ripper variants: warhammer 40k darktide, ogryn
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training room demo to show ripper autoshotgun variants. a "variant" is a new concept in darktide, compared to vermintide. for melee weapons, variants often have different combos. for ranged weapons, it could be magazine size, damage, rate of fire, etc.
for the rippers, i observed the following:
mk II ("mark two"):
primary:
3x burst
wide pattern
medium burst speed
secondary:
2x burst, or full auto
wide pattern
slow burst
good control on full auto
***
mk V ("mark five")
primary:
3x burst
narrow pattern
fast burst speed
loses control faster, probably due to the faster burst speed.
secondary:
3x burst
narrow pattern
slow burst speed
loses control faster on full auto
***
mk VI ("mark six")
primary:
2x burst
narrow pattern
medium burst speed
secondary:
3x burst, no auto
medium pattern
fast burst speed
good control when shooting bursts back to back
***
i think the mark 6 is the clear standout. the narrow pattern and 2x burst is far more efficient for killing gaurdsmen, both because it doesnt waste ammo, and because shooting only twice causes less recoil to accrue, less time before your crosshair settles again.
this is probably the ogryn's most well-rounded gun, in the sense that it can take on gaurdsmen, medium range elites and specials, and also open up on hordes. the grenade gauntlet is still insanely dominant, but the mk VI isnt bad.
the other variants can basically be ignored in my view. the 3x burst on primary is a huge waste of ammo and recoil on both the mk II and V, and the mk V's full auto is inexplicably more difficult to control. i think it's supposed to be an offset for the narrower pattern, but you dont want a narrow pattern on horde clear, you want it wide, so stragglers dont get around the side.
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