According to datamined files, the next update will introduce a new enemy type: “6th Regiment Traitor Comms Operative”. This unit possesses the ability to summon reinforcements, including:
Six (6) Renegade Troopers (Traitor Guardsmen with lasguns)
Two (2) Sniper Specialists (Long-range threats)
One (1)trapper (Deploys entangling nets to immobilize players)
Improvement suggestions: “The Traitor Comms Operative is burdened by a warp-tainted vox array fused to its spine. When deploying reinforcements, it broadcasts distorted pleas for aid through a Chaos-encrypted vox channel. Players will hear the operative’s panicked cries (‘This is Sixth Regiment! We are under attack by the False Emperor’s dogs!’), followed by guttural responses from corrupted commanders (‘Hold position. Nurgle’s gifts descend…’).”
I’m assuming (and hoping) that the voice and animation are a placeholder for the actual lines. I honestly don’t understand the purpose of this enemy type since a player blazes through that many enemies in such a short time already so adding a few more is hardly a threat to an experienced player
This Comms Operative can serve as the Leader of a Traitor Patrol Squad and appears alongside them. His head is unarmored, allowing him to be quickly eliminated with a headshot. If not prioritized with focused fire, he will call in reinforcements.
As I mentioned, his method of summoning enemies is just a loud battle cry, which appears implausible and undermines battlefield immersion. The oversized communication array on his back seems purely decorative. Therefore, I recommend replacing this mechanic with audible radio distress signals that players can intercept.
I agree the summoning mechanic does not make any sense. At least they could add smoke. Cause actually, like it is, this is ridiculous.
Also, I really don’t see what it will bring to the game… We get more than 50 gunners in a regular mission… do we really need more gunners???
This enemy unit has already been implemented. While I can only provide constructive feedback to refine its design, Fatshark will likely deploy the updated version in a future patch for players to encounter.
I’d like it better if these guys were just banner bearers and buffed nearby units with an aura effect. I don’t think we really need more scab or range related elites either. Dregs are still missing a melee elite variant on top of lacking a unique special counterpart to the sniper and trapper. Shielded melee horde/elite variants would be more interesting to fight than an exposed head that brings out a couple snipers.
For example, if it’s something that camps deep behind cover and out of reach, spamming reinforcements every few seconds over and over and over? We all know how annoying those tox bombers & sniper waves can be when already otherwise pressed and constrained. Imagine suddenly getting an endless stream of snipers and bugged soundless trappers from random directions every second?
The strongest tactic in DT is pulling back to cover & chokepoints and taking a manageable # of enemies on at a time. Do it right and it’s just a matter of time until you’ve thinned their numbers enough & get the upper hand, so you can charge in and progress again. But specialists like this may well counter that, forcing players to exit the cover and take big risks to deal with these “summoners” before it’s too late.
Not saying it will be like this ofc, we don’t know. But it could be.
June 10th. But sure, day one I am in.
This does not annoy me, cause I have AC shadows to complete.
I am really completist. To say it, I have not reached the point where I can switch to Yasuke and I am already at the last knowledge level and have unlocked lot of abilities…
This enemy has now been uncovered, clad in heavy armor and wielding a thermal ray repeater. While its attack patterns resemble those of a Scab Gunner, it possesses summoning abilities and is likely serving as a patrol squad leader.