A lot of things wrong with these dogs.
Obviously the floating into the air is still there but that’s not even the biggest concern.
If you can’t HARD stagger a dog, you better not shoot it at all.
If the dog gets soft staggered, it will lose control a little bit and keeps running in a buggy motion, and if it jumps at you at that moment, you can’t dodge. I tried many times at the perfect audio/visual cue, it wouldn’t dodge. At least 90% of the time.
So if you can’t hard stagger it, better not shoot it at all and switch to melee and waiting for it to jump at you normally to dodge.
When you are close to the target that a dog is jumping on to, you will get knock back. Sometimes even your friends cc it right when it about to jump, you still get knock back by the dog. That’s so stupid.
Another thing is that the dog is very small “HOWEVER” the jump hit box is freakin huge. Basically you need to switch to melee (for extra dodge range) to guarantee a dodge.
Sometimes I wonder do the dev actually play the game.
Yep, the dogs are really badly designed. Some of the worst designed I’ve seen in a game. They’re very buggy and inconsistent. I’d even go as far to say they should be removed from the game until they get fixed.
The only other game that comes close with badly designed dog enemies is Elden Ring. The dogs in Elden Ring are really badly designed, like they pretty much stunlock you to death. At least they don’t fly in the air or do 360s like in Darktide lol.
Inconsistent and buggy is the best way to describe them. I had one mission where half a dozen were easily staggered by 1-3 shots from a Ripper gun, then one on the same mission that ignored 6 direct hits to the face from the same gun at medium to close range. Really the only enemy that annoys me in the game.
Even if you get the push against the dog to keep it off you, because the hit box is so huge you still get pushed back sometimes and you can’t do a follow up attack and it just runs off again.
moreover, the dogs seem to have immunity period. Basically if you constantly pushing it with melee, there will be a point where they won’t get pushed anymore.
Pretty much agree.
The push is really random on them. 70% time it will work but in some case it wont for some reason i dont understand (same situation same motion same push).
Plus the face to face push almost never work.
And …well the behaviour of this dog is really hard to predict sometime.
The only active issue i believe everyone can agree with these Plague Hounds is that their hurtbox to pin the player is too wide to make it possible to successfully dodge it, ideally players should be able to dodge its pounce either to the left or right but most of the time it pins you anyway because of its hurtbox is too big to make dodging it consistent…
Until the devs get the time to nerf the Plague Hounds hurtbox size to pin, i suggest and rally all Ogryn’s to Bullrush into any Hound they see, your charge is mightier then those runts, non Ogryns need to either stun them with electrocution, douse them in flames or outright kill them with ballistics before they get too close, the standard issue Flashlights of the Astra Militarum won’t cut it because they do next to no stagger damage.
Another pair of smart tricks exclusive to Guardsmen is to toss a grenade at your own feet and Ogryns with grenade launcher can do the same with their pills if you know that you can’t stop it from pouncing you, explosive damage does lots of stagger so even if they pin you down, you can get them off yourself by detonating something next to you and the hound.
I bet it is. The assassin in V2 had some crazy movement changes and speed also. It would occassionally kill itself by jumping off the map edge or by hitting an object at high speed. I have seen a dog do the former today, after I dodged it, it flew off the platform.
I have seen the hounds do hilarious things, 360s, vertical jumps, bouncing off ceilings. They are easy to deal with, a well timed push and you can stagger even if they are already lunging for your throat. Also they often cannot navigate around corners, pillars and high objects and if you dodge to get the obstacle in the front of you, they will stagger themselves. Similarly to the assassin they are not issue if you seperate yourself from the squad, jump you with no audio cue, from a door behind you or through textures of other enemies (spamming your spotting key helps a bit). The movement “patterns” of lack of these, are there to force you to stay together.
Had a moment today where I was an ogryn with a grenade gauntlet. I missed a dog but hit the ground next to it causing it to visibly stagger (completely lost footing, fell onto its side on the ground), but before I could even shoot again it had already pounced on me.
It was pretty frustrating because I felt like I should have had it CCd.
If you think the way the dogs work is normal and intentional, I don’t think we have any thing to discuss here. The clip that the other person showed you said a lot. I have experienced a lot too.
I also have 2.5K hours in V2 and I only play Cataclysm Chaos Waste. This game also only Damnation but if I play after 2 am, usually Heresy because can’t find party. Currently have 460 hours on DT so I know what I’m talking about.
I think we can agree that they rushed to release it, and NO we should not say it’s ok when it’s not.
Do you think I needed a clip to know how hounds currently behave in-game?
This argument from “authority” has no relevance to how Fatshark coded or intended the hounds to behave in the game. Anyone who played the game can see how the hounds or assassins behave. Both have issues and Fatshark never addressed most of them for the assassin, and I doubt they will fix these for the hound.
I “think” this is a fairly intended behaviour with some unexpected results such as hounds launching into the air, horizontal “hover” and doing 360s. Unless you actually work for Fatshark, what you “think” is just that also, your personal speculation.
I “think” the intention was to make hound a hard to hit disabler, which you no always you can react to reliably, which will punish you for splitting up from your squad. In order to do it Fatshark overtuned some of its characteristics for sure. Which doesn’t mean we will ever see a fix for often missing audio cues, specials appearing from a near by door without any sound warning, or specials getting you through objects or textures of other mobs standing in the front of them.
Just attack the dog midair with your melee-weapon at the moment you would normally dodge. It´ll work 90% of the time, atleast it does to me. You could also stay behind cover or something to force them to stop for a second in front of you and attack then.
And just as a sidenote… it reads like you´re sitting on the gun all day long. Getting used to melee makes things way easier in general.
Yes, well aware. As a matter of fact I do both dodge side way + push at the same time for extra safety and to knock the dog close to me so I can finish it right after the jump. The same thing I do with assassin rat in V2. I know visual/audio cues. The concern of this post is not about not knowing how to deal with dogs, it is about when they become buggy.