Issue Description:
Pox hounds ignore push or dodge from players. Players can do everything right, but broken pox hounds pin down players and completely ruin the experience.
Steps to Reproduce:
Push the pox hound, it fully receives the push and is knocked back. Pox hound animation recoils from push, but the hound still pins the player.
Dodge the pox hound with clearly enough space given, but the pox hound still pins the player.
“clearly enough space given” is subjective, a video showing an example would be helpful.
Note that pox hounds were by design meant to be harder to dodge compared to mutants if you resorted to it. Using cover to force them into melee range and staggering them by hitting or pushing should be the main counter to them, only dodging is too inconsistent.
Again, a video to reinforce your argument about the dog being visibly pushed back followed by getting pinned could help tremendously. Could high response time (ping) be linked to this?
Where’s your proof for this claim? Dodging them is far easier in the psykanium (and consistant) compared to any live match. They were even patched to be easier to dodge but that fix was then reverted due to non-existant version control.
Hiding around corners also doesn’t always work because they jump through a ton of geometry and pass through every single other enemy type which does include monstrosities…
I have never seen this before nor can I find a post on this.
With weapons like duelling sword and knife you can certainly pull it off even in live.
Didn’t know this though since inconsistency with dogs live has essentially been all the same since day 1, personally I’d take this challenge either way.
I’ve seen it happen several times as recent as yesterday and if I booted the game up today, I’d see it today too.
Yeah ok sure but let’s be real here: nobody will equip a specific melee weapon because it allows you to dodge a buggy dog more “easily”.
I have dodged dogs with powerswords with low mobility stats too but that was more luck than purposeful.
There’s no challenge in fighting a bug, it’s just unfair BS.
There was a patch where the dogs were much, much better and consistent. It felt like they behaved the way they were supposed to. I can’t remember the patch, but the notes about it were saying that there was more client-side compensation or something or another.
Then the patch after that one broke them again and they were never fixed since. It’s frustrating.
One thing I find very odd about the Poxhounds is that with my Psyker and my Veteran, I usually have trouble successfully dodging and pushing them. I usually take care of the Poxhounds with these two characters by running behind a crate or doorway to confuse their AI.
With my Ogryn on the other hand, I almost always manage to push the Hounds or stop their pounce with a light melee attack.
This is so strange to me.
I have never been a fan of the hounds, and I’d prefer them to either be a QTE like the Prowlers in Aliens: Fireteam Elite (for those who played it) or simply removed and replaced with a more interesting enemy type.
Hounds have too much health for what they do, inconsistent stagger mechanics, erratic and excessively fast movement and have server/client inconsistencies where they will be on you despite what seems to be a clean dodge on your end.
The eshin assassins in VT2 were a good combination of danger, fragility, relative consistency/predictability and jank that was more funny than frustrating (yeeting themselves off edges or into walls hard enough to splatter themselves, slow falls, compared to teleport pounce onto you after what seemed to be a clean dodge)
Whomever says they haven’t seen dogs not be staggered when they should have clearly been staggered doesn’t play the videogame. Dogs do whatever they carkin wish to do and you cannot stop them. If they decide to play by the rules they do, and in most cases they do. But if they decide it’s time to fly after having been pushed only to fall on your head shortly after they will happily do so. If they collude with the Machine God that governs our COMPLETELY functioning servers that your push did not register it will not. If they decide they want to pounce you while facing completely away from you they also will. One doesn’t simply ask “What the dog doin’?”. One should accept their fate at the will of our doggo overlords that bend space, time and coding to reach their nefarious goals.
Edit: I found this clip from mid august when I was leveling my Ogyn. Dog do what dog want.
Ah yes, this one’s fresh out the oven, the first game I played after having posted this.
Charged attack and one light too if I’m not mistaken. Keeps running.
In the current live version??? They are functually identical to launch. There was exactly 1 week between patch 7 and 8 in which dogs could be properly dodged in a live match. I got pounced when I dodged the wrong way or was caught off guard and dodged them 100% of the time when I noticed them coming.
Now they are back to being outright undodgeable no matter my timing and they even lose their sound cues more often than they keep them.
I genuinely find it very interesting that there are a decent (but by no means high) number of people claiming that they are reasonable to dodge when I and many others (and I’m not exaggerating here) cannot dodge them no matter of the timing.
It’s also no good counterpoint to try and suggest that there are pushes and attacks in a game that has overbearing hit-reg issues across the board for everyone. Even if the hit-reg wasn’t so ass, dogs are still clearly ment to be dodgeable so why the f*ck are they not dodgeable? There is no reason for them to be undodgeable, none.
I haven’t tested dodging them in about a week so you could be right. But i have some footage of succesful dodges from a bit older than that. Not intentionally in some cases but definitely happened. Not saying youre wrong per se but they seem more reliable to me, especially for pushing.