By patch, I mean to add some collision detection to their net so it can’t magically phase through solid objects. Also, I personally think a trapper should not be shooting through entire hordes of enemies. 8 crushers/bulwarks mixed together? Better hope a trapper isn’t sitting directly behind them because he will net you through 50 crushers if they were lined up correctly. Simple solution? Make it so a trappers net CANNOT travel through more than a certain amount of enemies. Make it so their net CANNOT travel through OGRYN sized enemies/bosses. Add some more collision to boxes/crates/whatever tf you place on the map so stuff like in this video can never happen.
Anyone saying “just dodge the net bro” hasn’t played Havoc 40 on Ogryn where 3 nets are coming at you in X pattern in intervals of 1s, where Ogryn’s dodge grace period is less than .75s, and you get netted during your dodge as you fully clear cover.
I think the largest issue is that past Auric+, Fatshark intentionally programmed the AI to skip all their voicelines, queues, audio, and attacks patterns, specially so they can be completely unreactable. OGs will know what I’m talking about if you compare current Mutants/Dogs to the Mutants/Dogs during the old patch in the first year of the game where they literally were unable to land on players, running in circles for minutes at a time. Fatshark knows exactly what they are doing and they really despise melee classes.
Stealth Crushers, silent hordes, stacked Trappers, and pre-exploding Poxbursters coming out of doors 1 foot from you are all intentional.
At this point, I’d be saying stealth everything, because more and more often I don’t hear any kind of specials until right when they’ll jump/shoot/strike in my face.
Either that or I’m getting (even) old(er). But it happens so often recently that I’d doubt that (alone).
This has killed me more times than anything else in Darktide.
On the first video there were NOTHING around you except some mobs and you didn’t prioritize the trappers. When the first one shot her net you should have killed her in an instant but you kept swinging at random mobs. Prioritize the specials over anything else. On the second one as soon you saw those 2 shotgunners you should have get down from the stairs immediately and then you could have made the trapper get down to a safer place. Both on these videos you are nowhere near your team of course you get focused by disablers. Everytime I get trapped that is MY fault and in these videos is YOUR fault. I could count it only on one hand how many time I got trapped through hordes cause all of the other million times the trapper was already dead or got dodged.
It doesn’t even need to be perfect, just adding in a few more ray traces for collision so it’s not nearly as bad as it is now.
Also you should check your system for malware. Looks like somehow a link got added to your post. The text of the link is the correct phone number for Experian (The credit bureau) however the URL it’s pointing to is experiancredit[.]com[.]co which is a malicious site pretending to be Experian.
@FatsharkJulia Sorry to bug you, but by the time you see this is hasn’t been removed yet, can you please remove the malicious link from @wegan64hardy post above.
And that’s not all! It’s happened to me a few times that I’ve been hit by a sniper, and the sound effect doesn’t play until AFTER I’ve been hit! That’s one of my major wtf! moments in the game and I went down/lost a lot of hp just because of this sht.
What buggers me as well are not only the pre-exploding poxbursters but the NOT exploding pox-bursters after pushing them back. Wth?!
We have been complaining about this for years but you always get some people chime in with “but they won’t be threatening!” which is such a trash take tbh. As if cheating is a good way to balance an enemy?!
They could just give the net a cleave limit. A trapper has no place in the middle of a moshpit anyway. its absurd. A trapper is meant to target stragglers and loners, not fire infinite cleave nets through 100 enemies and through the chests of 5 carapace crushers in the middle of an epic battle that gets halted abruptly.
And, as its a given that you had 5 crushers around you when you got netted, it’s instant death because the crushers all just insta-pound you the moment you’re netted. It’s pathetic.
It is easily the worst bit of design in the game.
”just don’t let yourself get cornered bro” … STFU whoever is thinking that right now. This is a game about intense melee battles. We don’t all want to be infinite dodge-kiting-stealth-zealots-using-200-mods. We just want the challenge of the fight without the enemies cheating.
As you can tell, this has been a serious point of contention for me for a long time.
I mean they won’t because Auric and further difficulties have such absurd enemy density you always have several Bullwarks and Crushers on the screen at pretty much all combat time. It leads to an issue when Trapper is either grossly imbalanced (as of now) because it shoots through 3 Ogryns and a boss or it won’t just do anything 90% of the times.
If we consider actual broken hitboxes of the net (going through level geometry) and broken audio, which is 99.9999% is not going to be fixed, along with enemy density, the only good way of balancing Trapper, in my opinion, would be make it behave like the Moulder Packmaster from VT2 and make it abduct you by dragging away from the team and execute/capture after some distance. Enemies would no longer target the player when trapped (that’s the whole point of capturing alive, no?).
Yeah I have suggested this before as a compromise solution - that enemies simply ignore you once netted, like how hounds behave. At least this would make sense and give teamates a chance to rescue you and would feel less frustrating than having your epic battle stopped with an insta-death net. I don’t think the trapper needs to drag you away tbh, which is a lot more work than simply changing the threat state once netted. Same result but less work.
This is a different conversation imo. This is about balancing which would allow for better net mechanics if addressed.
I still disagree strongly that netters should cheat to be threatening. It’s not a threat if it happens with basically zero warning. If there is no counter play then it’s just a netter lottery. You can’t dodge when in a moshpit and if the only answer to not getting netted by a cheating trapper is “avoid intense melee battles” then that’s a stake in the heart of DT - a game about intense melee battles.
My bet is that jank like this is never getting fixed. I bet the “Immensely complex” excuse applies here, just basically means “we cannot be arsed to put all the effort and work” for issues which a lot of people don’t notice / understand.
Also, I would not be surprised if there are people at Fatshark who think gameplay mechanics being random, instead of consistent, is a good thing…
True this statement! It happens but very rarely. Need to stay with group. I do agree that no sound on all sneakers has gotten worse.
damn bro the cue to a trapper entering a play is epic you get a ton of warning lool.
“Never ending blobs of Carapace obscuring silent Trappers and Bursters is riveting, engaging and refreshing!” ~ the same person who thinks Soulblaze being able to climb to 30 stacks, cleave through every enemy in it’s range and ignore armor through Uncanny is ok ![]()
I don’t see any problem with trappers at all. And that’s despite the fact that I probably get caught in nets about three times more often than my teammates. It’s a game design element that makes the game team-oriented. Sure, there are superhumans who can avoid all trappers and other threats that can instantly immobilize you, but ordinary players should understand one thing — you’re not a one-man army, and your teammates aren’t bots; they’re the reason you didn’t get wiped out in the first thirty seconds
You’re conflating 2 different issues.
No one here is saying that trappers shouldn’t exist. It’s about the context and when it’s completely ridiculous to get netted.
I’ve already explained the time that it’s absurd to get netted so I’ll not repeat myself. If you think netters need to cheat for the game to be challenging then that’s both a lack of imagination and a lack of design foresight.
On the note of teammates - also see the other point I made in the post you replied to, about the 5 crushers killing you the instant you get netted. There is no counter play and it’s absolutely nothing to do with teammates.
If you only play lower difficulties then you’ll perhaps not experience the trapper moshpit horror.
If trappers are weakened, some other enemies will need to be strengthened instead, since the game must, one way or another, remain capable of killing a team of skilled players with optimal gear with a significant probability
And the best way to do that is precisely to create situations where a player dies too quickly for anyone to help them. If the remaining players are strong enough, they’ll pick him up later; if not, not every run ends in a win—otherwise it stops being a game and starts being a job