Bursters need a rework, Changes just break them again

I can appreciate the darktide devs trying to make the burster less BS and random, but again the most recent update “Skitarri release”. Has made bursters such a problem again.

Im so sick of watching a burster target another player and I spam push and they just ignore any sort of push/knockback and just stand inside of me until the targeted player gets too close or my team blows them up. Its like they’re attached to me.

For the love of god fatshark make bursters take increased knockback from everything and when they get knocked backed/down they should just start the explosion sequence.

Or just change them entirely. I’m so over this.

What I’ve seen is that bursters now begin detonate immediately upon push (what I expected with the change).

NEW problem: they now explode before the sequence ends if they get pushed again, by ANYTHING. Second player, dog (hostile or friendly), mutie, anything. Rather than making management of them more predictable, it’s now more dangerous than ever to push them.

Did you guys even test this? I feel like this problem is SUPER obvious after even a single playthrough on higher difficulty.

i don’t really understand why it needed a rework to begin with. the changes that make it do no damage if a dog knocks it into you, okay, that makes sense. that was kind of bullshitt. the part where they can jump around walls too just makes no real sense.

but i always thought that they’re super consistent otherwise? the mechanic where they only explode if being pushed AFTER they light the fuse was super consistent in my experience. there is a cutoff point on their animation where they let go of their button and light the fuse. always the same, no unpredictability. i could be wrong on that but i do know i never once pushed a burster on the correct timing and it didn’t explode

when i saw the change i was just mostly confused because i never saw this as an issue about bursters and having played it for a bit, i think the new mechanics are worse for predictability and dealing with bursters and having fun engaging with the special

Maybe it’s because I am so used to how they worked before but to me they feel worse now

Just remove them from the game. Just an annoyance that never works and kills you without warning due to the sound being bugged or not getting pushed properly.

they also seem to have some sort of new bug now where if you push them into a wall (maybe just doors?) they’ll explode instantly upon making contact, so usually in your face before you could dodge out.

i’ve also had multiple incidents where i pushed multiple bursters with a sweep attack that definitely didnt kill them by itself, but they insta exploded. like i’m talking ogryn club light sweeps that certainly don’t instakill them, but they just go off immediately. i think it has to do with how there were 2 overlapping ones.

i think this rework introduced a few new problems like that.

also, i know it’s a thing with every update to say this, but they genuinely don’t make sound as consistently as before for me. they’re completely quiet now unless they’re targetting me or they’re in direct line of sight. it must be some new sound priority stuff but it SUCKS because i end up shooting them when i can’t hear them since they blend in visually.

No, it’s not just feeling but they’re worse in fact. Before the burster target could change to you when you got close to it and your push could work, so the case that burster ignores you is indeed less frequent than now.

Yeah, looks like I’m not going crazy. Those issues don’t help especially when combined with audio cues disappearing, and poorly thought out AI director ability to spawn multiple PBs in short succession. You can end up in some unwinnable situations thanks to that, and PBs triggering each others explosions, instead of just killing each other.

smite was also indirectly buffed with this, because the new mechanics make it so that smite knocking a burster over instakills it.

so yet another lowering of the skill floor for 1 button gameplay

this is a good point because to deal with multiple poxbursters i used to rely on pushing them early to bunch em up. no longer possible

It feels to me like they shortened the range they can be pushed. I’m almost sure I need to get a lot closer to them to push them.

On Skitarii pls make the skull not shoot the daemon host (if it does) or Bursters (non tagged at least) if possible. I got exploded by them twice. Damage gettin done to entire teammates. Bro couldnt even do the leap XD

Bonus

That second clip is such a mood lol :laughing:

Probably since:

  • Poxburster push logic is dependent on who it’s targeting which is kinda opaque, introducing unexpected reactions in combat (still does??)
  • Depending on who the burster is targeting it just won’t explode leading to the infamous tick.. tick… tick.. tick. tick. tick. tickticktickTIKTIKTKTKTKTKTKTKTKTKTKTKTKTKTKTKTK (fk it I’ll just shoot the damn thing)

Now at least you know if it’s pushed it’ll go boom (mutie/smite/dog interaction is so scuffed though holy cow). However the real problem was the hit registration being dependent on targeting imo, since that’s the aspect that introduces so much uncertainty.

I think they definitely need a rework, but they reworked the wrong thing… maybe a smaller explosion radius combined with universally identical hit registration would be better? That said I am very appreciative of the hound pounce netcode forgiveness mechanic and I think poxbursters deserve a similar amount of leeway given how deadly they are.

I thought it was us but its the damn skull shooting them. Just got our team damaged by it. For the 3rd time. Like all of us took dmg LUL. Got launched. Non Skitarii players gon get mad at us fosho. I got mad and checked the replay and saw these things shooting even when we dont tag the burster. LMAO That poor Psyker didn know and said thanks I guess. Thought it was us killing the bursters :rofl:

this part is what they should have reworked, but did not

now i feel like i could be totally off here and just always never understood poxbursters, so i’m going to type up how i think poxbursters worked.

  1. they run towards a target and jump at it
  2. in the middle of the jump, they let go of their trigger to light the fuse. this was visible on them, it visibly lit up a fuse and made a noise and the timing is always the same.
  3. if you push it BEFORE the fuse is lit, it won’t explode, period. if you push it AFTER the fuse is lit, it will explode after hitting the ground. this is why you had to wait for it to jump before you push it.

is that not how it worked? because if it’s not my world is upside down right now. i’ve always treated it to work this exact way for over a thousand hours and it always perfectly worked exactly like how i expected it to.
i never experienced even just a smidgen of randomness with poxbursters UNLESS they were in spawn doors which seems to make them unpushable but that still exists too. and of course the aforementioned “If they target someone else they’re really hard to push” which is still in too.

Yes but also while they are jumping and NOT targeting you, despite being in the blast/push range you couldn’t push them. So if you are near/next to the ally it is actually targeting it feels like you are doing the correct thing but it doesn’t register.

The whole crazy tick thing is a side effect of it not targeting you so it doesn’t jump at you, leading to a confusing priority of ‘there’s a super high threat enemy right next to me (i should leave tho) but I can’t deal with it on my terms I gotta wait for this mf to leap at somebody, hoping it’s me so I can actually push, but never really knowing until it’s too late oh god there’s a bot shooting at i—’.

So yeah, the way you put it is the way it should work, imo regardless of who the damn thing is targeting.

ah i see what you meant now, i agree with you. i think this might be sort of a bandaid fix for the lagcomp/aggro issues now that you put it that way

Just now died to a burster coz no audio XD it could be my hardware or the ping thats causing it to get silenced :saluting_face: Bursters getting all the Ws today :rofl:

I assume that QA session for pox burster changes involved one Sven, and lasted as long as his morning coffee. “All good boss, ready for prod deployment”.

That happens far too often for it to be funny… at least when you are trying for Auric Storm and Auric Exemplar penances :rofl: .