r/DarkTide • u/Artseee1142 • 45m ago
Gameplay One of my better dog launches in recent times
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The physics in this game are so silly
r/DarkTide • u/Artseee1142 • 45m ago
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The physics in this game are so silly
r/DarkTide • u/kvijay1 • 2h ago
What I mean is class that can go through auric/havoc missions gunblazing with automatic weapon with high fire-rate.
r/DarkTide • u/Ristrxtto • 3h ago
why did nobody tell me about this game before bro, I'm completely strung out on the combat in this game. it's amazing lmao
r/DarkTide • u/Xeptar • 5h ago
Trick and Treating the heretics to a stab in the back.
r/DarkTide • u/The_Dark_Warrior_Boi • 6h ago
What other cool drip is there?
r/DarkTide • u/JDLS- • 7h ago
Literally the #1 reason why 80% of vet's guns just aren't used by anyone.
r/DarkTide • u/Suspicious-Tax9624 • 8h ago
Is there a lore reason why a guardsmen would etch gak on their helmet? I translated it, and it roughly translates to shit or crap I have no clue why they would do this
r/DarkTide • u/Sir-downvotes • 8h ago
I was trying to play a campaign level so I can progress because I can’t access certain things even though I’m level 30
And since no one was playing it, I had to go with bots
I find it crazy how the whole game that I was running through just fine gets ruined because I get hit by one trapper and the bot seemingly cannot figure out how to get me up in time. I cannot believe the bots are stupider in this game than in left 4 dead.
Like seriously how are the bots so bad at this game.
I feel like some levels are impossible. Unless you have players especially on higher difficulties I can’t beat chapter 4 on havoc because the bots are so stupid.
And I don’t think it’s a skill diff because I usually am able to do it just fine. It’s just the one time I’m caught off guard by a trapper that shoots me through a hoard and apparently that’s enough to end the entire run.
r/DarkTide • u/CommanderSweethang • 10h ago
We get so many penances to unlock I would love to work towards weapon skins for certain challenges. I'm shocked we don't have them.
r/DarkTide • u/RiceShop900 • 10h ago
It will never happen (maybe who knows)
My dream class? Ork...
Whatever damn lore jury rigging we need to make it happen I don't care. Getting to kill nurgle worshippers as an Ork talking about Ol' Bale Eye would be PEAK.
And honestly it would PRINT money I think. So here's an off the cuff shit post of how I'd make Da Boyz...
Abilities:
Shout for da one thing an Ork is good for...the Wahhhhh! Causing enemies to become suppressed nearby and become marked for glory. Every enemy you kill that's marked extends the duration of the WAHHHH! Killing Crushers, Bulwarks, Monstrosities, Captains, Maulers, and Berserkers make you WAHHHH again causing the suppression affect to ALL those nearby for 1 second if a melee unit and 6 if a ranged unit or in ranged mode. Marks last until the ability ends.
Upgrades:
OI! YOU LOT! (Turn your shout into a targeted area instead of around you to suppress and mark enemies from afar)
SCRAPPIN AND HACKIN! (Hitting marked elites and killing marked mobs extends the duration by X amount)
FOR THE BOYZ! (Enemies you and your team mates in coherency kill that are marked by WAHHHH grant those who damaged the killed enemy attack speed, move speed, and damage stacking up to 30 times giving 1% attack speed, 1% damage, and .25% move speed per stack
Wrap ya self in dis purple cloak of no seein and them gobs can't see ya...granting you the element of surprise as you cause an eruption of fear and making nearby enemies to deal less damage, attack slower, move slower, and take more damage from you
Upgrades:
NOT A COWARD...KINDA! (Instead of going completely invisible, lower threat by 90% for the duration and only apply the debuff on enemies you back stab or hit on their weak spot for the duration. Duration does not end on attacks)
MORE PURPLE! (gain an extra charge but extend the cool down)
NOT PURPLE! REEEEEEED! (Abandon the purple cloak of no seein and dawn the red cloak to taunt all elites close and far. Gain more threat rating when near monstrosities and captains. Causing you to be targeted more often but not all the time. Apply debuffs on any hits but at a reduced intensity. Extends duration and can be ended on ability press. Not combinable with MORE PURPLE!)
Pull a little squig or gob from your backpack and toss them at the enemy. Causing them to chomp down on the enemy and make them take damage and lower their weapon accuracy with ranged or melee attacks. Enemies in the line of fire or hit will take 30% of the original damage and depends on the armor of the enemy receiving the attack. Has multiple charges
Upgrades:
LOVE ME BOYZ! (augment your friends. Squids and Gobs alternate on ability use. Goblins will more frequently cause friendly fire on enemies and squigs will apply bleed stacking up to 10 stacks, brittleness up to 8 stacks, and still be less likely to proc friendly fire as the goblin does)
NICE KNOWIN YA! (Every gob you throw will now self destruct after grabbing an elite or specialist. Squigs will knock down flak and below armored enemies and continue to plow through them while applying 6 stacks of bleed and 4 stacks of brittle on every enemy it hits. On carapace, squigs act normally. Cannot be paired with LOVE ME BOYZ!)
AURAS!
ORK STRONGEST. Allies in coherency gain 5% attack speed, 5% strength, 20% blitz velocity speed, and 10% reload speed. Applies to FRIENDS if also in coherency.
Hate the gunnas... Allies in coherency deal 20% more suppression and damage against all ranged units excluding captains. Suppressed ranged units stay suppressed longer. Stacks with WAHHHHH.
PUT EM UP! Allies in coherency do not flinch when losing all stamina to a blocked attack and can recover immediately. Stamina Regen delay decreases by 1 second. Can block 15% more effectively
KEYSTONES!!!!!
ONE: Love da Wahhhhh....
On melee kills gain stacks of Glory! Each stack grants cleave and attack speed. Max stacks is 20. 1% cleave and .5% attack speed per stack
Nodes:
Gain impact and weak spot damage instead of cleave and attack speed
At Max stacks ignore 50% hit mass and never bonk off of carapace while using blunt weapons. Also deal bonus stagger on melee weak spot hits
All stacks only give attack speed. 1% attack speed per stack but stacks dissipate one at a time much faster when not hitting an enemy. Duration of freshest stack is refreshed on successful melee hit of elites and specialists and kills of trash mobs
TWO! Part of da Boyz...part of da crew.
The total HP of allies in the mission influences bonuses of your unique coherency stacking on top of your chosen aura talent node.
Each ally over 50% HP gives you and the squad more damage and stability. Each ally under 50% gives the squad more toughness mitigation and coherency regeneration. (Tough to quantity this)
Nodes:
Buffs apply regardless of distance to ally and is given to each ally
Depending on the progress percentage of the mission, revive, reload, and carry objectives faster up to 20% for you and allies benefitting from keystone. Caps out at 75% mission completion.
For every elite, specialist, or monstrosities killed gain stacks. Each stack gives different bonuses depending on amount. Stacks reset on death. Bonuses apply to allies as well.
50 stacks: mantle faster, weapon special cool downs reduced for all
100 stacks: pushing angle increased and stagger from push increased on trash mobs and specialists
200 stacks: every 200 stacks you and all allies get their next blitz used enhanced. Dealing 100% more damage and costing nothing. Can only throw an enhanced blitz if you are a psyker or have 1 blitz in inventory
500 stacks: your next personal ability use will cause the nearest monstrosity to flee in horror. Consumes 400 stacks.
Mechanic explanation:
Elites give 2 stacks
Specialists give 1
Monstrosities give 20
Captains give 50
BLITZ (I forgor)
SHREDDA NADE. Toss a timed spiky grenade that sticks to the next elite or specialist it hits. Cleaves through trash mobs to a limit. Causes 16 bleed stacks on infested and unarmored enemies and 16 brittle stacks on any and all armored enemies permanently if hit by the blast
SHROOOOM NADE. Rip off a piece of your own excess flesh and yoink it at a surface or enemy. The attached target will emit a nauseous gas that slows melee units and causes ranged trash units to be blinded like smoke grenades. All units affected by the gas itself gain stacks of chem toxin at a very slow rate. Can use 1 every minute. Using one while on cool down will cost 1 wound worth of damage (non corrupted)
DA HORN! Pull out a megaphone/intercom and play the songs of your Boyz. Press the primary attack to give your allies a move speed boost. Press block button to grant nearby enemies a weakness to you and your allies weak spot hits by 40% percent on their next 5 successful weak spot hits. Cool down: 45 seconds. Max amount: 3.
AND THAT'S IT! tell me your thoughts. It's not a super serious post but it's fun to think about.
r/DarkTide • u/planet_bloptogon • 10h ago
Personally I'm leaning towards Zealot, but I'd love to hear your guys's recommendations!
r/DarkTide • u/ApplicationSevere845 • 11h ago
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r/DarkTide • u/JDLS- • 11h ago
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I recently made a post where I directly compared a Mk IX Combat Shotgun vs a Huntsman's with both guns having the same build. But this misses the fact that the Mk IX Combat Shotgun has manstopper, I also didn't do some long range test that some people want so I'm adding that in as well. Also throwing in some Mk VII Combat Shotgun tests as that is the long range Combat Shotgun and most people say that the Huntsman's is better at long range.
And yes the Mk VII Combat Shotgun is worse into hoards but if you want to play a precision elite/specialist removing build (and don't want to use the Helbore), then it is a better option then the Marksman+Exec Huntsman's builds I see people running.
I do find the Huntsman's fun however it is sad that it is just worse then the Combat Shotgun. If it had manstopper (I literally had to check this 10 times because I still cant believe it doesn't have it), a tighter spread, faster reload, and maybe a bit more ammo it would be great.
Personally I would prefer they rework the Huntsman's into a more unique weapon as it is currently very similar functionally to the combat shotguns. My choice would be to make it a slug shooting shotgun that loads buckshot as a special ability as that would make it the inverse of the combat shotgun and I think that would be more interesting then what it is currently.
More tests and details can be found here: https://forums.fatsharkgames.com/t/a-detailed-breakdown-on-why-the-huntsmans-is-disappointing-on-veteran-and-is-outcompeted-in-every-use-case-by-other-weapons/126658?u=jdls
Finally if you have any ideas for tests/scenarios/builds where the Huntsman's out competes the combat shotgun please do tell me and I will test it. If you can get significantly better times on these tests then show me.
In the group tests the Huntsman's has scattershot and Flechette and the Mk IX has Manstopper and Scattershot. Beyond that the talents and weapon perks are the same.
All the shotguns can one shot a sniper at these ranges (also in havoc and the range tests are havoc), its really a 50/50 for any of these if a sniper takes 1 or 2 shots to kill at 50m.
The shooting gallery tests have multiple enemies to better reflect gameplay with the luck involved with spread evening out over multiple enemies.
I did 70m tests and its basically the same thing, each shotgun has pretty much the same chance to 1-3 shot a sniper at 70m its almost entirely luck. I don't think adding a section where every shotgun kills a sniper at 70m in one shot is really adding anything to the tests. They all struggle about the same at 70m and the Mk VII comes out on top just due to its higher fire rate.
I ran all of these tests many times and took the best results from. I believe these are pretty close to the best times you can hope for generally.
I did test crushers, the Huntsman's really doesnt do well into them. It is technically better then the Mk IX but the Mk VII slug is way better into crushers. Either way they take over two minutes to clear the crushers and maulers test group so I didn't feel like including it in this video.
r/DarkTide • u/CT2460 • 11h ago
I know the addition of enemy plague marines is a hotly debated topic whenever it comes up, but I have an idea of how it could work. It would be a boss for one mission instead of an enemy that could just spawn. During this mission we'd support a team of NPC gray knights that have finally been sent to help take back ground within tertium. though they can't stay for long because they have more important things to do than fight a cult that hasn't done more than a few beasts of nurggle.
r/DarkTide • u/_Kragerles_ • 11h ago
First and foremost I am a Smite lover, I love chaining mechanics like this in games...I don't like that it's completely reliant on the team to deal with any sizeable horde and said team might not want the Smite help in the first place. So, why not a rework that makes Smite more versatile in builds aside from the panic button that people only want once or twice a match while keeping it from being the crutch of instant full horde perma stun.
The base node is now a quick action that throws a bolt of lightning (Like blades of faith, doesn't equip the blitz) that hits an enemy and quickly spreads to neighboring enemies, applying electrocuted and dealing low damage while generating 25% peril. Hitting electrocuted enemies stuns them for a short time and deals increased damage (maybe half a Poxwalkers hp). Repeated uses after 2 casts dramatically lowers the stun time and damage so it can't just three shot entire hordes or keep them perma stunned while engaged with them.
Two branching nodes provide an active blitz that is charged and released through holding M1. Choosing one locks the other :
Focused Smite : Acts like Electro Staff charged attack (Which I will mention later), but instead casts up to three bolts that prioritize the highest current HP enemies in a wide cone and do a lot more damage for similar peril generation.
Channeled Smite : Closer to current Smite, but doesn't immediately stun enemies or spread as fast. The longer the cast is maintained the better it gets, however the peril generation scales with the buffs. After 2 seconds the chain speed improves to match the charged Smite currently. After 5 seconds it begins to stun enemies. Damage increases by 100% each second to a maximum of 8 seconds for a total of 800% (Reminder that Empowered Psionics is a 200% damage increase and it still tickles). Peril generation starts at half of current Smite, but scales same as damage, capping out at tripled peril generation.
The nodes already on Smite are also tweaked or replaced
Enfeeble : Now applies 20% impact instead of +10% damage taken to electrocuted enemies.
Conductor : +1% damage for each electrocuted enemy in coherency, up to 15.
There aren't many blitzes that have alterations to their mechanics through nodes like this (Of the top of my head Skitarii's Servo Skull) so if two options for charged casts is too versatile Focused Smite could become the Electro staffs charged attack, and if not I pose another change for the staffs charged. The bolt is cast for as long as M1 is held and slowly spreads to up to 5 nearby enemies. When the primary target's HP reaches 2.5% (0.5% for monstrosities and bosses) of total they are executed and the secondary targets take the percent of health as damage.
I've been thinking of this for a few days now so forgive the yap but with these changes Smite can compete with the other blitzes in other builds. Melee Psykers would ignore the charged cast nodes and take Smite for the effect applications and damage buffs instead of Brain Rupture for Kinetic Flayer. Builds that need more armor killing potential will take Focused Smite and those of us who want to cosplay as Palpatine can finally do some serious damage without pissing off the people who want blocks and dodges or think it's boring to fight a stunned horde.
r/DarkTide • u/Crashbrennan • 11h ago
I've been trying to play expeditions and I really like it, but it's also basically unplayable as a solo. There's places around the map that you can't open solo, and more importantly the bots are much worse at reviving than they are in the normal mode. Heck, if you get downed in one of the spaces you have to parkour to they can't even get to you to try!
Even when I queue for quick play I basically never get a match, sometimes someone will join mid-run but they often bail a few minutes later, and I'm just kinda left frustrated that I can't play this great mode.
Does anyone have advice?
r/DarkTide • u/mkjake47 • 12h ago
Since the Depths of the Damned update I have been running into the issue of my game crashing any time a Veteran uses a Krak Grenade and I am nearby. This issue occurs both with and without mods installed and has never happened before this update.
Has anyone else been encountering this issue? It has genuinely made the game nearly impossible to play for me.
r/DarkTide • u/HunterSome3829 • 12h ago
My favorite Ogryn loadouts. Fat Zealot, Fat Arbite, Fat Hivescum
r/DarkTide • u/Apoordm • 12h ago
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Boom boom
r/DarkTide • u/Extreme_Art9147 • 13h ago
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I’ve never heard this voiceline. Im not sure what they were even talking about, or what activated it but it’s rare you’ll ever hear a Veteran speaking so “normal” they’re always shouting. It sounded like to me just more slander, something about gambling and calling the Veteran an Imbecile. Super neat I wish the Veteran would talk like this more
r/DarkTide • u/SetPuzzleheaded554 • 13h ago
So I paid the 50k to rename my character, which for me is actually a lot as I'm pretty low on the totem pole. Anyway I had a random assigned name as "Waynoka" on my Hive Scum, worked up the ordos and renamed myself "StimmJob" it decides not to tell me anything and said. "Success!" Now my hive scum is named "Heinrike" what in the hell is going on?? It's not like we haven't all seen some heinous names way worse than mine
r/DarkTide • u/Skyrah1 • 13h ago
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we still lost to Rodin :(
r/DarkTide • u/Runegorger2 • 14h ago
r/DarkTide • u/BoneCrusherCC69 • 14h ago
I'm looking for a good melee ogryn build. Y'all have any tips or guides? Appreciate it.
r/DarkTide • u/Mattmattmaaatt • 14h ago