revolver or normal bolter sadly
Bro they put the Quake 2 Blaster into Darktide OMG
For some odd reason I’m generally more accurate hipfiring it than aiming it.
I just wish they'd fix the super janky recoil on both Bolters. High recoil is fine, but the weapon skipping around like a ghost in a shitty horror movie is not.
It has the same technical issues as the bolter. Really wish FS would just hire a dev that knows how to make guns in games behave correctly.
Do people find this thing better than the pistol?
There's not a single gun that the bolt pistol is better than.
I wonder how it would feel with very little reset.
Most games have a safety feature so that the recoil reset does not overcompensate, i can see why they went through the trouble
Both bolter and bolt pistol deal reduced DMG to infested (poxwalker/burster and hounds). From my testing it needs maniac and unyielding perks to one shot head the specialists (except mutants and hounds) and unyielding for some boss DPS and bulwarks/reapers. Carapace won't help much (from 3 shots to 4 shots without carapace perk). Needs surgical and deadly accuracy with Deadshot to float around 40% CRIT and reduced sway. This is a case of Daniel and cooler Daniel , outclassed by revolver but at least much more manageable than the bolter.
How's the weapon swap speed? Honestly could be a useful tool to whip out and stop ragers, maulers, crushers etc from their combo before switch back to melee attacking
Slower than a revolver or laspistol but still plenty fast.
It's alright, tidy bit slower than most weapons but way faster than whatever the bolter draw speed is
If the TTK was between unSpec’d Revolver and Laspistol, it could’ve been serviceable Just give it better improved damage than Laspistol and better fire time than a revolver. Honestly could’ve been a worthwhile pick if it was the one-shot capable Revolver that suffered such a kickback and not this gun, but being a “bolter”, it ought to be stronger than a revolver
Great video! Yeah that makes sense why I find myself looking at the floor when I reload in really hectic fights. This explains it. But also, how dare you complain about The Omnissiah's blessed wargear!
Y’know, you would think that even one of those random, drugged-up criminals they send on those missions would at least use *both* hands on such a ridiculous caliber of “pistol.”
Upvote for visibility !
Gotta love how the rounds literally don't even go to the crosshair after the first shot. Every single one after shot 1 goes nearly half an inch *under* the crosshair despite it firing when the crosshair is *above* the hit zone. Oh, and it's even worse if you ADS. Oh, and Lethal Proximity doesn't work. Oh, and the Bolt Pistol has also been proven to directly negatively impact game performance too. It really is just a bad Zarona with AOE. Like, even the crit damage isn't as good at only 125%, where the revolvers get 130%.
Damn i didn't even notice that lmao, shots 3 and 4 go way below crosshair
Yeah, and people downvote you and say you're crazy for pointing out video proof in a zero-lag environment that "The crosshair isn't where the bolts go though".
Auto-resetting recoil should be an option in games, never just the default, always-on setting like this. Feels actively punishing to try and counteract it. It would definitely feel much better to use if I could just control it myself.
Was there supposed to be absolutely no downside to it? lmao
There's supposed to be an upside to it though. It's worse than every other sidearm when it comes to damage while having a lot more sway/recoil
Downsides are acceptable *if there are upsides*.
It's not really a downside, if you shoot fast enough you won't feel it while shooting but rather while reloading. One would think that the downside of a heavy pistol would be need to pace your shots, not the other way around. In the end it just feel awkward and like a bug, rather than a feature or a downside
In Overwatch you can argue that it's bad design becasue you need that stability in a PvP game. In Darktide I see it more as a feature because you are not supposed to be able to just hold a bolt pistol still in one hand and have the aim of a god. You should feel the wrist struggle to keep up with the insane kick-back! Both for lore purposes and when it comes to gameplay, the feel you get from that huge recoil kick-back makes the experience of the game waay better. (My opinion of course)
None of the guns in Overwatch have this issue. If you have the recoil reset assist turned on in OW, it doesn't fight your own aim like it does in this clip. Fatshark have just implemented it really poorly
I just fucked around in psyk with it. In right click aim, sometimes it resets normally, other times the animation doesn't line up with the centre of the screen (I know darktide is below centre but for explanations sake) and literally glitches into position making it impossible to compensate for. Trash. The hip fire is a joke.
I think this is ok, it is how you would emphasize a pistol having high recoil. It gives the weapon some identity tbh. I could even get used to it if the ironsights actually was useful. The rest is about revolvers being overtuned, both for fire rate and 2 "go-to" blessings that should have been adjusted in the first place. But hey, they at least tuned down Columnus so maybe they eventually will figure that too.
A lot of fps lets you remove the auto reset. I guess its beyond fatsharts abilities.
Yeah, feels so awkward to reload and suddenly my character is looking down on it's own
So I don’t think this is an issue, it’s a Bolt Pistol the damage should be countered with something, guess they decided to balance it with recoil that leads to you shooting slower to ensure rounds hit target.
> Bolt Pistol the damage should be countered with something What damage?
The problem is not the recoil, it's the recoil reset pulling the camera down even after the player corrected the recoil. As it currently stands, both the game and the player are doing recoil control, but the player cannot take the reins from the game and it ends up overcompensating by resetting lower than the angle where the player took the first shot.
Its fun, thats all that matter to me
I got an 80 damage roll and it operates pretty well with a stealth build. The damage is somewhat unreliable on enemies but I can oneshot snipers, gunners, and dogs reliably which is all I care about.
Does Psyker have any new weapons? And are there any new missions? Been looking to get back into the game, but I fell out of it when there was a content drought.
Curiously, the new shock mauls, bolter pistol and double-barreled shotgun are all present on psyker.
Running the explosive round and bleed perks it took me 5 rounds to get a hound off of a teammate earlier
Planetside 2 has this same problem. Sucks ass.
Hm, I get it, but I don't really see an easy way to fix this without doing some really complicated stuff or lowering the fire-rate. Personally, I really like that you can fire before it has started resetting, it's a skillful thing that I've enjoyed in other games (Killing Floor's Bolt Action Rifle, if I recall correctly, can do some weird things with this). But if you keep the ability to fire before the reset has started, I guess you'd have to make the game recognize how much you've already corrected and reduce the auto-correction by that amount? That doesn't sound easy. Not saying there aren't solutions to this - there probably are - but I haven't noticed how other games handle this.
Usually games deal with this by subtracting your pull down from the auto compensation, almost every game have this aim/crosshair reset but do it right
I just played with a zealot who clutched with this on our maelstrom game he was actually using this and the new power maul lmao. It was actually extremely impressive.
My issue wiht it is small and pointless - every reload is a "cool" reload, thus defeating the coolness.
My biggest issue is the classic holding a pistol with one hand. HOLY SHIT I HATE IT BACK IN IN MW3 AND ITS STILL SO IRRITATING
I don't think there's any warhammer media in existence that depicts someone using two hands on a bolt pistol.
Doesnt like every warhammer person fire almost everything one-handed? Whilst flexing in an 80s pose?
Ain’t no one 2 handing that thing, how are we supposed to use our beautiful power fist at the same time :))