zaygr
March 10, 2026, 1:11am
21
There’s a problem where enemies are both too quiet when approaching you (especially if they drop down behind you from above), either sound design and sound bugs and it feels doubly unfair when an enemy literally spawns behind you already attacking, and that happens so fast that most of the time you are hit before the sneak attack sound cue plays.
Guardsman1:
1- The amount of spawn points. Basicly there is never something as clearing a space in Darktide. Every few meters there is a door, a palisade, or the mob can drop from above or come out of the ground…So you must all the time dance around like stimmed up psycho with ADHD, because you might have looked a way 1 second ago, but it was 1 second ago and now possibly a Crusher is behind you trying to whack you. Imho there should be considerably less spawn points , so if you clear a room without a spawn point you know its safe. Mind you the bombers and flamers can still get you there, so imho it wont make things to easy.
2- The weird acceleration of enemies if you arent facing them. The enemies seems to be able to transform into speed demons when you are not facing them, or are a bit away. So again even if you looked one way, 1 second later mobs can whack you in the back. Its like the AI director has a plan to corner the team somehwere and it speeds the enmeis to ridiculous levels so they all arrive at the same time, and so you never have 5 seconds without enemies around you.
I think those are all valid points.
Concerning point #1 , I have learned where all the magic spawn doors are, especially those hidden in the ceiling. I know where to stand so enemies never spawn behind me. So I just move from one safe spot to the next and you should too. The AI director does not play fair, neither should you. It’s unfortunate, and detracts from the immersion, but at least I can relax while playing.
Concerning point #2 , this is the game designer telling you that they hate iconic 40k weapons. The insipid mundane weapons like Knife, Rapier, and Tomahawk, will not suffer from this.
Guardsman1:
1- The amount of spawn points. Basicly there is never something as clearing a space in Darktide. Every few meters there is a door, a palisade, or the mob can drop from above or come out of the ground…So you must all the time dance around like stimmed up psycho with ADHD, because you might have looked a way 1 second ago, but it was 1 second ago and now possibly a Crusher is behind you trying to whack you. Imho there should be considerably less spawn points , so if you clear a room without a spawn point you know its safe. Mind you the bombers and flamers can still get you there, so imho it wont make things to easy.
if enemies only spawned from a few places you’d just have people camping them and killing everything instantly so this is good
Guardsman1:
2- The weird acceleration of enemies if you arent facing them. The enemies seems to be able to transform into speed demons when you are not facing them, or are a bit away. So again even if you looked one way, 1 second later mobs can whack you in the back. Its like the AI director has a plan to corner the team somehwere and it speeds the enmeis to ridiculous levels so they all arrive at the same time, and so you never have 5 seconds without enemies around you.
this is good and necessary to stop speedrunning but obviously isnt anywhere near enough to do so
Guardsman1:
3–The AI director seems to have a coded logic to exploit the weakness of the team in the worst possible way. IF you try to help someone who is down, be sure 95% of the time there will be suddenly a burster charging, a flamer or a traper to get you. IF you are the last person left, be sure that just hwen you arrive to the spot the team is waiting for rescue, a wave will spawn with a monstrosity. Imho these arent good things. It makes comebacks very difficult and feel incredibly frustrating.
idk if this is a thing but if it isnt it should be
Guardsman1:
4- IF you get separated from the team , you are usually as good as dead. Suddnely the enemies will spawn all around you. You will dodge 2 dogs, 1 traper, kill a crusher , but now suddenly there is a mob wave and a flamer behind it pining you in space. I understand punishing goup sepearation but maybe make it a little less harsh or scale it up gradually.
if youre good enough to go off on your own you should be good enough to deal with some specials
There is a vaste range between a a few places and a 1000 place like right now. Im not saying it should 10 places for the whole mpa. Im saying lets keep it to maybe 2-3 per room max.
if youre good enough to go off on your own you should be good enough to deal with some specials
ITs got nothign to do with going on your own. ITs got everything to do with ptrying to secure the back , becaseu you heard a pox burster or a flamer, or wanting to loot a box and being left behind , becaseu the rest of the team just races ahead.
It is not:
-- chunkname: @scripts/managers/pacing/specials_pacing/specials_pacing.lua
local Breeds = require("scripts/settings/breed/breeds")
local HordeSettings = require("scripts/settings/horde/horde_settings")
local MainPathQueries = require("scripts/utilities/main_path_queries")
local NavQueries = require("scripts/utilities/nav_queries")
local PerceptionSettings = require("scripts/settings/perception/perception_settings")
local PlayerUnitStatus = require("scripts/utilities/attack/player_unit_status")
local SpawnPointQueries = require("scripts/managers/main_path/utilities/spawn_point_queries")
local SpecialsPacing = class("SpecialsPacing")
local HORDE_TYPES = HordeSettings.horde_types
local aggro_states = PerceptionSettings.aggro_states
SpecialsPacing.init = function (self, nav_world)
self._nav_world = nav_world
self._fx_system = Managers.state.extension:system("fx_system")
self._timer_modifier = 1
self._timer_multiplier = 1
self._max_alive_specials_multiplier = 1
self._max_alive_specials_bonus = 0
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this is how events work, shame all terror event templates function the same way every single time.