Wanted to provide some earnest feedback on these two modes from the perspective of myself and a few friends. We share an opinion here.
Sniper gauntlet ventilation purge:
Its not bad but its not very interesting. It looks like a cool light show but the way the snipers spawn typically its just play peak the corner until someone kills them all. Basically I do not like this as a mode and i will generally plan to not play it as it doesn’t add much to the experience and is kind of tedious after the third or fourth spawn. The sound effect is slick though.
Not to sound like a repeating record but I think this would be best as a random mission event, in the same way Monstrosities sometimes spawn or sometimes 2 monstrosities spawn. It shouldn’t ever replace monstrosities. It could even happen simultaneously for maximum oh shi- fun.
Normal Int-Hunting Grounds
New hunting grounds is much better than old hunting grounds. But this mode feels dull as the party just corner camps and kills them all. If a veteran is available on the team its free ammo at no risk.
Hi Int-Hunting Grounds
I haven’t played much of this and won’t have the chance probably. But it seemed fun the half game I got in of it. Having a hound pack jump into the fray when a mob of poxwalkers or a patrol of shooters is already fighting, and maybe a monstrosity spawn at the same time is very fun.
I still think this gets repetitive and doesn’t make an appealing “modifier” to actually invest time in. Just seeing the same enemy over and over at some random time is extremely dry and uninteresting. I’d rather have this kind of event take place in a mission, maybe several times, without any forewarning beyond the sudden howling showing up in that specific mission.
Yeah, not really enjoying the modifiers that basically park players in a corner and wait until the storm is over. Sniper is a little bit less of that, but the snipers can also get stuck and break mission progress so that is frustrating.
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I think the real issue with hunting grounds is the fact you have to stop everything for a single event and 90% of the time it feels like they spawned with nothing else and since you stop moving and encountering new mobs.
It is really it’s what’s currently spawned in already then you hear the dogs and you fall back and wait for them to come to you.
That does make the most sense but it’s not really a challenge unless they catch you out.
I propose when a hound pack spawns it’s spawned with not just hounds that rush in but 10 hounds that follow (depending on difficulty) 2-6 shotgunners and 1-3 bulwarks that spawn and rush the group and the moment they engage the hounds stop following and engage the players.
It’s kinda like a 1900 fox hunting party with a ton of dogs controlled and released by hunters with shotguns.
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The one thing about it that gives a brief moment of tension is hearing that they’re coming while you’re dealing with another fight. It becomes clear you need to wrap up and find a defensive position before the specialists arrive. It feels more relevant when you hear snipers coming when you’re out in the open and you know you need to push through (or fall back) to a section of the map with better cover.
Sniper gauntlet and ventilation purge is a bit mean, I think. Fun, but kind of unfair too? I feel like having a Veteran to light up the snipers in the fog with his ability is borderline mandatory.
Or if you could more reliably dodge them then I wouldn’t mind so much, but usually the trick to finding out where the snipers are is by having some sacrifice a third of their health to a shot that announces their presence. Then its a matter of shoot them quickly or hiding behind something.
I wonder if its just a screen settings issue for some people bexmvause 99/100 times i see the sniper’s line well before his first shot.