Enemies don't cause noise

In all the games it seems to me that the enemies that are behind us do not make noise, the volume should be increased for those enemies, since it would be a “reward” for effort, at times you can hear what is in front and the that is around us, it would be a better experience, if that aspect is improved, I don’t know if you also have that problem with the game.

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Hi mate, i never had the problem, maybe you have a bug? Everytime i get backstabbed, i hear the warning sound and i can locate specialist-spawns with the sound. The only exeption being the mutant, who sometimes i seem to struggle with locating.
What sound exactly are you reffering to? The backstab warning or the specialist sounds?

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No, I’m saying this because I’ve played other PVE games and this is the first time I can’t hear when the enemies come from behind, when they hit me obviously yes, they even appear on the interface, what I mean, it’s before they arrive, about two steps away from the player with his back turned, as I have commented in other PVE games, if I identify when an enemy is going to reach me from behind and it is because of the sound, I don’t know if that section should be improved, so that the player Be attentive to those enemies, or try to increase the volume of those enemies that come from behind

I think they’re talking about a distinct lack of something along the lines of like a zombie making its little groany noise as it moves, or not being able to hear footsteps of something coming up behind them. Likely due to the chaotic sounds of combat if its happening mid firefight.

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Yes, that is exactly it, and excuse me if I was quite ambiguous, with my answer

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The same topic was discussed on reddit.

Source : https://www.reddit.com/r/DarkTide/comments/z5h8zv/fatshark_please_fix_this/

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Yeah, i’m also struggling a bit here. In VT the rats will make a snarling sound before they hit you in the back. I have not heard anything similar here. With that said, the tougness mechanic makes it slightly less important. They may hit you, but that toughness will regenerate in short order. This is of course only relevant for when you have lone stargglers that stab you in the back (or spawn in and stab you in the back) as that type of chip damage could stack up in VT.

The audio cues and telegraphed attacks are much better than the first beta, it’s a staple of the franchise, I think it’ll get better still, but it’s good that you bring it up.

It’s good to know that, improve that kind of experience

That is also because the majority of the time the AI animations play but the damage is done at the start of the animation rather than when the animation would actually hit you

I have a problem with the full plate armored enemies that fall from 6m high right behind me without making any noise.
But, yes, I can perfectly hear the subtle backstab warning when they swing their two handed gasoline feeded chainsword axes towards me.

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Most of the time I get hit by something is from enemies that spawn from behind me or drop from the ceiling without making any noise. Even a solid “thud” as they hit the ground, the sound of a door opening, or clanking of a fence when they climb it would be more than enough to indicate where they are coming from. The random stragglers are very dangerous when you have no idea they are coming, especially ranged units.

I had a game recently where a whole army of elite units randomly spawned behind me while the rest of my team was busy fighting as they were already progressing through the next room. I remember seeing at least 7 heavy gunners, 2 reapers, and 2 bulwarks, and a horde of ranged units as well, and this was after the fact I killed a metric sh*t ton of units by myself as a psyker.

There are a lot of times where you can hear the door they’re coming through open before they drop down or run from around a corner, but then there are also times where they just blink into existence and take a swing at you with no further indication they’ve slipped through a corner like a Lovecraftian nightmare hungry for your flesh.