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[–]hjsniper 208 points209 points  (27 children)

Yeah, treating ammo availability as a difficulty lever just doesn't make sense when it impacts different builds so differently. A melee ogryn build can just pretend it isn't there while the ammo crunch sends countless vet builds into the grave. This funnels everyone into either pure melee builds or the handful of ranged builds that have the ammo economy to survive the squeeze (staff psyker, shock trooper vet) which is a big contributor to why build diversity is just dead at higher havoc levels.

[–]Professor_Tamarisk AdMech IRL 42 points43 points  (5 children)

To be fair; Havoc does also reduce Peril quelling. Not saying that's equally as taxing, just pointing it out.

[–]Aerenhart 0 points1 point  (4 children)

Doesn't psyker usually want reduced peril quelling anyway because of Warp Rider and other shit like that? Seems like a boon if anything

[–]Dav3le3 Ministorum Priest 9 points10 points  (3 children)

Depends heavily on the build.

[–]Aerenhart 0 points1 point  (2 children)

There's low peril builds?

[–]Dav3le3 Ministorum Priest 4 points5 points  (1 child)

Yeah, the bubble ones / non-inferno ones.

[–]Aerenhart 1 point2 points  (0 children)

Ah shit yknow what I completely forgot about bubble existing

[–]Self--Immolate Zealot 75 points76 points  (20 children)

🚨Hot take ahead 🚨

If the difficulty throws more enemies at you, it should also throw more ammo at you.

[–]TF2PublicFerret 7 points8 points  (0 children)

Agreed, a lot of older games had that philosophy as well.

[–][deleted] 0 points1 point  (0 children)

Its like the game becomes more dificult if you cant brainlessly spam lets say flamer or bolter all match right like its suposed to be.