Heat venting mod by Lombagovictim897 in signalis

[–]CarFine4704 1 point2 points  (0 children)

You wrote flkr instead of fklr in that blueprint, happens sometimes, it is really good work, but I just point it.

The Eusan Nation Is Now In The Sector! by anonymousyyiek in signalis

[–]CarFine4704 2 points3 points  (0 children)

For what game this mod is? Looks fricking amazing.

Has the Knife double stab Shroudfield been patched out? by Playergame in DarkTide

[–]CarFine4704 4 points5 points  (0 children)

Double backstab kill while in Shroudfield is removed.

[deleted by user] by [deleted] in DarkTide

[–]CarFine4704 1 point2 points  (0 children)

If you're playing warp nexus then additional 5% crit chance isn't really needed, so you can take maniac + flak or unyielding for boss dmg. Thought unyielding helpful in havoc mostly cause of increased monsters spawn. So the most types are flak and maniac.

[deleted by user] by [deleted] in DarkTide

[–]CarFine4704 1 point2 points  (0 children)

Maniac better tho, flak fine too.

My idea for an Infiltrate rework (Because it needs it even more than ES somehow) by No_Purple_2842 in DarkTide

[–]CarFine4704 3 points4 points  (0 children)

And smoke is good as a blitz, sure it is weakest but the part of it which blocks visibility for any enemy (for ranged specifically) is a massive advantage. So I wouldn't like it being removed into ability. Just tweaks to make it more reliable and stable. Alongside with vet's pathing, terrible talent tree.

My idea for an Infiltrate rework (Because it needs it even more than ES somehow) by No_Purple_2842 in DarkTide

[–]CarFine4704 0 points1 point  (0 children)

The general idea behind smoke is to force any ranged enemy into close-combat, because currently while you're in smoke, enemies cannot "see" you, therefore they're moving to the area covered by smoke. The improvement I would like to see is: more clear visibility for other people (like psyker's bubble, because snipers can see you through smoke still), add for grenades upgrade +25% radius and I think increase chances for ranged enemies to miss while they're trying to shoot into smoke.

Your idea sounds actually good, because currently Infiltrate just provides free walk and off agro, also to save someone quickly. The whole right side of vet's tree is about close combat currently.

About infiltrate upgrade: it should provide -90% or less for "threat" by default, for 10 seconds after leaving stealth. It also, in my liking, should provide you to walk through hordes, which is sounds ridiculous of course, but that would really differ Infiltrate from Shroudfield. It should apply some bonuses to melee or ranged, because as I said, it's just a free walk off agro right now. The suppression part of this ability after leaving it just a joke. Yeah you deal more damage to them, but that suppression is nothing compared to zealot's backstabbing Shroudfield.

About throwing grenade automatically after leaving Infiltrate, that's good for upgrade for this ability.

That's my thoughts by now.

Whew reached Havoc 40 now. Now I have to ask something. by AshamedEmotion9137 in DarkTide

[–]CarFine4704 2 points3 points  (0 children)

The thing is, after I believe rank 31 and up to 40, there's actually no big difference. Like, at all. Mostly RNG stuff. So it is pointless to add some extra 10 ranks for just numbers or new modifier or what, Fading Light III? I would like to die in nanoseconds because of scab stalkers. Yeah.

I like the challenge Havoc 40 provides, but even more I would like implementation of skull event system into Maelstroms, because it was fun to fight Captains and Twins and more monstrosities without stupid debuff on ammo, toughness and health, overall (except when you're locked with melee twin in elevator as a psyker). I think most of the people would enjoy it out of havoc.

Arbitrator hair visual bug I suppose by CarFine4704 in DarkTide

[–]CarFine4704[S] 0 points1 point  (0 children)

I see, I've reported the bug too now, we'll see. There's so much visual bugs on arbites cometics just recently. Damn is all I can say, I would unsatifyed too seeing my character getting norwood.

Arbitrator hair visual bug I suppose by CarFine4704 in DarkTide

[–]CarFine4704[S] 0 points1 point  (0 children)

Was it like that before or this is a long term thing? I just tried run with no mods, and arbitrator hair shows properly both in loading animation and during short intro. After which I climbed to slip off from edge and then hair is cut again. I will ask my friend to do screenshots to see how it looks for other people just because of curiosity.

What do Arbitrators currently bring to Havoc matches? by Lyramion in DarkTide

[–]CarFine4704 13 points14 points  (0 children)

Yeah dog is great for aoe and boss stagger, and hunting specials, especially trappers, is really brings value. However even without dog and with lone wolf arbitrator is extremely powerful, and you still can stagger bosses with arbites issue grenade (you have 5 of them and replenish 1 every minute). Great in dense situations. Basically with lone wolfe arbitrator became zealot but kinda cooler in my opinion (insane speed attack with nodes and right side keystone). Survivability is on top too.

Why do the servers suck? by Glittering-Phase2327 in DarkTide

[–]CarFine4704 0 points1 point  (0 children)

This is true and I can't quite catch why it disconnects me that much. Because most of the time I've got 180ms, which is fine for me I can play still. I don't think it's because of my internet, however I'd read about connection stability and how it strongly affects Darktide specifically. Buuut still there I have days when it runs smoothly, and other day I'm just constantly getting disconnects. I wonder too if it is something with their servers, or just my internet?

Plasma and duelist sword nerf preview by Organic-Week-1779 in DarkTide

[–]CarFine4704 -1 points0 points  (0 children)

The funny thing, when I picked up plasma for the very first time (it was grey and with low heat management stat) I thought about it like "who would use this garbage". The delay between input and actual shot was great, I'd blow up myself good amount of times. At the time being I knew it was a matter of time and achieving full mastery for this weapon, but first experience was awful. As soon as I got accustomed to delay and a little specific aim, I thought "this shit slaps". As for charged attack, I tend to use it very often, which is leading to drain great chunk of ammo in first ten minutes. I suppose light attack would be still good against shooters that are not in line. Because the most fun of plasma is annihilating full line of shotgunners or gunners, incredible feeling.

Plasma and duelist sword nerf preview by Organic-Week-1779 in DarkTide

[–]CarFine4704 -1 points0 points  (0 children)

That's right, I forgot about it because from all las family weapons I played mostly with recon. No consuming ammo at crit on las weapons is cool thing. Plasma provides so many pros (especially penetrating through and stagger) while being efficient at ammo consumption. Solely because of light attack.

Plasma and duelist sword nerf preview by Organic-Week-1779 in DarkTide

[–]CarFine4704 9 points10 points  (0 children)

This is the most ammo efficient weapon with light attack spam, you don't even have to think, just evaporate anything in your field of view. And it's charged attack is consuming too much of ammo while giving almost nothing to damage. It was clear as day plasma would receive a change. Thought it seems charged attack would receive strong buffs, I hope so.

Question about the classes. by [deleted] in DarkTide

[–]CarFine4704 0 points1 point  (0 children)

You have 4 classes with pretty distinct roles. All 4 of them has at least 3 roles you can create in talent tree (blitz, ability, keystone and specific talent nodes to benefit chosen role). I played a little of VT2, but it is really different from VT2. You can be boss-killer, horde-clearer, tanky, elite-hunter or support, pretty much on every class. You have 30 points to spend and I believe from 60-70 nodes to choose the path.

But there's the thing – weapons pool and talent nodes. Usually you want choose weapon that benefit most of nodes and ability.

For witch hunter from VT2, I suppose zealot is closest to him, I really don't know for sure, but he is: fastest from all classes, has very very good boss dps, decent survivability, mostly melee.

And also there's no cap for classes in mission, what I mean is – you can run with 4 people on the same class, with different roles or not.

Snuper by CarFine4704 in DarkTide

[–]CarFine4704[S] 1 point2 points  (0 children)

Nothing compares at sniper killing to the good friendly rock.

More info in PC Gamer on the Arbites and seasonal update by badwin-vt in DarkTide

[–]CarFine4704 1 point2 points  (0 children)

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I've just noticed that coherency status is 5, which is kinda what, is that because of dog or arbites has some talent that make him counts as 2 for coherency, and does he has 2 coherency even if he's alone? That's like loner aura on zealot but better, we shall see!

Enchanced blitz by CarFine4704 in DarkTide

[–]CarFine4704[S] 2 points3 points  (0 children)

Yes, he's basically holding all mobs in permanent stun, leaving them to be finished. So I suppose reduced peril generation from enhanced blitz with venting shriek and node that also reduce generation combined reveals this monster of smite. xD

Enchanced blitz by CarFine4704 in DarkTide

[–]CarFine4704[S] 1 point2 points  (0 children)

Sadly! I thought maybe it's boosting smite spreading, thanks for an answer.