Can't Sprint Away from Enemies

If you are not using Push, Dodge, Sprint, and Slide together to out maneuver your foe you need practice. Put the game on the easiest difficulty and just practice using Pushes and moving around in melee combat. You’ll also learn how to manage your stamina better instead of spamming it all gone.

Long time VT2 vets do not see this as an issue at all. We are very aware that you simply can’t turn around and run away. Most of us have had a lot of practice using Pushes and Dodges in melee combat to move around. The addition of Slides and Sprint is a godsend to us.

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Playing as a zealot, I’m either going to use a flamer to clear the enemies around a downed player, or throw a stumm grenade, sprint over, res and help clear. So yes sprinting to downed allies is viable.

As for the slide comment, I was referring to “Remove sprint. Replace it with a slide button. Fixed.” it already exist.

Also sliding is dumb in general, Without sprinting first, how are you going to slide anyways, just suddenly throw yourself across the ground in front of the enemy? You need the momentum and speed of sprinting to slide and even then the amount of debris and bodies on the floor in this game would realistically stop you lol.

And I agree sprinting to avoid ranged fire is bad and slide is much better.

I honestly think sprinting is fine as is, but that is just my opinion of course.

100% agree coming from a lot of hours in VT2

Imagine the carnage that would unfold in VT2 with Sprints and Slides lol.

lol sprinting would be nice just to get through a map faster. But it would be pretty crazy to be sliding in VT2.

The getting to downed allies thing is almost the same with or without sprint. Unlike effective blocking or dodging, I don’t think effective use of sprint improves play(since the gain is marginal, you’re saving like one second at the cost of all your stamina?) so much as poor use of sprint threatens play.

You can get a good slide of a few % of stamina, and I’m not sure the interaction with corpses if any, would really make that large an impact. Slides are also incredibly spammable. They’re kind of like spammable dodge rolls that exist in some games.

I suspect sprint+sliding is actually faster than straight sprinting as well, messing around in the Meatgrinder.

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I’m not saying it’s amazing to sprint to allies, just giving examples of how to sue it other than running away from enemies. Though with certain weapons/setups I sprint pretty quick as a zealot. It’s also just useful for getting through a level quicker, but of course leaves you open defense wise by wasting stamina. I realistically think Fatshark added it to the game because people wanted to move faster through a level in VT2, I don’t think it was intended for much beyond that honestly lol.

No interaction with corpses doesn’t come into play within the game, I was just stating that realistically it would. I just find it funny in most games that your character can just defy physics and slide all over the place like friction and obstacles are not a thing.

I’m sure sprinting and sliding is faster.

I have suggested above that if it’s meant for non-combat travel, they could make it activate for free/passively when out of combat for a bit and remove the active.

I’m pretty sure right now it’s pissing off a lot of people who try to use it in combat. High risk low reward that depends on an experienced player to get value out of seems more appropriate for an obscure weapon pick than a mechanic that appears to present itself as a core element of gameplay. It will contribute negatively to how people view the gameplay (which has many other strong elements to it).

Not that I want slide spamming to become normal either, it just doesn’t feel bad so will be more viewed as comical than frustrating.

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You can sprint from enemies just fine. Pick a weapon with a good Mobility stat (which, amongst everything else, improves your sprinting quite notably) and you will easily outrun things.
However, sprinting cannot be used as dodge, so if anyone started a melee attack on you, you’re going to be slapped no matter what unless you block.

I think the stamina use outside of combat makes sense though if you view darktide as a game you should play slow and methodically to improve your chances of success. If you chose to sprint through the level to complete it quickly, then suddenly get into combat, it makes sense to have your stamina depleted.

Or take it slow and steady and have your stamina ready to go. Sure maybe it slows gameplay, but that’s the trade off for survivability.

I guess it depends on what you want out of a game. My friends and I that played VT2 A LOT all agree that being able to sprint at all is nice lol. But I also don’t play esports fps where you sprint and slide everywhere like you have rocket boots(not saying you do either), so I don’t require really fast movement in my games. To each their own.

As I said above, I think Fatshark went as far as “You now have a sprint button to move through a level a bit faster” that’s it, I don’t think they thought of it past that lol, and yeah maybe that’s a mistake compared to other games.

I take issue with this, because I can’t name a single one outside of more weapons and finishing up UI elements. Oh, the team ammo indicator is nice. That was a thing.
Basically everything else in terms of core gameplay adjustments and class balance is a step backward from the closed beta. The game feels far clunkier and less satisfying to play now, which is really a shame.

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This would be your personal opinion that is not shared by most of the community.

You do not represent the majority of the community. In fact, you don’t represent anyone but yourself, so I’m not sure how you’re finding the authority to make a statement like that.
Please, tell me what gameplay improvements were made between the Closed Beta and the Pre-Release Beta.

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You do realize this also applies to you and your opinion? Thank you for checking yourself.

He isn’t the one claiming to know the opinions of “most the community”, you silly billy.

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Literally not even a single time did I ever claim otherwise.

Can’t help but notice you didn’t provide any examples of tangible gameplay improvements in the pre-release beta. Wow, that’s so weird, I wonder why you wouldn’t have done that? I just don’t know.

Hey, cool anti-fun argument, mook.

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I have a sharpshooter. I bought a game to shoot things. I want to shoot things, not chop things. Me want shoot, not chop.

The game can cater to ranged and melee builds. It doesn’t have to be one or the other.

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Brother.

You have Limited. Fething. Stamina. And it runs out insanely fast.
You people act like we’re asking for the ability to sprint circles around the enemy, it’s so annoying.

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I’d like to add my humble opinion to this minor disaster of a thread, haha. For a bit of context, I’ve played VT2 before, but I’ve put a sort of pitiful amount of time into it, especially in comparison to the amount of hours some people here have been boasting. Though, I’d say I’ve played enough to kind of understand the differences between VT2 and DT.

Personally, I don’t like the idea of being able to simply run away from a horde that has entered melee range. I do understand the points others are making, though. Sometimes you don’t have as much control as you’d like over the distance between you and mobs. Sometimes you want to reposition. Sh*t happens, it’s complicated, you don’t know the exact situations other people have encountered playing this game. To me, it’s fun to have to deal with the ever changing ebbs and flows of the fights in Darktide that you don’t have control over, to have to think on your feet when it throws something unexpected at you, such as a large number mobs that you weren’t aware of before they got right up close to you. Having an understanding of how and when to use ranged or melee combat is what makes this game so much fun to me.

However, it doesn’t make a huge amount of sense to me for Fatshark to have added more movement options along with removing/nerfing melee options, only for those new movement options to provide no extra utility to help counteract the melee nerfs. I understand that they must have nerfed melee to help provide a greater focus on ranged combat, but–especially in a game that seems to have such an even 50/50 focus on melee and ranged combat (as they have said themselves before), without the ability to choose one over the other–it seems counterintuitive to deliberately gimp one of the two without implementing any sort of work around.

In addition to this, I find when I’m lagging just a little bit behind my teammates (or even just when I’m the last person in the marching order, still caught up with them), the distance between me and them tends to grow more and more as 1 or 2 enemies continuously spawn behind me and I’m forced to stop and deal with them, since I can’t outrun them, as my teammates continue on without noticing.

I very much see what people mean when they say they don’t understand what sprinting adds to the game in its current state. Maybe it’s just me, but it doesn’t seem to make enough difference in speed to justify the stamina usage.

I don’t think its as simple an issue as either making mobs slower or removing the mechanic altogether. There are some more creative changes that could be made to this that wouldn’t be as drastic, but could fix all of these proposed issues in interesting ways, I just don’t know what those would be.

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