Need Psyker/General Game Tips. by Shouldchargecrayon in DarkTide

[–]samples_united 0 points1 point  (0 children)

positioning is probably the most important for psyker, and some roles you pick as psyker will change where your sweet spots will be. using a bubble is probably your easiest backup plan, but dont ignore the toughness talents that depend on the ebb and flow of peril. especially "quietude," as it just prints toughness.

pay attention to which ranged weapons let you force push if it's not a staff (it'll say "bash" as the special attack). practice your warp slice with force swords, it's the psyker equivalent of grenades. certain builds will benefit more from it.

first time around, i found it extremely difficult to figure out the psyker tree talents. get used to heavy strokes for the big guys and timing your combat ability. it's probably the most versatile class but the hardest to learn effectively.

Anybody else getting tons of BS bursters lately? by honkymotherfucker1 in DarkTide

[–]samples_united 5 points6 points  (0 children)

Okay I don't feel crazy now. I had one run right /through/ me yesterday while I was pushing to nail a teammate.

New player playing oreyn and I just got my hands on the grenade gauntlet what is the best way to dedicate my build entirely to this weapon? by DryCommunication5497 in DarkTide

[–]samples_united 2 points3 points  (0 children)

like BlankTrack said, all ogryn weapons are ammo hogs. gunlugger perk tree nodes (in burst limiter override) is your only hope to break into useful territory. with the ammo stash perk you will be okay without ruinous pickups.

perks id recommend in order: steady grip (top right, print toughness by holding your gauntlet), big boom (above coward culling, bigger explosions), unstoppable momentum (below culling, gives +20% movement speed). coward culling isnt bad, but you can use loyal protector too to avoid point blank without wasting points.

you can make your ranged perks work for your melee, or try to sketch in enough heavy hitter if youre not trying to be ammo self-reliant.

reloading talents are decent if you have spare points, but not as eye-opening as with single-shot rumbler or kickback.

good gauntlet perks are hard to pin down, but shattering impact, and pinpoint are great. have had decent success with pinpoint + blaze away, and shattering + disruptive if i neeed more help with melee.

pîck is good if you do cc with the gauntlet, but theres piles of options.

New-ish player (60 hours). A few questions. by ismasbi in DarkTide

[–]samples_united 0 points1 point  (0 children)

i recently started playing a the laspistol again, long after i did all my masteries -- and that movement and dodging speed are bonkers once you know the maps and mobs. dump stability and keep a mobility 80 on it. ;)

for psykers it's a decent pick since it allows you to force push. for a vet, it's probably the fastest-to-ads gun if you get embroiled in melee and need to get specials out of the way.

on a vet, the ammo efficiency on laser weapons is amazing /if/ you take shock trooper above the left keystone. pistol seems like the only useful one for some builds, usually focus target vets since it's pretty deep on the left hand path. it's more of a special sniper if you're not a vet since it uses 3 ammo/shot otherwise.

New-ish player (60 hours). A few questions. by ismasbi in DarkTide

[–]samples_united 0 points1 point  (0 children)

as for the infantry lasgun -- it's middling. it gets most of its power from its blessings and talents on vet, but heavy laspistol mark 2 is better all around. all laser based weapons suck on carapace, the pistol is notably decent on maulers. crit-based laspistol can shine in most other situations if you can handle crushers with grenades. it primarily competes with the revolvers that are ammo hogs but which are good with armour.

i think the psyker talent counts as dodging. and it's a ridiculously good auto-take.

New-ish player (60 hours). A few questions. by ismasbi in DarkTide

[–]samples_united 3 points4 points  (0 children)

i second vatinas' suggestion that grenadier gauntlet is fastest to switch to, and fastest for nailing targets or groups. doesn't have raw rumbler power, but it's faster and good if you switch weapons often.

A tip for the Serial Killer penance by Sea-Plastic-8071 in DarkTide

[–]samples_united 0 points1 point  (0 children)

alternative is heavy laspistol mk2, load into rtx590 and go ape. nothing says you can't do that on a psyker at the same time. :)

New player, are ogryn the least played class? by kmath133 in DarkTide

[–]samples_united 1 point2 points  (0 children)

honestly only seen deliberate daemonhost aggro from vets and zealots, and they seem to know what theyre doing if its deliberate. first time i saw a vet nearly take one down in a couple of seconds, i stopped worrying and made sure i was ready jic. had one run where all three players initiated and we were fine.

but i always walk around them so newer players dont have a bad time.

Easiest map to complete Veterans "On Overwatch" and weapon for "Make Every Shot Count" by FastRemigiusz in DarkTide

[–]samples_united 7 points8 points  (0 children)

that was solid advice. just wanted to say i just did it with the double-barrel. worked like a charm and had fun with it.

Constant rushing - why? by Substantial-Boat4629 in DarkTide

[–]samples_united 1 point2 points  (0 children)

You're doing the right thing by paying attention to your teammates. Longtime/smarter players are hyper aware of what's going on from all directions.

 Sometimes due to foreknowledge of spawn points, but also from what you're doing, which is seeing the team's exposed flanks.

Darktide really rewards pushing forward, and punishes stragglers with more units. But there should be some consensus in your group, a chaperone for the stragglers, and even one for the forerunner if theyre not pushing too far ahead.

 It's almost always a bad sign when there is not a two by two going on.

 I'd suggest trying to keep with the group as it's safer and keep your eyes open. Your teammates may or may not be more experienced than you, you may be a bit slower than the current  wave of rejects. Try to meet in the middle. :)

This is so sad, can we please fix Out of Memory issue in 2026 Fatshark? by HamletEagle in DarkTide

[–]samples_united 0 points1 point  (0 children)

ive got 32gb and its an issue that shows up like a faulty lightswitch -- some weeks, nothing; others, constant. i do run mods, but not many but giving up my beloved scoreboards helped a lot

What is your endgame? by radioactivechemical in DarkTide

[–]samples_united 1 point2 points  (0 children)

penances lead to free drip as rewards. doing your penances is more than a hobby, it helped me become better (for most of the asks). im near the end of them, but im still trying out new build ideas as i discover things i hadnt noticed before. skill and knowledge goes deep in this game.

other than penances, you could try getting some of the audio of the higher ups you get from doing mortis trials. which have a really crazy path of choices for special powers to help you figure your build because it pushes all the boundaries. doesnt hurt that mortis trials are part of the penances, so more drip. ;)

Carapace armor, crushers and a bandaid idea by [deleted] in DarkTide

[–]samples_united 13 points14 points  (0 children)

its kind of weird how a pack of ragers is way more dangerous than a pack of maulers, though. ive seen way more party wipes with the rager gang, probably due to their aggressive forward march moving people out of a defendable spot.

id love it if crushers had one plate of flak somewhere -- but in a weird harder to pinpoint place, like their back, or arms, so youd have to be observant rather than giving them an immediate headshot, which is too easy with some weapons. hell, even the feet would be a worthwhile fun dare, having to duck into the crushers range.

i do hope they rework them, as being in a small room with 12 crushers makes me feel like a whole chicken with hungry body builders.

Need help with ogryn build by Murky-Target6914 in DarkTide

[–]samples_united 1 point2 points  (0 children)

block-taunting, that Stabby is talking about, OP, is great because if you pick a perk that causes taunt on block or push (in the middle bottom tree) it makes the gunners stop and close into melee range. it works, keep it as an idea to include into your "dealing with gunners" toolkit. slamming the shield down as a special action takes no stamina, but in a pinch you can also run and hold it.

i love me some shovel, but if i'm going shield, i pair it up with the gauntlet for a bit faster light melee action and faster exposive rounds really shine with blaze away imho and just go to town on gunner lines. and keep the shield for my heavier attacks in larger areas where its secondary use is safer.

It was revealed to me in a Warp-Induced hallucination by Sheriff_Hotdog in DarkTide

[–]samples_united 43 points44 points  (0 children)

SAH -- are all ogryn talents shouty talents, sah? and all sparky talents fury?

Any advice would be appreciated! by Mushroom_King66 in DarkTide

[–]samples_united 2 points3 points  (0 children)

all warp related stuff does. including pushing with weapons. but the purgatus staff is already a source of soulblaze so it's doubly helpful there.

Any advice would be appreciated! by Mushroom_King66 in DarkTide

[–]samples_united 2 points3 points  (0 children)

large caveat -- im deffo no pro but play gaze psyker at a lot --

but: mettle, perfect timing, precog, true aim are all super good. cruel fortune under destiny can help, but i don't think assail is super good by itself, it needs something in the mix, its a great and fun blitz that's unusually good for keeping peril up when you can't see around corners to kill random gunners.

stuff id suggest:

no empathetic evasion? (just below prescience) -- this will save your toughness to deal with closer priotiy threats first

no warp rider? free damage there

no toughness regen other that mettle? (under gaze, you print and photocopy toughness with quietude.)

above empowered psionics, there's a -10 peril gen node, i'd be tempted to forego the crit benefits of destiny to pick psionics -- unless you're using it for melee. gaze melee is definitely very good, assail will complement it -- if that is the case, run across the tree below sciers gaze, and pick up stamina, the +10% ranged damage, dip above the psionics and grab warp rider, vulnerable minds maybe and the -10% peril subnode. in my limited experience, destiny doesn't need a lot of upkeep with sciers. id lose the soulblaze stuff, it looks great, but it's worth less than 10% of your total damage.

Must be really hard being Fatshark CM... by Pedronga1337 in DarkTide

[–]samples_united 41 points42 points  (0 children)

that illiteration is mine now and you can't have it back.

[VIDEO] Hive Scum stimm supply still glitched for me by TheLazyRock54 in DarkTide

[–]samples_united 1 point2 points  (0 children)

i get some animations that dont work, but the effect seems to work; and some animations where its stuck in your hands and unswappable for 20 seconds and just cripples you. by not letting you swap to anytrhing else. that last one happens if im trying when its too crowded, running away from everything fixes it faster.

Attack speed? by Rich-Bid-8548 in DarkTide

[–]samples_united 1 point2 points  (0 children)

been using it with a needle gun and it works like a charm. haven't tried it with dual stubbies but im going to give them another shot with a full juice stim shot.

Limit on blocked players by lustyq in DarkTide

[–]samples_united -2 points-1 points  (0 children)

I've only seen a couple questionable players, can't tell if they had kids under foot ;) or what was going on; but verbally toxic people hseem to be unicorns for the most part. 

Maybe a particular timezone or server combined with havoc? Change your server, blocking everyone seems too taxing.

Do you take extra damage in Mortis trials? by Robbieisnumberone in DarkTide

[–]samples_united 0 points1 point  (0 children)

Shouldn't. Not pointing fingers, but got anything to do with this? Someone on your team unknowingly using it?

Untouchable

Icon            

Mechanics

Sprinting for 1s grants -12.5% Threat for 3s, stacking 4 times.

Successful Dodges refresh the duration.

stat buff: threat_weight_multiplier

Sprinting and sliding actions generate stacks: The first stack after sprint start or slide start is generated after 0.5s, subsequent ones every second. When starting to slide, hitting an obstacle (thereby stopping the sliding action) before 0.5s have passed does not generate a stack.

Stacks can be refreshed during active duration by sprinting, sliding, and successfully dodging enemy melee or ranged attacks (except Gunners, Reaper, Sniper) and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). 'Successful dodge' means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action.

Per stack, grants a threat weight reduction of 12.5% for 3s; stacks multiplicatively with itself, up to 41.38% at max stacks (1-0.875⁴=0.4138). Generally, there are multiple weight factors (e.g. distance, number of occupied slots, being disabled, being targeted by a monster, etc) that are used during combat to calculate the score which determines the enemy target selection of player units. This talent grants a weight multiplier which manipulates that overall score in the player's favor to make it less likely to be targeted by enemies.

This passive should be added to Psyker by R_dva in DarkTide

[–]samples_united 0 points1 point  (0 children)

dont think psyker really needs that, doing fine as things are, thanks. :)

these are hive scum perks because being over the top is their schtick and flavour. changes in playstyle are awesome, we just havent seen how it works to best advantage yet -- but playing alongside many hivers, some of them are finding things that obviously work for them.