Talk about the Scab Stalker not being recognized as a ranged shooter

I personally think that the Scab Stalker is a ranged shooter, and after some testing, it does approach you when shooting, however, this is not the case in all cases.

When this enemy finds you, there are two possible situations.

1 It is far away from you, your ranged attack alarms it, or it is in the wave of an enemy attack, and it will shoot at you with a ranged attack as much as possible, rather than actively approaching.
It moves around, but most of the time keeps its distance.

This is because your ranged attack somewhat prevents it from approaching, and every time it tries to find cover, it doesn’t actively approach you.

Unless you abandon the ranged attack, it will actively approach you.

And it’s have the strongest ranged attack among common enemies, firing three shots bursts and damaging much more than riflemen using lasers or cultists with auto guns.

2 When it actively detects you at medium distance, it usually moves while shooting, and more than half of the time it will actively approach you.

But due to its higher damage, when it approaches melee distance, it has already dealt far more damage than other shooters in the same amount of time.

Another scenario is that it will constantly move around and shoot, but always stay at medium distance instead of entering melee attacks.

So, taken together, it is a ranged shooter overall, and the potential for ranged damage it deals is far greater than its melee threat.

I hope that developers will reconsider the positioning of this enemy, adjust its AI, or modify the veteran skills Counterfire to avoid misleading the player.

2 Likes

https://www.reddit.com/r/DarkTide/comments/10f40uz/all_enemy_attacks_damage_values_healthtoughness/

This results in all 3 dealing roughly the same damage per bullet to your toughness, but the Scab Shooters will destroy their target’s health if they ever get to shoot it.

Autogun cultists can do plenty of damage.

I mean because its rate of fire is much higher than the other two enemies, so the damage is higher.

Overall they need a visual overhaul as far as their weapons go and a logic overhaul for how they act. If they are assault troops they should really be using lighter weapons anyways and maybe have their melee always active in some cases (recon las guns, melee + las pistol, melee + auto pistol). Generally they shouldn’t be taking cover they should be laying down suppression and actively approaching till they can get in melee with you.

Even then i think it would make more sense for them to do what the captain similarly does and maybe get a few melee strikes in, pull off, use the sidearm if you are too far back or charge back in the with melee.

I really can’t tell the difference half the time and mostly just go “yep, it’s another shooter” and pop them. Hell maybe make like 1 out of 8 throw a smoke grenade at you so they can approach while covered.

FS’s explanation as to why they don’t include them is rather garbage, considering that they act as shooters as long as you have your gun out, which a vet is going to be doing most of the time.

If it’s about balance, then they just need to make it so weakspot kills reset the timer, and just make it so everything that shoots is highlighted. It makes sense, is consistent, rewards skilled gameplay, and synergizes with the talent. There, fixed.