Enemies are too Vertically Enclined

I get that due to the multi-level, very vertical nature of the levels, having the enemies be able to leap… vast distances… Might be necessary, but is there a way to tone down their propensity for it?

As it is, it’s common to see enemies making a standing vertical leap up what is about 8m / 20+ feet. Not only does it look absolutely silly, it’s also very annoying from a gameplay point of view.
Not so much for melee focus enemies, which generally always just head right for the player, but for the ranged enemies, it’s a large part of what I see are a lot of “enemies appear behind me” complaints. Those guys can simply leap down the sides of buildings or out of holes that players will naturally dismiss because it’s so impossibly high. We walk by, an enemy that was in complete darkness up there makes that deadly leap, hits or shoots us in the back.

But worst is range enemies making the gravity defying leap UP those distances as you fight their allies. And then leap back down. And then back up.

Now again, I get why this is in the game, I don’t want it fully removed. What I’d like to see is for enemy AI to favor the “natural” route when it’s available. This could easily apply to the teleport-doors too. Often I see enemies in range to shoot us, or to run to us… But instead they’ll dive into a side door, and then warp back somewhere else a few seconds later. When they COULD have just as easily attacked or walked to us. And they SHOULD, when possible, do so.

Those Warp-Doors or insane leaps should be their “last choice” for traversing the environment to the players, not their first, as it feels sometimes.

Hab Drako’s lobby is possibly the most egregious example of these enemy habits.

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That is a great suggestion.

I wouldn’t mind ability to weld doors shut :smile:

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#skitarii class

Why can enemies go up things i can’t. that is dumb, did Nurgle give them Jelly Bouncy Boils on their feet? Like a reverse Croc?

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Since making this post, every time I’ve had enemies randomly appear behind me in the fraction of a second since last checking (I basically look behind me during each 3rd swing in an attack chain), I’ve tried to see where they come from.

And there is an INSANE amount of barely visible “dark rooms” just above our heads, where anyone would expect more wall and ceilings, there’s just random openings that make no sense. Clearly the devs very purposefully made all these spawn points just out of sight above us for enemies to spawn from, and since they also refuse to have a minimum range limit on their spawns, it means that it’s an integral part of gameplay to constantly have opponents appear right on top of you from nowhere, with no warning.

And while this is annoying, the fact that the ranged enemies can also leap back up to those holes and ledges to shoot back down at you, or teleport somewhere else, really compounds the issue.

I know there were some shortcuts like this in VT1 and 2, but never to this amount, right? I feel like generally, enemies had to run and climb their way to us, using mostly the same paths we did.

There is a meme pic that a plague assaltmarine dont use a jumppack but instead farts to fly,lmao

Ask Cowl,anti gravity tech

That would be a great map scenario, eg in place of assassination or whatever. Secure and lock down a sector.