If we can call it whatever we want, why so insistent it’s broken and a QoL issue?
The answer is because if it’s a QoL issue or broken, then it’s self explanatory that it should change because it would self-evidently be an improvement.
If it’s however a game balance issue, you would have to argue which aspect of game balance would improve by doing this. So far you keep insisting it’s self-evident and that’s why you keep calling it “QoL” or “broken”. You do not actually have a convincing argument for why they shouldn’t be able to shoot through enemies.
Like here:
You’re once again implying that it’s broken and should’ve been fixed like the actual geometry bug, and that’s why you don’t have to explain why it should have been changed. It just should have been, no explanation.
Or here:
Or here
Why isn’t it a way to go about it? Why can’t Fatshark have possibly designed the Trapper to be the way it is, in your mind? Why is not changing them “laziness” like it’s a foregone conclusion that the trapper must change?
Why refuse to accept that Fatshark wants the trapper to be this way? What would your argument be if we assumed for a second that Fatshark is very well aware of how they implemented this special and WANT IT TO BE THIS WAY?
That doesn’t mean you can’t give feedback. It just means that you should consider that Fatshark made a conscious choice for the trapper to be this way and “fixing” it to be the way you want isnt a matter of course, it’s a suggestion that should be backed up by arguments.
In other words, it’s clear that you want the trapper to not shoot through enemies, but how would it improve the game?
Same way the game got improved by the hounds getting fixed, they were broken like 3 different times. I get that dogs are just not that dangerous but keep in mind this change would also affect the average player, and I think the average player would appreciate the fact a net wouldn’t be able to go through carapace and monstrosities. If this small change dumbsdown the game for the top 10% of the playerbase, we do have havoc.
So what, now Trappers are broken again and them firing through enemies is a bug to be fixed just how dogs being unstaggerable was a bug that had to be fixed? So it’s again simply just self-evident that it must change the way you want and it can’t be intentional balance from Fatsharks behalf?
I think you failed the turing test here. You’re stuck in a loop:
“Trappers firing through enemies is broken and needs to be fixed” → But it’s not a bug.
“I didn’t mean it’s a bug, I meant they should change it because it’s better for the game” → How is it better for the game? Explain what would improve
“Well it’s broken and needs to be fixed, and fixing stuff improves the game” → Chat GPT detection tool
How would your proposed change improve it? Actually explain in what way it would be better for gameplay. Do not simply use circular logic and say “because right now it’s broken” because it’s not.
I’ve already explained it’s not a bug. It’s the third time in the tide game series this specialist works this way. I’ll accept it’s a bug if you show a dev saying it’s a bug.
The entire time, I want the net to knock over small chaff when coming towards a player, Completely remove the net going through ogryn sized enemies.
Buff the trapper in a different way to make it more threatening.
I will admit I have literally no idea what I would do to buff the trapper if it couldn’t shoot through carapace and monstrosities.
as dumb as it sounds, I would rather a trapper somehow get some vertical movement to jump over ogryn enemies and shoot a net down at you.
It would improve the inconsistency of players getting yoinked through carapace walls and during bossfights with multiple monsters.
Less frustration for players who need more of a visual indication whilst stuck in.
Like I said earlier alot of the trapper posts are about people who feel cheesed, and if this change went through it would make people feel better that they aren’t going to get got by a bad mechanic. Plus I mentioned above you can also use these larger enemies to LOS the trapper adding depth.
I do have to mention, this would benefit the average player over the higher skilled ones.
“Less frustration” is a bad argument in my opinion because playing on uprising there is basically no frustration, yet it’s not really fun unless you’re new to the game. It’s fun to be in danger (in video games) and a direct side effect of being in danger is that the danger is real and sometimes you mess up and you get frustrated. Part of the game and you can’t have challenges without frustration over failing the challenges.
I think that players who feel “cheesed” by a special shooting through enemies which occurs with no RNG that works 100% consistently the same and has perfect counterplay should not be listened to. They probably feel cheesed when they turn on the faucet in the morning and water comes out
There have been countless times where a trapper has shot a net through a wall of carapace or a monster and I clearly dodge left or right and yet. I still get trapped? Happens more on ogryn vs any other class. This is the inconsistency im talking about.
Ive played enough hours to dodge trappers on audio, im not going to claim I can dodge every trapper on audio because distance is a factor, but it feels inconsistent when I know I dodged on time and yet I still get trapped. I would rather have a more obvious visual indication on where the net is coming from so I can dodge it a bit early or a bit later depending on distance, I think a main reason people feel like they’re getting cheesed is sometimes they trappers shoot their net from like 12 meters or 4 meters. IF you don’t have a visual indication thats a bit of an issue.
I agree, but when I know I didn’t mess up but I get punished for it, thats a problem.
so I guess the average player just doesn’t matter then aye?
Netcode issue if anything and wouldn’t change if the trapper shot through open air either, totally unrelated.
I have no issue dodging consistently based on sound so long as I paid attention and know the trapper is there. 1 in 1000 scenarios where the trapper was silent do exist, but again, that’s unrelated to them shooting through enemies and not common enough to worry about.
If the average player says the sky is not blue then I am taking his feedback and throwing it into the garbage can if I’m a dev. I assume and would hope Fatshark does the same. I might look into WHY they say the sky is not blue and that’s what I mentioned earlier, the net clipping through enemies looks kinda odd and the hook made more sense. It’s not a functionality issue though.
The hookrats in VT2 have a fixed distance where they can grab you from.
In darktide the trappers can launch there net from point blank or like 12 meters which adds to the inconsistency of why dodging on audio is not always preferable.
Either make the trapper shoot from 6 or 8 meters no matter what or prevent them from shooting through larger enemies so we have a better visual indication.
Still ignoring the elephant in the room? I’m sure I mentioned it more than once and you plenty, hint: starts with “O” end with “gryn” and may include such other keyword like “dodges”, not doges, “dodges”. This isn’t an issue with the nets, or nets through enemy ogryns/mosntrosities so much as it is an ogryn issue more than anything.
IDK if it’s the overall crappy mobility, hitbox, lack of dodge linger or all or more, but it’s more apparent on ogryn. You seem to be skirting around the event horizon without going in for a dip; come on in, the singularity’s fine.
And yes, even without the baddie ogryns or boss in the way, the net would likely get you as an ogryn; it’s weird and possibly likely borked.
Haven’t you noticed ogryn gets trapped more through walls and crates too?
There’s not actually inconsistency here, you just dodge slide and it covers the timing no matter the distance. The only thing that matters is wether the trapper is in front or behind or left or right which you can hear via 3d sound.
I agree jank nets exist though and they should look at the netcode. But they have nothing to do with wether the trapper is shooting from behind an enemy or not