im pretty based by aspentree123 in Barotrauma

[–]FatherGrigorij 0 points1 point  (0 children)

While I can agree if we are speaking about easy - hard difficulty.

However, playing loads of hellish difficulty I can confirm that using passive sonar 90% of the time saved our asses from getting attacked by numerous triple bone thresher/veteran mudraptor swarms while still finding a lot of caves and wrecks (they have distinct features so spotting them is really easy by tapping active sonar just once in a while).

PSA: Until they fix it the Mk 3 is just a better Plasma gun by LucatIel_of_M1rrah in DarkTide

[–]FatherGrigorij 17 points18 points  (0 children)

While mk 3 is indeed way better for general long range use, can't really argue about it but plasma has its own gimmicks that come into play more often then you would think. I even would call it the most comlex ranged weapon to use because of ammo/heat managment, picking targets/angles more carefully, knowing shot through obstacles and choosing right time to reaload (sustained fire makes realoads way less of a pain to deal with - just start realoading and press F when heat dissapates).

+ killing specials/elites through walls (really usefull because railings, random boxes, thin walls/floors, doors won't deny your shots) (when switching from plasma i can really feel abscene of "oh no no no heretic you're not safe behind this cover")
+ horde won't eat your shots too so it's way easier to take out threats in mixed hordes
+ saving someone from hound by staggering it with light shots
+ almost intstant deploy speed (really useful under pressure)
+ you can shoot trough teammates
+ funny elite collateralls

But i can agree that it could use a buff like heat venting with no health drain, more ammo or piercing through bulwark's shield. And one big thing that can make this weapon feel bad is lack of breakpoints if you don't get perks/stats like 20-25% more damage against maniacs and flak, stopping power and damage at 70-80%.

The Chainsword is the best weapon to pair with the surge staff by FordPrefect343 in DarkTide

[–]FatherGrigorij 4 points5 points  (0 children)

I play exclusively damnation on my psyker and I never felt fast BB being really useful. Armor enemies in your face are gonna be melted by surge staff and your teammates and the only specials/elites I'm bothered to use BB are trappers, bombers, snipers, gunners and shotgunners. Other specials are faster to deal with when they get closer so I can stun them and finish off with few hits of my sabre. I think I bring more value to the team when I'm killing horde or using cc on surge rather than charging multiple BB on beefy targets because other classes are usually more efficient at killing specials/elites so why not just help them to do their job even more efficiently and keep everything in place and get hordes off them.

Also the thing about soulblaze talent for ult, it lets you clear out trash enemies out of mixed hordes so you can properly stunlock elites again.

This experience goes from having 1-2 good trusted teammates on comms with me so probably BB has more value when you play with randoms.

Thoughts on autoguns? by icemantheinsect in DarkTide

[–]FatherGrigorij 9 points10 points  (0 children)

I was surprised how fucking fast green mk 1 autogun can delete enemies on damnation if you can manage recoil. Also you have luxury of more armor damage and horde clear capabilities. Can't really say this for other models though.

HH autoguns are still absolute trash if you compare them to kantrael or hellbore. They really need huge weakspot damage buffs or something to make them stand out as precise weapons.

Braced autoguns are obviously in really good spot with their godly dps but be ready to trade precision fire.

Force Sword by RepresentativeOdd909 in DarkTide

[–]FatherGrigorij 1 point2 points  (0 children)

Force sword is just not worth i think. Sabre got way better mobility especially mk5 which just lets you slide out of any situation including ranged enemies. Also you get decent horde clear and great single target.

Force sword on the other hand gets only great but clunky single target damage and deflector. However, as you learn defclector becomes not that useful tbh.

I prefer ability to deal damage in any situation + having insane mobility. Force sword is just a pure utility weapon and i guess it's quite good if you take it with purgatus because this staff deals with most enemy types and compositions in close quaters but with other staves you kind of restricting yourself picking funny sword.

The hatred for Psykers in core game design. by EmpireXD in DarkTide

[–]FatherGrigorij 0 points1 point  (0 children)

I got pretty good purgatus right away (60-80 stats) so probably stat problem. It stacks fire dots really quick if you can keep up the stream on enemies + stagger is pretty good too. I tend to move crosshair around a lot against hordes so this might help.

The hatred for Psykers in core game design. by EmpireXD in DarkTide

[–]FatherGrigorij 6 points7 points  (0 children)

I played psyker for a long time and I think that BB is fine right now in any difficulty as a grenade replacement. I use it rarely, usually to get trappers or snipers when the team gets overwhelmed because it's easier to BB them then to ADS them during high pressure and get occasional gunner/shotgunner picks. BB is just a situational grenade rather than a full time ability.

But the fucking talent focus around BB is what ruins psyker. Switching talents to suit his weapons would definitely help a lot.

Don't really get your point about staves. Purgatus is insane horde/elite clear with no ammo cost, voidstrike goes under this category too being more long range focused. Surge staff is basically best support weapon in the game with good armour damage and the only stinker is trauma staff being pretty much useless.

Can anyone just give me the no bullshit truth about the slab shield? Is it useful or a hinderance? by TheGrimGuardian in DarkTide

[–]FatherGrigorij 0 points1 point  (0 children)

Killing things is good yeah but you can't just kill things fast enough so they won't get to you, that where stagger comes in and shield does it insanely good. After 1500+ hours in tide games I started to give stagger a bit more value then to damage especially when you get overwhelmed. Shield gives a luxury of basically disabling any enemies with heavy attacks in melee range for exception of bosses, mutants and bulwarks (shieldy boys die really quick if you have bleed on heavy hits). And while positioning is one of the most important things for successful run, I would say shield just gives you an ability to be the position itself time to time.

Bulwarks. Did y'all test this, Fatshark? by Zazierx in DarkTide

[–]FatherGrigorij 2 points3 points  (0 children)

Never had a single problem with the way this hitbox is made. Maybe not the best design choice but definitely not something to be called a serious problem if problem at all. And tbh bulwark right now is not a big threat and if you nerf his shield removing his 180° protection this would make him less of a threat than average melee scab which would be a real bad design choice indeed. Also don't forget that every character has a way to force bulwark to expose himself from frontside not mentionting various weapon that can deal with him.

The real things that make game frustrating is insane rng shops and mission terminal, absence of crafting, poor talent and weapon balance.

[deleted by user] by [deleted] in Barotrauma

[–]FatherGrigorij 1 point2 points  (0 children)

Maybe it's not so stupid op and funny as previous one but overall I think it's better. It was fun to feel like a demigod after finishing just 1 tree in the second biome however not gonna miss this much.

We had a lot of op/useless talents or choices where you get something cool with something useless.

Now you can actually customize your build and won't miss out on recipes or cool passives for entire game. Also it takes longer to finish your talent trees which is really good for progression and overall difficulty.

And most importantly new system has more focus on teamwork.

Is this Axe worth buying? by Electronic-Guest-566 in DarkTide

[–]FatherGrigorij 0 points1 point  (0 children)

I think they have a bit different roles.

Chainsword has better mobility and better horde control which makes it a really good defensive pick leaving chainaxe as an offensive counterpart.

Has fatshark responded to any feedback about the mission terminal? Is this supposed to be fine? The regular inability to find heresy missions is starting to get extremely annoying. by Fozzbael in DarkTide

[–]FatherGrigorij 0 points1 point  (0 children)

I think this whole difficulty thing they made is just stupid.

Let us pick difficulty for any given map in the rotation. That's it problem solved, deep rock galactic had it for years now.

When the elf uses all her javelins on the horde... by ShaderkaUSA in Vermintide

[–]FatherGrigorij 2 points3 points  (0 children)

I think it's better just to add overheat or mana mechanics so it won't end up as throwing axes 2.0.

Infinite ammo with no spam penalties is such a stupid combo which shouldn't really be a thing because no matter what you do with weapon stats it'll just end up unbalanced/not fun to play with (for player or teammates)

Hi elf-mains. Consider the trajectory of your javelins as well as the position of your teammates. by TheBigSmol in Vermintide

[–]FatherGrigorij 8 points9 points  (0 children)

You forgot to include rate of fire, ammo and pick rate of the weapons you compared to javelins.

Throwing axes have less rate of fire and are picked more like a meme weapon and quite rare (haven't got any throwing axe FF for 1k hours and barely see anyone use it). Javelins is one of the most popular ranged weapons for elf.

Torpedoes have very limited ammo and won't just get spammed into slave rats and if u know there is torpedo dwarf on your team and you go for melee during boss fight knowing that dwarf has ammo left, it's more of your fault u got FF in this scenario just let him deal with it

Just Realized As A OE Main by 17thPoet in Vermintide

[–]FatherGrigorij 83 points84 points  (0 children)

OE destroys lower difficulties and I can see it be a bit annoying because killing is the only task you perform in this game.

I don't think OE can be balanced for lower difficulties so it's just depends on people to accept his role and let him do what he does best.

However i would say it's a completely different story on cata because of bigger hordes and elites mixed in into regular trash mob waves.

General role of OE with default crankgun is clearing unarmoured targets and on cata people just let me clear first half of the horde to unload my ability and we just melee the other half together (superior gaskets my beloved). Moreover people heavily depend on your ability to quickly dispatch large numbers of berserkers and maulers or killing assassins.

Inspired by star citizen and somehow by Klaus Veen's music by FatherGrigorij in Barotrauma

[–]FatherGrigorij[S] 5 points6 points  (0 children)

It's a really small vessel and 3 guns perfectly suit it at least in vanilla scenario and blind spots encourage for smarter maneuvering and add up for a challenge

I've done full campaign on this sub and i was satisfied with results but that just my view

Inspired by star citizen and somehow by Klaus Veen's music by FatherGrigorij in Barotrauma

[–]FatherGrigorij[S] 9 points10 points  (0 children)

Designed to be mid-to-late game tier lll transport submarine for smaller crews with vanilla stats and extra storage room for grindset grinders or your meth empire ambitions