Probably in the minority here, but I actually like the bomb defuse minigame… and coming back from hiatus the map pushing you to follow the objective rather than faff around the entire time is a nice change of pace from “you’ve basically got unlimited time, dawdle all you want” that is most of Darktide’s maps.
Is it lazy and uninspired…? Maybe. I don’t really care, it’s a deliberate change of pace and it’s nice to break up the monotony… but if you end up on the damned train multiple times in a row in QP (been there already), it starts to wear thin.
the short format is something new, i wouldn’t object to having a few “speedmaps” like this - if it doesn’t stay in the only auric maelstrom slot for 1 hour, despite getting finished in 10 minutes.
in other words, let us choose our missions and then you can bring short and violent speedmaps.
or make the train a part of a large map. like the train in gloriana, but you fight in it.
no, there’s a good reason here. it’s stupidly easy to get knocked off the train if there’s too much stuff going on and speedrunners tend to not double back to help people which makes the mission super easy to fail with nobody in a position to salvage it in time. you need to move at a good clip but you need to move as a group to do that here and speedrunners do not do that.
I like the new map it’s fun and fast, but I don’t wanna quickplay into it. I gotta be in the mood for some constant high intensity. It’s very strong on the spectacle front, so it’s nice that Darktide is getting that part figured out. I’m interested in any future operations that break more “rules.” But yeah, I’d want time sensitive operations sectioned off to their own corner of the mission select.
The main issue with this map, and the first event of Clandestium Gloriana, is that it requires a lot more teamwork and immediate action than most players are used to.
The first time I played Rolling Steel, I had a blast, because it was quad Zealot all doing Zealot things. The next time I played, it wasn’t, and it was endlessly annoying not being covered by my team while trying to do the objective.
Every other objective in this game before Clandestium Gloriana and Rolling Steel had no hard time limit. If the data-interrogator stopped, you could waste five whole minutes and still make progress in the event after fixing it.
Not so with Gloriana’s event in the power station, where failing to fix the problem in a timely manner makes you start over. Not so with Rolling Steel, where you physically do not have the time to muck about.
Players who are used to just attacking the things until there are no more things and then occasionally having to press a button get thrust into these situations and don’t know how to adapt when the game doesn’t let them play like that.
I’m personally someone who likes the added time pressure of what I call “death clocks”, but I understand that not everyone is used to having this kind of time pressure. That said, I do wish people were faster to adapt.
Gloriana’s power station event just goes on pause if it’s not done quickly, you just gotta reboot it. You start over, but not from the beginning. It rewards people on top of it by getting done very quickly.
Did they change that? I know it was broken into “segments” so you didn’t have to start ALL the way over, but if you didn’t do it in a timely manner you had to restart the segment.
Someone correct me if I’m wrong, because I didn’t dig through the code, but from what I’ve seen, if you were mostly done and missed a node, broke the breaker, fixed the node, and reset the breaker, it’d finish without needing another node pushed back in. So I don’t believe the whole segment gets reset.
I honestly like both the mission and the minigame.
Just not the two together.
And yes, the mission could have some enforced pacing in places so it isn’t just about running faster. And also yes, the minigame could be sped up significantly if doing it right - unlike the existing auspex game, the time needed is uncomfortably static.
Moving quickly in general = speed running , ergo whether its 1 person or the whole team, its speedrunning. It’s in the name. There isnt something called teamspeedrunning.
Yeah I really don’t like it. Too short, intensity is higher than I’d like, less loot, less enemy variety including bosses, etc. Really hope this isn’t a new kind of mission direction.
Also don’t hugely like the new hacking minigame and I could really do without a time limit in my missions. I can accept the one off but I really don’t want this to be a new trend.
All that headache for a measly 125 plasteel. People were right when they said the train shouldve been a mid/end event. But ay, gotta cater to the players who complain about not having enough time to play and horde resources.