like the title says there is a lot of times u get stuck because an enemy is inside you and u cannot even see it ( i just hit the ground to kill it and get free but thats not a fix ), mostly happens where enemies spawn or under spots that enemies drop or after an enemy is pushed but not killed and lands inside you, its annoying but manageable
the other thing i dont like is enemies ignore you and clip through you but the thing that i dont like is when they change target while inside of you and u die i will have some examples that happened to me
i walk before everyone else and someone triggers a patrol(infront of me) with crushers or manicas and the patrol starts walking to him, they ingore and walk though me and i cannot react or do anything since they move super fast and i m not there for a walk im usually already fighting, so sometimes this is funny because they will completely ignore me but most of times they will change target and i will get stuck and die almost instantly
personally i think an enemy should never be able to run though you in open spaces, enemies in drops/spawns/corners and pushed enemies i unserstand its weird but it feels really bad getting stuck inside 10 crushers while trying to help your teammate, either way i think something has to change even if its funny sometimes
i agree with the sentiment, though i fear changing these physics would lead to a balancing cascade effect of sorts.
reason i don´t record my own voice when playing is so i can flip the lid when a single poxwalker stops my ogryn dead in his tracks (not charging but strafing etc.) so other enemies get the drop on me.
the logical thing to do is change the physics based on “weight”, if the engine even supports such a thing, but then we´d have to rebalance a lot of other stuff so common encounters still provide a challenge.
as silly as the ogryn/poxwalker scenario is, them being total and literal pushovers would eliminate the horde as a mechanic to trap and swarm single players away from the group.
one thing to do though could be add a no-“no-clip” policy, as in if i hit the wall with my melee it doesn´t swing through and bounces back based on the level of impact.
not being able to kill through closed doors etc.
blast damage from grenades not being nullified by a hip-high crate etc.
i´d wager it´s something most cpu´s won´t take kindly, least of all consoles, so that´s the reason behind it, but in a perfect world scenario this would as well eliminate the 100 enemies in 1 pixel spawn.
This thing is actually pretty big in Darktide but I never saw it happen much in VT2. In VT2 enemies would usually respect the players presence and not just run past him. In DT they often just straight up ignore you then decide halfway through they want to hit you after all and now you’re surrounded by the 8 enemies you tried to engage in melee.
I think it’s one of the main reasons that skills like veteran shout are so powerful. You have very few options to survive when this happens to you and aoe staggers are the most reliable way to get these 4 ragers that just ran behind you and boxed you in off.
I dont know why it happens, it might be a latency thing or it might just be different aggro AI but it’s actually pretty annoying if you play a class without aoe staggers and you want to frontline. Stuff just runs past you. In VT2 it more or less worked flawlessly