Could we do something about elites spawning in clumps?

Killing several shotgunners etc with one bullet or plasma blast shouldn’t be that easy. Not to mention that 10 enemies shouldn’t occupy the same 1 SQUARE meter. Spread them out. Those supposed soldiers should know how to move around and keep distance from each other.

4 Likes

Did somebody say… CLAMPS!?

futurama-robot-mafia

Real talk though, I do like that you can ambush the ambushers with a well placed shot or explosive. I’m sure you can finesse the spawns/clipping to mitigate some of the insta-gib but I wouldn’t want to see it removed entirely.

Besides, if shotgunners/enemy gunners behaved sensibly (ah yes, let me put away my GUN and 1v1 this large angry abhuman with my CLUB) my poor Ogryn would be swiss cheese 24/7 :frowning:

1 Like

What mode is this?
Roaming enemies do clamp sometimes but wave enemies mostly spread. That’s normal.

This is bad patrol logic. Patrols need a pass really badly. They also use the magician doors enemies spawn out of, which leads to some pretty funny scenarios. Like them dropping into some mostly trash/ranged servo skull events that are normally dull. Or when you’re in a middle of a fight with a spawn or something while you’re in a small room the door behind you opens and suddenly here’s 6 crushers.

Patrols suck to deal with in darktide because they copypasted the patrol mechanics from vermintide without all of the mechanics that let you counterplay them. Vermintide patrols have a very small aggro radius and only appear on parts of the map with multiple paths, so you don’t have to fight them if you don’t want to, and usually avoiding them is a good idea.

Darktide patrols are nothing like that, the enemies have the same aggro radius as everything else and the maps are very linear. There are only a few branching paths and they usually only exist to allow players to move around a daemonhost and don’t have enough room to deal with patrols.

3 Likes

One patrol mechanic that would work is having a smaller patrol team (say 4-6 man) with 2 shooters, 1 special, 1-2 elites and a vox operator.

The patrol moves around the area and if engaged the vox operator runs for nearest cover and tries to make a call for support. If he makes the call then a horde comes in, if he is left alive and allowed to make another call more support comes in (say shooters and another specialist team), if you still haven’t dealt with it maybe have a chance for larger enemies to show up and maybe even something like a plague ogryn.

The idea being that if you manage to ambush them and knock the vox operator out would lead to a less intensive attacks for a short period.

Sure you can have og style patrols too but would be nice to see the renegade guard use more renagade guard tactics.

1 Like

In the Grim Darkness of the far future, there is only melee.

image

Patrols is one thing, and they are also affected by this issue for sure, thanks to clearly too large cleave values on some ranged weapons. I’m talking about literal clumps, where I come around a corner and I SEE how shotgunner units spawn like Agent Smith from Matrix on the top of each other.

1 Like

It’s super fun to get neck deep in a situation that looks like something you can handle, but suddenly 6 crushers appear from behind a box that’s only big enough to hide one.

1 Like

I have some moments when elites legit spawned 2 feet in front of my face.
Those are times that I clearly saw them spawned. Imagine how many times they spawned behind us without knowing.

1 Like

This topic was automatically closed 7 days after the last reply. New replies are no longer allowed.