even more simple. Fatshark removed totally the blocked shots feature. You can, now, fire at will in the ogryn body, and the enemies behind will die.
As stupid as is the net of a trapper that go through 360 groaners without even moving one of their ears.
sure… check helldivers… when such guy arrive… you can kick. Never found a PK, but there are some. Most of the time this is errors. And more skilled they are and less they do such errors. Beginners launch orbital barrage 380 really too short. And then you die.
But when you know the distance, it is a big tools that can eradicate lot of bugs or put a shield between you and robots. But sometimes you take a shot goes on floor… and then start the orbital barrage… on you. LOL. Such good moments.
Returning to darktide, it would mean you would have to watch your fire. It would also mean you would have to watch your partners. Camping the place where you launched a fire grenade could not be possible etc. Really, it provides so much for the cooperation. Sure, at first it is punitive, but so much satisfying at the end.
The host can kick. Big difference with no vote for the lobby to prevent a toxic host.
Do/Did you play V2?
Friendly fire in tides is nothing compared to helldivers or any other friendly fire game. The toxicity in darktide would ramp dramatically with ff turned on. Kicking in Darktide requires a vote, its not as simple as “just kick” a player who has already sabotaged a mission.
I’m right there with you, I was lobbying for ff in darktide since the announcement. After a few years of Darktide, they made the right decision. I would be OK with a mission modifier turning on FF, so players can have at it, but I would actively avoid joining a FF lobby in darktide.
oh… don’t worry. I know it won’t happen…in darktide
but sooner or later someone will exploit what Tide games are and will remove everything that is a problem in this game. It could have also FF and true physic.
thats the difference between a generic open map with wide array to avoid anything really, and narrow corridors that leave enough room to place your ogryn butt to the left or right and hope the punies behind you are smart enough to use that one gap you´re leaving open on purpose.
most of the time i avoid strafing so i dont block their shots even if it means catching a bit more incoming fire, usually i can compensate with toughness regen.
I’ll give him this, the elite spamming can get a bit obnoxious. Especially in the case of the gunners. That just feels lazy. But that’s pretty much all I have to contribute to the conversation.
Ever since the last big update ive noticed double and triple spawns of things basically right ontop of eachother. I killed what I thought was one bomber the other day with a plasma gun but I actually cleaved through 3 bombers simultaneously but it
Tripped me out because they were moving in such unison after dropping off the ledge that i legit only saw one bomber. Pretty bs as far as artificially inflating the difficulty goes but hey i dont make the rules lol
i wish you had made darktide then honestly. people think i want the game to be easier because they are goblin brained and cant comprehend fair and unfair.
i want the game to stop forcing me to lose because of bs only admin powers could directly fix. anyone who says i want it to be easier is just full of it honestly. hell im sick of cover never working making crouching pointless. i jsut had a round where i drop down into the next room. i flashbanged to enter with a window to move into cover and i get pincushion by distant heavy gunners spamming me to death with a endless barrage because not only do they slow you down but they can shoot through and over cover.
i just dont see it as a major issue if its the price to pay right now for the engine to spit out the amount of enemies that make the setting engaging in the first place.
i accept it for the time be, work around it and for 95% of my matches have a great time.
Yeah, dying is totally not fair, unfun and BS so it’s understandable if you’re put off by it. Too bad most player hardly experience it so they won’t understand.
In case you really think this is the only way, you should try helldivers 2. You will see that we can have FF, collision between all and still have difficulty and mass of enemies.
Off course, several would said that darktide is corridors. True. Doesn’t change anything, this is still possible.
But, I am not dumb… I will find that in helldivers… and maybe one day, a studio will bring the perfect game close to darktide in term of stressful gameplay…
Well if we are talking tastes and opinions my dear sir: I have 2k hours in DT, 1k+ in VT2. I have maybe 30-40 hours in HD2. Why? Because at its core HD2 experience (meaning combat) is shallow as a puddle when compared to Tide games. No melee, no real resource management, etc etc. I’m glad you found your game tho. When you are up for something more complex and intense, we will be happy to have you back.
There’s a lot one can say about HD2, but I’m not sure that “shallow” fits, unless you’re only playing the easiest difficulties. No, it doesn’t do the complex melee that DT does, but it has its own complexity. You’re given a large open map with a time limit and disparate objectives to manage (and can’t just engage and kill everything outside the lower difficulties, knowing when to avoid a fight is important) where as DT has lots of rails that clearly defines a path through the combat with many predefined encounters. HD2 has enemies that fly and attack from above, enemies with much greater size disparities, and they have as much complexity in terms of armor and weakspots as any enemies in Darktide have. You have to worry about fixed emplacements and indirect fire, minefields, slowing terrain and entanglements, etc, and as far as the shooting component of DT goes I don’t think one can say it’s particularly deeper or more intricate than HD2.
Likewise, you absolutely have resource management. Your stratagems and support weapons are all on timers, some of them as long as 7 minutes, and many are only usable 2 or 3 times. Ammo has to be managed and resupply carefully monitored, the only real big mitigation there is that respawning players get topped up in part or whole.
The complexity is much more in how you equip yourselves as a team and how you prioritize and approach objectives on the map and react to encounters as a group as opposed to your individual intricate melee combos and twitch reflexes.
bro really your going to be like that? such a fanboi response my god. “when you are up for something more complex and intense” be honest with yourself your giving me the “go back to cod kid” response and you dont even know it do you
I haven’t played it in months, but as far I remember it has NO melee at all beyond rifle butt attack. And nah, HD2 complexity is still nowhere close to Tide games, the core character movement, what you can / should do to avoid damage etc. Tide game resource management involves you making split second decisions (dodge counts, stamina, pushes, staggers, blocks/parries etc etc), in HD2 its measured mainly in minutes.
All other examples of HD2 complexity, except friendly fire (present in VT but not DT), can be easily replicated in Tide games.
Lack of melee combat turns HD2 into a far less complex game by default. Literally half of the combat experience doesn’t exist Also a more personal taste matter, but in my case range combat gets stale really quick, if its all I’m doing.