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Dreadnoughts
Warhammer 40K DiscussionI've played with each character type now with each loadout equipped for about 4 missions each. I've found that fighting Dreadnoughts is just no fun on any of them. Either I'm doing the wrong things or some tweaking is in order because every fight ends like this: me face tanking the dreadnought spamming health pots with no suppression left trying to kill him before he kills me.
As ranged I've tried targeting individual limbs to blow off a gun or a leg, but after ten or so shots to the same body part still no effect. I fall back and get behind cover, hit it with grenades when it's stationary firing at me, but those run out and he closes the gap, destroys cover and either way I end up backed into a corner face tanking as my suppression and health go down and down.
His range seems much further than my range, but it doesn't matter because by the time you stand still long enough to try and put some damage on him he's on top of you and you're in a corner face tanking again.
As melee it's the same story except without the basically non-existent advantage of range.
I haven't died to a dreadnought yet, but in no spec with either loadout have I found the fights enjoyable. It's just long, drawn out and frustrating.
I'd like to know if other people have had the same experience, or if people have some tactics they use to make the fight seem more tactical, more fun and more like real combat. Like a real mini-boss encounter.
Any feedback welcome!
Edit: I realise that I've just sighted problems and offered no real ideas for solutions. The only thing I can think of is that dismantling or disabling them by taking out legs, arms, guns etc somehow with each of the three character types might make the fights more dynamic. But that's all I've got, hopefully you guys out there are more creative and imaginative than me :)
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Dont know about range weapons, but, if books are not lieing, melta must be a good choise for this.
depending on the build I have found if playing ranged, dropping a tarantula at the entrance to set up a trap the most effective mean to distract it and pummel it while it is attacking the tarantula rinse and repeat backing away a room at a time usually by the 2nd tarantulas demise the dreadie is almost done.
running cyclone launcher armour I dont back off as much and run a decent armor eating heavy like plasma cannon or lasgun.
melee I found most fun and just went toe to toe shield and power sword with jump pack when I was supressed jumped out and retreated to restore supression then went back in after a nade.
How this would translate into the game, would be that at full health a chaos dread would go all out without regards of own troops, at 75% it would go to a melee stance, use own available troops as backup. At 50% health it would back out and start using ranged attacks, allowing own melee forces to try and keep the player at bay, at 25% it would start to think about a tactical retreat again using own forces to back him up.
Have you guys seen any other dreaddies from different factions yet ?
shtompy smashy
https://www.youtube.com/watch?v=32XcM6BRvpc
Have to agree with the OP, got owned a few times and burnt through health pots. It's much easier to clear the room and then go toe to toe with the dreadnought.
BUT its really not a fun fight (i'm playing melee) and basically i spam attacks, get knocked down, get back up, spam more attacks... repeat until he dies :(
Maybe something could be done a la The force Unleashed and/or arkham asylum (and possibly shadow of mordor though i'm sketchy on that one) whereby you have to hit a certain button combo after taking off x health to perform a more effective combo.
The decimator fight is more interesting though as it has shield pylons aswell as additional npc mobs to deal with, however i found again killing the add mobs first, then literally hiding behind the pylons so the decimator kills them for you made it pretty straightforward.
Yes, but also we need these design suggestions and feedbackd, cause if many ppl are opening threads about something we will know that it has to be prioritized :)
I find that you need to clear the room. As melee I normally jump about killing the ranged mobs before engaging the dread. A thunderhammer works well, you need to deal with the knockbacks/knockdowns and taking a boatload of bolter shells to the face. Currently I am running round with a poweraxe and shield as well as a heavy flamer.
Skip to about 4mins 50 secs on this vid to see me fight a dread. Running with a multi melta/power axe and shield in this recording.
https://www.youtube.com/watch?v=dXM2VXHIpvU
I've tried taking down Dreadnaughts with each class as well, and the Melee seems to be the one with the biggest problems since you have to get in up close and personal to deal damage.
With the gunner it was pretty straight forward kiting, but I wasn't able to shoot off any limbs either (maybe not fully implemented?)
The Heavy is the best one - if you don't use the heavy flamer at least :) Only have the starting Heavy Plasma, but man does that thing wreck him good! I've had some interresting fights and they are scary - but if you manage to take down the adds then he isn't that much of a problem (until you get overwhelmed and knocked back all the time).
Only died once, but that was due to my internet shutting down :D
Without any significant CC, such as slows / snares / stuns / knockbacks / interrupts, and without enough DPS to simply saw through it, it's simply a case of kite, rinse out all skills, repeat.
I would consider revisiting this once some of the itemization issues settle or are re-examined - having more Attack / Defence might mean it is overall easier to take down the things. I've also found switching to a 2h weapon helps taking them down quicker, albeit with the effectively the same method.
Set this current order state as My default.