Pox Hounds should act differently when Hunting Ground is active

Right now it just the same behavior as usual, but just with more Pox Hounds spawning.

A more interesting thing would be if they started moving in groups and protecting each other instead of just doing the same old thing, or maybe take turns attacking like real predators would do, or they could stand in ambush inside a room, with only its breathing as an audio-warning.

There is an endless list of interesting behaviors that I could name.

Heres a short article about solitary vs pack hunting: Hunting Tactics of Solitary and Pack Hunters - The Wolf Center

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How ARE Pox Hounds supposed to act anyway? I haven’t been able to figure them out in the slightest so far. Sometimes, when I attack them, they flinch, whine and get staggered. Sometimes, they don’t and just merrily tank through my attacks before wrestling me to the ground. Sometimes, I hit them, causing them to flinch, whine and get staggered for half a second before they teleport back into their leaping animation and wrestle me to the ground.

I guess they got increased stagger resistance while leaping at a player? But then why do I sometimes manage to punt them out of it with light attacks, while at other times even my heavy attacks fail to register?

Ive noticed that some weapons are better at staggering than than others, like the Thunder Hammer feels totally useless at pushing the Hounds, while the Eviscerator almost always works.

i find it near impossible to dodge them. but thats probably related to the server side issues. they are currently not fun, they are very irritating, along with all immobilising mobs. at least with the mutant you can kill it before it closes.

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Yeah you cant really dodge them, they latch on to you regardless what you do it seems.

Push and stagger is all that you can really do to stop their attacks.

Wait for the sound they make while jumping you. have your melee out and hold block.
When the jump sound plays, PUSH.
Then be quick and slash them down.

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I noticed them spawning in pairs a lot more. I also felt like specials tended to spawn more often with zero audio cue in Hunting Grounds.

on my vet, that doesnt work, mobility isnt great with powersword or lasgun. that said, if im blocking with a power sword which usually has a mono-molecular edge even when its not powered, the damned thing should be slicing the hound in two when it jumps at me whilst in the block position. But then most of the melee weapons in this game make little sense. Power weapon fields are active for longer than 5 seconds on swords and are impact activated on hammers, a sword cuts through armour like a hot knife through butter and the hammer, well it should pretty much 1 shot anything short of a nurgle beast (that may take 2 hits) and send ogryns flying across the room with a massive dent/crater at the impact site.

If the mutant gives you problems, remember to dodge left as it always grabs with its left arm.

Trapper should be pretty easy to dodge it if you hear it coming, and it seems like the closer to melee range you are to it, the harder it is to dodge.

The dog is in a league of its own though. I feel like push blocks only work like half of the time, and dodging almost never. I’ve taken to hiding around corners and trying to push or cleave them through the corner before they can latch into me

I think the trapper’s projectile collision box is spawned before the animation plays. The dog seems to parkour off the wall if it misses its lunge and if it does this, I think it still counts as a part of its lunge until it hits the ground. Meaning it probably has 2x-3x more hostile frames that it should.