New enemy type upcoming?

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Discuss.

It’s Halowette.

its just (the) good old wolfer

GET HIM

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

@gpkgpk beat u to it :stuck_out_tongue:

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

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.

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.

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

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.

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.

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.

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?

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.

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.

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.