New enemy type upcoming?

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Discuss.

15 Likes

It’s Halowette.

8 Likes

its just (the) good old wolfer

3 Likes

GET HIM

7 Likes

Maybe related to this new condition (displayed in solo mod)

7 Likes

@gpkgpk beat u to it :stuck_out_tongue:

4 Likes

Oops sorry, can’t delete the other one. I can alert a mod to wipe it

and leave copypasta here:
CopyPasta
SUMMONS

Scab Radio Operator, Mass 5, 2000 HP, Flak armor except for head+upper legs unarmoured.
Seems he can SUMMON OTHERS (see vids).

Comment Image

7 Likes

So, uh, is it too late to ask them to change it to “Vox Operator”

Cause that’s a Vox-Caster. The ones we can wear in-game are called Vox-Casters. The ones in the tabletop are called Vox-Casters.

Its not a big deal, and I’m sure as hell not gonna throw a fit if it stays ‘radio’ or anything. But little touches like that are nice to see.

15 Likes

I did purchase the darktide mini box and the 10 chaos cultists does have one that’s a radio operator. Not that it means anything.

1 Like

It’s probably an internal name getting leaked. Crushers were called Executioners in the same fashion iirc.

3 Likes

The current localized display name is indeed is “Scab Radio Operator” as in your screen snippet.
display_name = "loc_breed_display_name_renegade_radio_operator",

The “executor” is still there in the breed (enemy) internal name for crusher and mauler, but nothing prevents them from renaming the display name later as you said.

3 Likes

Not sure how they’re gonna make this one interesting with how the game is already fully balanced around just spamming enemies at you. Just a few more enemies won’t be that interesting, looks like it won’t be much more than a glorified gunner with a bit more enemy spam that comes along with it.

That is of course assuming the mechanic isn’t a very rough WIP. So far every time I thought “concept has potential, surely they’ll flesh it out” they proved me wrong though.

6 Likes

Seems like he summons a Trapper, a Sniper and a few Shooters. Could be cool, would be better if there was a smoke bomb effect when they spawned that gave them brief cover to take up positions.

2 Likes

How you ask? Picture this: his shout gives off VoC stagger in an unreasonably large 360° radius. In the middle of a Bull Rush? Staggered. Using Shroudfield to dump agro on teammates? Staggered.

What could go wrong?

2 Likes

Prob a bit diff on a live match vs. grinder?

Probably a bit different, I like the idea of a Sniper being part of the squad though so hopefully that remains the same.

Ah sorry, I should have been more clear, I mean the way they spawn in regards to the positions of the summoned minions.
I think it’s this stuff looking for good spawn positions the grinder not really having any:

BtSummonMinionsAction._summon_minions = function (self, unit, breed, blackboard, scratchpad, action_data, dt, t)
	local side_system = Managers.state.extension:system("side_system")
	local side = side_system:get_side_from_name("villains")
	local enemy_side = side_system:get_side_from_name("heroes")
	local nav_world = scratchpad.nav_world
	local success, random_occluded_position, target_direction

	for i = 1, DEFAULT_TRIES do
		local occluded_spawn_range = DEFAULT_OCCLUSION_SPAWN_RANGE[i]

		success, random_occluded_position, target_direction = self:_try_find_occluded_position(nav_world, side, enemy_side, occluded_spawn_range, true, nil, nil)

I’m too tired and lazy to check in solo mode butI think they will find better spots on a “real” mission map.


BtSummonMinionsAction._try_find_occluded_position = function (self, nav_world, side, target_side, occluded_spawn_range, try_find_on_main_path, optional_main_path_offset, optional_disallowed_positions)
	local target_side_id = target_side.side_id
	local main_path_manager = Managers.state.main_path
	local nav_spawn_points = main_path_manager:nav_spawn_points()
	local target_unit, travel_distance, path_position = main_path_manager:ahead_unit(target_side_id)

	if not target_unit then
		return false, nil, nil, nil
	end

	local wanted_position

	if try_find_on_main_path then
		local main_path_offset = optional_main_path_offset or DEFAULT_MAIN_PATH_OFFSET

		if type(main_path_offset) == "table" then
			main_path_offset = math.random_range(optional_main_path_offset[1], optional_main_path_offset[2])
		end

		local main_path_distance = math.max(travel_distance + main_path_offset, 0)

		wanted_position = MainPathQueries.position_from_distance(main_path_distance)
	else
		wanted_position = path_position
	end

	local only_search_forward = false
	local random_occluded_position = SpawnPointQueries.get_random_occluded_position(nav_world, nav_spawn_points, wanted_position, side, occluded_spawn_range, 1, MIN_DISTANCE_FROM_PLAYERS, nil, nil, only_search_forward, optional_disallowed_positions)

	if not random_occluded_position then
		return false, nil, nil, nil
	end

	local to_target = wanted_position - random_occluded_position
	local target_direction = Vector3.normalize(to_target)

	return true, random_occluded_position, target_direction, target_unit
end

Or you know…


Wonder Woman’s invisible Valkyrie FTW.
ED2: Better summon spawn spots, down the steps and the side tunnel after radio op was chased own the steps and outside.

3 Likes

Hmm, not so sure tbh. Fatshark is big into adding thing to the game which never release

I did it, I flagged my own topic and got it removed. I’m now part of a not so exclusive club, see Marx bros quote.

1 Like

New enemy type is always welcome, Really hope this is a placeholder tho.
Usually, this type of enemy in horde shooter game are not active fighter.

  • WWZ Screamer, Avoid fight, Spawn in special spot.
  • B4B Snitcher, Blind, require high firepower to kill them in quick succession.
  • GTFO Scout, Blind, oh nvm everything in this game are horde callers.
  • L4D Car alarm :stuck_out_tongue:

Giving the operator a heavy gun is just uninteresting to me, being able to call others is a threat in itself. Laspistol would work for me if they really need to have a gun.

1 Like