Honestly i’ve found the most reliable way to block dogs is to try and dodge them and do spam light melee attacks while doing so. With this strategy i rarely get pounced by hounds anymore. Sometimes it still happens… you know when they jump through a horde or a bulwark and you don’t hear them due to all the chaos.
Personally i find the chaos enjoyable though. Yeah it can be a real shame when one guy goes down and 3 of you get jumped by hounds. Its happened, it sucks, but i can’t say i dislike they modifier or the challenge it provides me and my buddies.
Most of my problems with dogs comes from any of those tricks working more than twice in a row. Even the cheese trick of using terrain to make them come closer before pouncing has problems. Like the dog just pouncing at the cover and either flying through it or springboarding into space. Inconsistency is the death of fun in games like this. Mutants for how irritating they are function much better in lag.
I thought I would find something to do while I wait to see if they implement proper crafting or if I’m looking for a new game so I’ve been working towards the picture frame you get at 500 special condition missions.
I’ve got 170 ish to go something different would be nice lol.
Yeah, that’s one of my biggest issues with the game right now in terms of what it boils down to.
There’s just so much inconsistency with everything. Will this dodge work this time despite the exact same timing? Who knows? Will my weapon swap as this horde spawns in? Iunno. Will that pox burster actually get shoved when I go for it? Flip a coin. Will the trapper fire her net right as her wind up sound finishes or another quarter second after? Take a guess. Will those shots hit me through that box? Best of luck to you.
Etc, etc, etc. Really takes away from the feeling of mastering a game when something I know should work simply doesn’t.
I thought Back 4 Blood could be rough because its servers tended to stutter when the first horde spawned on a map. Darktide takes that and laughs at it manically. It can always get worse…
Hey Zoralink some of that stuff is actually ‘kaizo’, not inconsistencies. The only way I would recommend trying to dodge a hound leap is if your weapon has a very high dodge distance. Otherwise it’s more consistent to push. You can gamble by just swinging your melee weapon as well. The specials can also become harder to avoid when your coherency bonus is less then max. Dodge the mutants and trappers, push the dogs. You also want to push the poxburster when it is towards the last frames of it’s jump. If you are too close to the poxburster when it begins it’s jump you won’t be push it far enough away (physics engine). In that situation you dodge back first, then push.
If it’s deliberately kaizo, then the devs are being deliberately cruel in having an "undodgable’’ enemy (except for high dodge distance weapons). If it’s not, then the dog is built wrong, like too large a hurtbox, or latency tolerances are too high. Neither looks good for them.
I’m seeing a pattern in the way that they are encouraging coherency as well. The specials see you as less of a threat when you are isolated and alone and so they become more bold. Their are most likely stat value differences happening as well in the trappers. Some trappers are able to run faster, and some shoot faster/slower. Realistically, not every trapper is going to be the exact same. Although it seems that the trappers are more dangerous on throneside missions, so watch out!
If there is a space for them to squeeze through, they will do it yup. Ivied actually seen medium sized dogs in real life squeezing through a mailbox slot in the wall before. Take a hound that has been enhanced by chaos magic, and there you go :0
I think that would be a mistake if enemies, especially hight threat disablers, are randomly inconsistent, whether by design or technical issue. In this kind of high skill ceiling game you’d want enemies to be consistent so that you can hone your response to them in any situation, the trick is performing the response in multiple scenarios and high stress conditions. A response not working because of RNG or other factors outside of your control only leads to frustration.
I thought the exact same thing as well coming from competitive games but then I realized it’s more realistic that not everything is the same. It also encourages teamwork instead of solo play. Were not playing as space marines, we play as rejects.
But we’re playing a game, it doesn’t need to be realistically random, just internally consistent. Almost eveything about the gameplay design already wants you to group up more than not without needing to put more RNG into the gameplay. The spice of this kind of game is the various combinations of scenarios and situations and how you deal with them through responses honed from interacting with the disparate parts consistently. You don’t need a special to be randomly tougher, or ignore previously established mechanics, or have wildy different and unpredictable cues to spice it up. Again, it leads to way more frustration than fun if you do it that way.
Yea 4 sure. I guess it depends on what the devs of a game are trying to achieve. If everything is the same way, many people could solo damnation with ease once they developed the required muscle memory for each special. This is a great way to force teamwork in your game. Humans are stronger together, then they are alone.
That’s why I’m saying that it’s the situations that combine multiple specials, hordes, patrols, etc. that spice it up. It’s a high skill ceiling because even with the muscle memory on how to deal with each situation seperately, knowing when and how to do things is also a seperate skill. The randomness that works is not knowing what combination of situations you’re going to get yourself in in the next room, not whether a trapper randomly takes one extra shot to stagger or kill or the if hound will randomly ignore a push or stagger and pounce you despite facing a different direction.
Yeah, no. Pretty sure the plague ogryn teleporting into an alternate dimension isn’t intended.
Pretty sure poxbursters are intended to be shoved. (Unless the devs have completely lost their minds) And no, telling me to push the poxburster at the end of its leap is hilariously wrong unless you live on top of the servers. Even then that’s not intended behavior. It’s a combination of some form of screwy stagger resistance, server lag, and various weapons being extremely buggy. (Such as the atrox axe shove flat out not working on pox bursters for reasons)
Pretty sure your weapons are supposed to swap, you know, when you swap them.
Pretty sure snipers aren’t supposed to be able to shoot your after image.
Pretty sure audio cues are supposed to, you know, actually queue the cue to cue your queued cue quick response. Not play inconsistently timing wise.
I’m fully aware of how to counter things. The issue is that it’s not consistent at all even when performing the exact same thing with the same timing and response. Only final thing I’ll add:
The specials can also become harder to avoid when your coherency bonus is less then max.
Citation needed. Let’s not start spreading some random BS we made up based on this one time we totally swear that it was easier or harder based on coherency. They don’t ‘become more bold,’ the game triggers additional disabler spawns when one player is away from the rest of the team. It’s absurdly predictable to the point where if I back off to go get a medicae charge left over or something I’ll be joking with a friend going “Doggy time? Doggy time? Oh no, it’s a trapper coming for my booty!” or some such. (It seems to favor dogs though)
To be blunt, you’re spreading some colossal false information and really need to stop.
Hey Zoralink, much of what you said I never actually commented on. I also never said that poxbursters weren’t meant to be shoved. Why the sudden change of hostility?