I think they changed something

For me it’s like the veteran is revived purpose wise, killing gunners is what Vets do great and i love that i can have an impact doing just that.

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I cant even peak to shot at gunners, i always mained anti ranged from pre-patch 13, now its in worse state.

you need to become melee vet to kill those gunners.
cover never worked in this game, and now good luck with their new accuracy.

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Live and learn.

So you’re saying that once you’ve cleared a horde in a given location, no matter how long you wait there another horde won’t appear? Worth a test then :japanese_goblin:

People say “keep moving” a lot but sometimes there’s merit to stopping to clear out the wave that’s coming at you, especially if you’re already spread thin or pressed close to the brink. There’s no sense in continuing to move forward and aggroing both new chaff and elites instead of just staying to deal with what’s already coming at you in that situation. You just gotta know when it’s appropriate to do which.

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Goes without say. This is more about those players you see heading backwards to “just finish off these four or five pox walkers” while their teammates up front are hanging on for said player, who then, because of that duration, draws in a new set of enemies.

Better just to ignore those few and catch up to the team; you can clear them at the next combat point, assuming they don’t just teleport out somewhere.

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I don’t remember the last time I was this frustrated, I mean besides back when we got them instant & soundless bursters for a month or two.

Mostly I think it’s 2 things:

One: Almost every run is in the new map, and that map as beautiful and lovely as it is visually also shamelessly exploits some of the worst bs about the game like barrels and their still bugged to heck audio cues. So the first part of the map almost always has someone(s) fall off and die due to one of the 500 barrels oh so conveniently littered about for that exact reason. After that part, those lovely 360 degree spawns make sure we can’t possibly even narrow down the angles for those cheating soundless trappers. I’m about done with the whole map for these exact reasons, no matter how much I might love its appearance and feel.

Two: They definitely did something with the spawns. I’ve had several HISTG matches where the first 15-20 minutes had not a single break, but a constant stream of endless specials a dozen or two at a time coming at us from every direction all the time. It’s fun for a while, but again there’s those cheating trash trappers, so that fun is swiftly removed the moment I have to quit yet another game.

It’s like if you were playing one of those platformer games with a horridly useless sabotaging trash camera, with a new map where the difficulty was centered around that trashy camera, not actually challenging the player. Like… why?

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Sounds like the issues I faced. Initially you had to do some manual .lua files edits to prevent crashes.

I think all you have to do that now is just update your mods. Especially the Darktide Mod Loader and scoreboard mods.

I think the only mod I use which hasn’t been fixed yet in my case is the Ovenproof’s Scoreboard plugin. There is a workaround, a quick manual file edit to hide error messages related to the new shock maul damage type:

go to the mods folder and open ovenproof_scoreboard_plugin.lua in an editor.
look for “mod.melee_damage_profiles” and add “shockmaul_stun_interval_damage”:

mod.melee_damage_profiles ={
“shockmaul_stun_interval_damage”
}

That makes shock damage being recognised as melee damage type and prevents the errors.

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Thanks.
I did this and had no 2014s since then.

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I’m seeing some pattern there. Almost everytime when you play with this Cadia fella, you lose. Maybe try finding another players? Or ask them if they need some kind of help.

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Damn. You killed him.
Feels like a warcrime.

Hmm…I sense a traitor.

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Man these new supercharged Auric missions are something else:

I think I like it though. It actually forces the team to really stay together and play together. Before you could get away with spreading out quite a bit, now it’s way harder to manage, which is good in my book.

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That’s a shame, really. It should be both. Consistent hordes on a timer as well as progression based. Just add in a check for progression triggers that they don’t trigger a new horde if the previous one was spawned under a minute or two ago.

The game really lacks hordes imo.

did you ever play with him? hes kinda sick tbf

I don’t know about that, I played with him once few days back and we also failed. Suspicious… Even if he isn’t feeding info to traitors himself, he at very least brings bad luck.

Jokes aside, Damnation level HiSTG and Maalstrom should be hard, and first time in ages, at least on some maps, we had to work for it to get to the end. It would be nice to be able to customise this experience further…but VT2 lessons learnt are apparently forgotten in Sweden, just like technology in 40k.

The difficulty bump is nice, Zealot’s Fury of the Faithful getting nerfed into the center of the Earth is not.

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Trappers are deinfinitely shooting from a greater distance which makes them even much more of a menace because they can get you at corners or trough slim corridors without you hearing or seeing them.

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People just need to kill any type of ranged enemy ASAP now. And stick together!

That charging area after the gantry area in the new map really shows this as essential. I revived teamates no less than 10-15 times in that area alone in a single game yesterday.

I guess many people who don’t use the forums will be learning the hard/slow way but a quick reminder in-game can’t hurt at that section.

getting boxed in the spawn corner is not ideal either, best would be to be focusing down all the incoming specials and gunners, and not sucking while doing it

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And through things! I’ve been netted through big pieces of cover and round corners. I have exceptionally fast fibre Internet so I’m sure it’s not lag.

The main cause of me getting trapped is now almost like clockwork - flamers shoot their 1000ft flames at me, I dodge, then a silent trapper without any sound cue, obscured by flames, shoots net through flames and I have no hope of avoiding. Flamer’s flames then kill me in 0.000001 seconds because they’re now way OP.

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