There are a few areas in the game where currently, special enemies will come out of a monster closet, use their ability, then run back in to hide.
This is really not ideal gameplay, but i think the issue is moreso that there are monster closets located in bad positions.
Prime example: on chasm logistratum, the first area where you use your data interrogator causes the elevator to collapse. If you’re facing the terminal where you put the interrogator, turn left and you’ll see 2 monster closets right next to you. These monster closets should not be here, they are way too close to the interrogator and the enemies that come out of these doors often run back into them.
Those monster closets should be removed, or there should be a second room there so that there’s a bit more space between the monster closets and the interrogator.
I agree, it’s insanely frustrating when enemies flee into their freaking magic portals to get away from you. Especially trappers, bombers or snipers.
I always feel like one random dude with a stick welder would do more to stem the flow of enemies than a hundred people with guns. Just weld the damn doors shut, Space Hulk style.
They actually use them to travel around the map. It’s not just to annoy players.
While I agree it’s a little frustrating I think I actually appreciate it.
But I imagine our ability to lock those doors would probably cause all kinds of issues with pathing and spawning. Would be cool if they could figure it out.
It’s not that enemies can use doors that makes it annoying. It’s that you can’t stop them from coming out or going in when you’re right next to the door.
I’ve literally had a door open right next to me and a pox burster jumped out. Same thing happened to me several times with a trapper appearing behind me in the middle of a fight.
You kind of start playing with an awareness of where the doors are in any given space, but it’s still obnoxious that the level geometry is basically no indication whatsoever of how the enemies can move through the space.
Counter-intuitive is the best word to describe the effect. You can learn where enemies will be, but it’s not at all intuitively obvious.
doesn’t necessariyl need to spawn in there. Can also walk in and then walk out next to you. ESPECIALLY fun in areas where you NEED to pass near the door and the burster decides to just sit in there until. you. do.
Also, any other game: Burster-type enemies are paper and deal a ton to their allies if they blow up int heir midst. Often also, hitting their charrges is insta-kill.
DT: We don’t do that here (the FF dmg they deal often feels like itsminiscule…)
Bonus Round: Flamers: Any other game: hit the tank and it goes boom. Like in Vermintide.
Fun fact for Psykers. If you lock BB on a baddie and it jumps into a closet you will still hit said baddie when you finish your cast. I’ve taken out a ton of dogs and bombers this way.
Nothing frustrates me quite like a bomber popping out, chucking a grenade, then going back in with absolutely no angles that we can attack from. Can’t even ping because we don’t have line of sight. Bonus points when it’s 2+ bombers from different closets, and they’re coordinated in when they throw them.