The “horde” is considered mindless and lack self-preservation so OK they go direct at you.
Some enemies show awareness of cover, retreat, running away. These are the enemies where a bit more AI logic can be worked on because they’re smarter than horde.
It is about 20 mins, but it really shows how devs designed certain behaviours according to situations and enemy type’s strength. They organise with eachother to coordinate attacks against you.
Designing the Enemy AI of Tom Clancy’s The Division 2 | AI and Games
Maybe because this other game is based on human behaviour but even animals have such behaviours because they’re aware of danger, survival, minimising damage, assessing risk etc.
So when people ask for higher difficulty in Darktide it ultimately ends like below.
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Increasing enemy health or resistance i.e. adding carapace to armored ragers and flak to head now. So they’re melee/range headshots priority more so now.
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Reducing your health, resistance to damage, skill effectiveness etc.
Your attack tactics remain the same, the room for error just gets reduced and you make more plays that allow better retreat in case of mistakes. But no variation on attack tactics, just more caution. You already know optimum attack method so that doesn’t change.