Simple Question :)

I’m curious about one thing. “Darktide” has been in the works for about 3.5 years. In that time, you’ve done a ton of work. New fixes, classes, add-ons, skins, weapons, game modes. AND YOU DIDN’T FIX ONE SIMPLE THING. Why is it possible to strike through walls, doors, and obstacles? Why am I sitting in a Valkyrie, waiting for evacuation, and getting hit by a Mauler through a wall? It’s like producing a fully functional car with all the safety systems and excellent performance, but without a floor. :slight_smile:

Because that’s how the game operates - how enemy attacks operate. Walls or other obstacles are never a consideration for melee attacks - these are mostly distance checks for players presence within a certain cone of attack and reach. If you are not dodging attacks, that cone/reach check is respectively wider and longer.

As to why can players attack through walls etc. - because it would feel immensely bad to get your weapon stuck on everything in game that’s action-driven first, then “realistic” to an extent.

Nah, @VonHeex is correct on this one.

I shouldn’t be able to shoot through spawn doors and kill every special before they even get to the playing area and kill Poxbursters through walls with my melee weapon, but here we are.

I was typing mainly about melee weapons - ranged weapons hitting obstacles and not being stopped is a problem, I agree, and there is some such objects in the game.

Yeah the game would feel awful if you couldn’t melee through walls.

I’d assume due to the more corridor-type nature of Darktide vs the openness of VT2 that weapons can hit through walls. It would feel pretty bad otherwise.

you can swing through walls in all tide games, wall collision just isn’t a thing for melee weapons. You can definitely cheese with this to an extent for sure but it’s not something FS seems to consider a problem seeing as it’s been a thing for over a decade now

I’m not afraid to admit that I cheese this all the time; Poxbursters spawning? Go to the door where you hear the ticks and melee spam the wall until it explodes.

During several scanning/symbol hold-the-room events, you can just wait near a spawn door and spam melee attacks against the wall.

Lots of ranged weapons can pierce through the spawn doors so when I hear stuff like Trapper cackling, the click of the Flamer, Poxhound sound and etc. I shoot at a door and see if something dies.

It’s a shame that Darktide’s spawn logic is so predictable, and the only way Fatshark could stop us was to spawn more of everything instead of finding clever ways to spawn from direction we can’t foresee.

yeahhh DT’s spawn doors make for natural spawn kill zones and it’s very unfortunate

Little upside of that topic: enemies can hit through walls as well. For example this can be experienced by hitting a BoN through a wall and eating the ground slam in exchange.

In my opinion, the ability to strike through obstacles such as room walls, doors, vehicle walls, and other objects is an OBVIOUS BUG that should be corrected. The only acceptable option would be to deal partial damage through such objects with armor-piercing rounds.

An obvious bug that has

doesn’t really seem like a bug to me. I like it the way it is. If my melee attack got blocked by a wall, I’m not gonna think “oh, well, that’s the realism, i shouldn’t have attacked there”, I’m gonna think “why the HELL does this wall think it has the right to block my attack”. It doesn’t feel fair.

Attacking through walls obviously has jank associated with it, but it makes combat feel much more fluid than if you couldn’t. There were a few corridors in Iron Keep in Dark Souls 2 that I hate because they’re so cramped that my attacks would hit the wall before they even started. That’s not fun.

It seems likely that if an AKM or M16 rifle fired plasma in a game like “Battlefield” or “Call of Duty,” you’d enjoy it more, too. It would make combat much more fluid, right?

I don’t play CoD or BF because they’re lame, so I couldn’t say, but that’s not the kind of point I’m trying to make.

If I shoot a wall and it stops a bullet, that’s fine enough, because from the gun to the wall was just a direct line from the center of my screen. Melee attacks have a trajectory they follow, generally from the edges of the screen. If that collides with a wall that’s barely on screen, or even offscreen, that’s annoying, even if I knew the wall was there. Refer to when I talked about the Iron Keep corridor in DS2. Realism™ can only go so far, and honestly the more people talk about Realism™ the more I hate Gamers™ as a whole, because people seem to think the endgoal of video games is RDR2.

It goes both ways. Allows me to hit them through spawner walls. I think I am benefitting more from melee ignoring walls than not. I could see it being really annoying with big long weapons having your melee strike get disrupted in small narrow hallways.

It is an obvious bug

It doesn’t need to be corrected however

With the way melee is handled (hitbox wise), hitting surfaces of any prop would be nearly unavoidable

No seriously please check out the hitbox of melee swings, even if you’re aiming way away from a wall, if you’re close to it you’ll most likely hit it

Fixing this would make the first person feeling suddendly not match as your weapon could constantly hit a wall you’re nowhere near aiming to

It would also produce the issue of melee attacks being stomped by things like tables, boxes, that you can clearly see the enemy and realistically would reach, but because of the huge hitboxes thing it would stop on the prop

The reason why no one even thinks about this in VT2 is because you can’t spawncamp enemies as easily, and people just kept it that way in DT even if you can hit through doors where only enemies can go in

Maybe just give enemies immunity while inside those Doors? Maybe make these Doors not be able to be attacked through? (With a slight bit of the wall included)

The thing is that outside of doors where enemies come from, this is not an issue

Speak for yourself lol

Blowing up Bursters with Trauma through closed spawn doors is better than waiting anxiously for what seems like a decade for the door to spawn them, while your team is dealing with a blob of Crushers - knowing the minute you turn your back the Burster will jump out and blow up.

Oh yeah and Burgles are a nuisance, hitting a Burgle through stairs or a wall and not chancing Burlge vomit is a beloved feature of Darktide


I’ll stop cheesing the door when they fix the damn door

Ah, I see. I could’ve sworn in VT2 your weapon would recoil when you hit a wall directly. Then again I could be majorly misremembering it. Thanks for the clarification!

It does in the Keep, but not in mission. That discrepancy always bothered me.