5 New Enemies Concept

INTRODUCTION:

Why have new enemies in the game? Because I believe having a larger variety of enemies will expand the replayability of the game and create unique encounters and enemies combination that will make every missions more unpredictable and memorable.

In an interview of Doom Eternal, the game director Hugo Martin explained how he created the enemies of the game with very specific weaknesses so that you’ll become more focused and engaged to take advantage of them. Also, an extremely rare and dangerous enemy known as the Marauder was designed to be a counterpart of the Slayer (the character that you play as), being capable of almost everything you are already capable of doing. That way, he will inflict on you what you have done to the enemies of the game. Following that mentality, I imagined some enemies being the counterpart of some classes we are playing as. Those new possible enemies come with strengths and weaknesses that you can use to your advantage or get overwhelmed by their unique effects or attack patterns.

BEASTMEN :

Beastmen are Abhumans combining the physical appearances of humans and certain Terran animals. Possessing brute strength, they are capable of cleaving a man in two. They can also charge with reckless abandon at full speed into the enemy, with immense power using their thick skulls and jagged horns. They would make you feel what the Scabs and Dregs felt when they got charged by a fanatical Zealot, so in that sense, they’ll act as their counterpart.

They could act very similarly like in Vermintide 2, using a devastating charge to quickly get in melee. The charge is divided into two phases, the first one is when the Beastmen spot you and start running very fast at you. Once he’s close enough, he will launch himself head first at you, and it’s in that short time that you’ll be able to dodge his charge attack. I can see two possible effects of being hit by their charge. The first one will incapacitate you for a brief second, preventing movement and consuming stamina just like in Vermintide 2. The second one will launch you away like the Plague Ogryn charge.

To balance them, the beastmen charge will push back on the ground all enemies in his path apart from bosses and Ogryns-sized enemies, that way you can use the trouble they’ll make to your advantage. You can also stand behind a wall and dodge their charge so that they will knock themselves up for a very long time that you can use to easily kill them.

Also, the ragdoll when you killed them while they are charging is freaking hilarious just like the Mutant or Pox Hound.

Funny ragdoll

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SCAB COMMSMAN or RADIO OPERATOR :

Traitor Commsman are Traitor Guard Vox-casters, who act as the mouthpieces for their tyrannical masters. They are in-charge of communications and they spit relayed orders through the corrupted Vox networks of the Traitorous Moebian 6th. They used to be in the game but only for an old event. I think they could come back with some changes on how they work and also with a good glow up to make them unique instead of being identical as dreg gunners. Our dear Mister E had made a video about them when they were still in the game https://www.youtube.com/watch?v=zTEE96AdW54

He could keep his hellgun, but I’ll prefer that he have a new range weapon like a laspistol, recon lasgun or even a hellpistol for new ranged attack patterns and sounds to furthermore distinguish him from scab gunners while he’s shooting at you. His radio on his back flashes a bright red dot above him and made constant radio noises at all times to locate him easier.

After being in combat for a long period, he would call for reinforcements, starting a summoning that you can cancel by staggering him or more simply by killing him. Once he starts calling reinforcements, his radio will start to emit loud bips and the red beacon will start blinking brighter above him. The sound and the blinking will progressively accelerate similarly to the Poxbuster sound until the summoning is completed. After he called for reinforcements, he would be able to do it again only after a very long cooldown. The reinforcements will be up to 3 scab specials and 8 scab shooters or bruisers scaling with the difficulty setting like it used to work.

On his own, the Scab Commsmen or radio operator is not an important threat but he’ll be a focus priority once he’s starting his summoning and you’d better kill him fast if you know you will engage in a long combat.

SCAB ENFORCER :

Scab Enforcers are sadistic disciplinarians amongst the moebian 6th, whether petty tyrants who killed their way to dominance, or former officers brought low through corruption. In the press of battle, their charismatic presence improves the efficiency of renegades or discourse them from fleeing at the first sign of defeat, but as a double-edged knife, seeing him explode by a bolter shell will make all his troops question their life decisions. They are the eviler and spikier counterparts of the Veteran Command Squad.

The Scab Enforcer would buff all enemies apart from himself within 8 meters, which is the same range as a normal player coherence if I’m not wrong. This buff will increase the max health of enemies and the attack speed of ranged enemies similarly in Havoc. His behavior would be like the gunner, staying as far as possible and taking cover behind walls. Shooting you with his range weapon and swapping to his melee when you get too close.

As for ranged weapons, he could be equipped either with a sidearm like a plasma pistol or a bolt pistol. In melee, he would have a power fist, his melee attack pattern would be a single very long charged punch that will deal a lot of damage and send you flying away from him just like the Plague Ogryn uppercut attack. His melee attack can hit his allies and once he starts charging it, he can no longer cancel it. That way, you would either need to take him from a long range but have to deal with an empowered ranged enemies squad or in melee but you absolutely need to dodge his power fist attack.

When you manage to kill him with a melee or ranged attack, it will instantly suppress all suppressible enemies around him for a medium period, giving you respite and time to kill the rest of their squad.

In he’s own, the Scab Enforcer would be a medium threat but he’ll become more dangerous based on how much enemies he’s buffing. Making him a priority target especially if he is in a group of ranged enemies.

ORGYN SHOTGUNNER RIPPERGUN :

I always feel when playing the game that Shotgunners are extremely weak and are most of the time just free kills. So I think having a better and scarier version of them as an Ogryn enemy would make a great addition for the enemies roster. While the Reaper act as the long range Ogryn enemy, this one will act as the close range one.

Using the same behavior and attack pattern of the Scab and Dreg Shotgunner with the twist that he will fire a burst of 3 shots instead of a single one just like how the Ogryn’s Ripper Gun works. Getting too close to him will force him to use the bayonet on his gun in a melee attack. Making this enemy a real threat at close range that you’ll need to take out when he’s way too far for him to use his gun and since Ogryns are slow, you got some time to kill him.

OGRYN FURNACE FLAMETHROWER :

This one is a bit far-fetched, I give you that but he could have had great interaction in missions. An Ogryn with a flamethrower that is very inspired by the Ork Burna Boyz because of the physical similarities between Orks and Ogryns

He will be the first and only Ogryn special enemy in the game. Spawning like all specials, behind you and with a unique loud sound to warn players of his presence. Using a flamethrower as weapon with the same attack pattern as the Scab flamer. The difference will be that, like all Ogryn’s enemies, being extremely slow, that will give you time to kill him before he’s even in range to use his weapon. As a result of his slowness, he’ll be able to move while using his flamethrower to reposition himself instead of being static like his human counterparts.

Having the same weakness as them, his fuel tank in his back can be attacked with ranged weapons to take him down faster. This explosion would be even more devastating with more damage and radius that you can use to kill him and his allies around him in a massive deflagration. I also think that him having a carapace head with a welding helmet will force players to actively try to aim for his fuel tank to trigger the explosion.

I’m open to all criticism, questions, and remarks, and I’d like to encourage you to do so. Thanks to those who will read this post and comment on it – Waveley

You can check my others concepts that I posted on Reddit

https://www.reddit.com/r/DarkTide/comments/1p5w83r/crusader_class_concept/

https://www.reddit.com/r/DarkTide/comments/1pqz2gp/death_cult_assassin_class_concept/

https://www.reddit.com/r/DarkTide/comments/1pr14r9/incinerant_priest_as_new_zealots_archetype/

If I remember correctly, Traitor “Enforcers” are often Traitor Commissars, who specifically wouldn’t be suited to an Elite role, as they’re too few and too strong for that. Traitor Commissars would be best off as a “Captain” Enemy, like Scab Captains and Dreg Champions.

There are, however, Enemies who’d be better suited to playing the same approximate roles as Elites…

Scab Sergeants:

Would focus on buffing Scab Shooters and Scab Stalkers whilst ordering them to lob Frag Grenades at Players. They wield either a Chainsword or a Power Falchion for Melee and either a Bolt Pistol, Laspistol or Plasma Pistol for Ranged.

Dreg Priests:

Would focus on debuffing Players with Corruption whilst ordering Dreg Stalkers to lob Blight Grenades at Players. They wield a Plague Sword for Melee and a Preacher Shotgun for Ranged.

I could go more in-depth, but that’s enough typing for me right at this moment. I give credit to @goatstealer for the Dreg Priest idea.

There are so many enemy concepts in other warhammer video games idk why FS just never learn from them. I’m tired of seeing the same enemies in DT. U can even kill waves of beasts of Nurgel n chaos spawns in DT so I don’t mind killing some seriously injured heretic astartes

Yeah, I know they’ve said they will never add space marines, I would love if we could take those overrated “super men” down.

The ideas in here are very good. :slight_smile: I quite like them. Frankly, I wish we could get the well-known Daemons but for some reason FS just really doesn’t seem to want to do that. Maybe it’s legal reasons.

But all of these seem very fitting, specifically, for Darktide.

Probably cause making concept of enemies is quite easy, while making the models, animating, VA and creating the AI for it isn’t easy.


Tbh for Beastmen I don’t think they should be used as enemy, and if used, maybe as a new character class (which would require FS/GW yo expand quite a bit on them but that’s not impossible)


As for elites enemies, it is more to increase the lower tiers of Elites, eg:

  • Duelist: Wielding CSwords and Laspistols, having the AI to dodge and block

As for the Dregs, they need some higher tiered enemies to create equals to the Ogryns:

  • Crusher: Plaguebearer
  • Reaper: Either Vile Savant (so normal weapon), or Sniveler Plaguebearer (Snot ranged attack)
  • Bulwark: None
  • New: Bilepiper (AoE Buff and corruption)

I’d put more money on seeing Beastmen as an enemy type sooner than we’d see one as a playable character, due to how they’re more commonly associated with Chaos and how it might be less work designing them as enemies.

As for how they’d fit into Darktide, Beastmen/Pestigors would work best as Dreg counterparts to the Traitor Ogryns - Replacing them in areas of the map that are dominated by the Dreg faction of enemies. I picture them as being primarily melee focused favoring charging and fast attacks kinda like how they are in VT2, they’d probably be a bit less durable/armored than the Ogryns but be more numerous and still a good degree tougher than standard Elites.

All that said, a Beastman class would be cool as hell so I’d never say no to that sooo

why-not-both

The thing is that they’re not really fitting as a new independent faction like they did in VT2 (As they’re not really that big enough), but also don’t really match with either factions that well:

  • Dregs: Cultists; Nurgle\Deamons
  • Scabs: Traitor Guardsmen

I’d rather see that be done with the Plaguebearers, as it would be more awe inspiring.

Also adding Beastmen as new enemy faction would probably lead to some people malding cause they disliked them in VT2 :skull:

I dunno, Beastmen are often employed as shock troops by all kinds of Chaos cults/forces throughout the setting and such Chaotic Beastmen can be just as zealous in their devotion if not more so.

Not to mention that Admonition’s themes of providing sanctuary to Tertium’s downtrodden/abused before fully indoctrinating them to follow Nurgle/rise up against the Imperium is very much in line with what often happens to Beastmen in the 40k setting as a whole.

Plaguebearers/lesser Nurgle daemons would also be a great fit for Admonition, but I feel like they would be better suited as a third faction given how varied Nurgle daemons can be - They’re pretty much second only to Genestealers as far as faction ideas go.

Ye but at the moment there isn’t really anything pointing to Beastmen living on Atoma.

Deamons aren’t really that varied though, would be quite complicated to make the lower tiers that wouldn’t be impossible do deal with as the Ogryn (Nurgling being quite small)

  • Nurgling/Glitchling
  • Plaguebearers
  • Vile Savants
  • The Snail
  • The Tree
  • Rot/Battle/Bloat Flies

Like “adding them to the Dregs” would be easier as you can ingnore the idea of having Poxwalkers, Bruisers, Shooters… And concentrate them into higher tiers of units.

  • Plaguebearer: Melee High Elite; create clouds of flies that lower ranged damage
    • Bilepiper: Special; create AoE blast; has an aura that buff Dreg units
  • Vile Savant: Ranged High Elite

The Flies I think wouldn’t work well with the maps.