The pace of doing missions

hi guys,

I am fighting for the emperor since may this year, so someone may consider me as a rookie. Now I am playing mainly damnation, did some auric missions (36 or so), tried havoc a bit. I observed that in most of the times all members are running like hell towards, just as if every mission was a rolling steel train. As if there was a case that when you lower your tempo then something will happen and you would be looged off from the game. Is that crazy running necessary? I am not talking about chill walk and having a snack every 2 minutes but wouldn’t it be more reasonable to do everything in a more thoughtful way? Clear the area, stop, wait for behind horde, clear, advance, repeat. I have seen some many times that the pace of moving forward led to serious problems. Of course it applies only to high difficulty missions.

Please do not roast me, maybe my above thoughts are of a noob kind but what are your opinions on this matter.

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Some teams can move “too fast” though you’ll find different definitions of that from different users here.

But this isn’t a thing. You do need to keep moving. There is no peace to be had on Tertium. The hordes keep coming.

As you continue to improve yourself and learn maps, you can wander off from your team a bit to check boxes and take resources they may be skipping when moving too fast. But you do need to keep going forward in general.

Only at events or particularly advantageous ground do you stand and fight for extended times.

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To note, Havoc actually has timed hordes and anti-backtracking measures to discourage people from using safe but slow and boring strategies, hunkering down forever, kiting stuff by going backwards, etc.

It’s not the case in Aurics (*woops my bad, this does apply to hi-ints and maelstrom since the latest update), but going slow is just not encouraged because of the constant flow of specialists coming in. If you lag behind then you’re just begging to get gangbanged by 3 trappers and 2 dogs. And if you’re looking to farm crafting materials then you really should do that in Damnation or Heresy. Auric does not offer significant bonuses in that regard.

I think clearly there’s dev intent that one should seek to move through the level as quick as possible, as a team still, but not like it’s a pleasure cruise either.

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It actually is now.

Though that is a bit confusing since all Aurics are supposed to be HI-INT now (if that statement still stands and was ever correct).

@FatsharkQuickpaw Can you clarify if timed hordes are a feature of all Aurics now or just Aurics with only the Hi-Int Modifier (and Maels)?

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I’m not advocating for lollygagging but if there’s disablers behind us I’m killing them and if a large horde spawns I’m killing that too what I won’t do is drag my feet around airlocks/elevators.

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There is no clear the area then stop and wait in Auric (or Damnation Shock Troop Gauntlet for that matter). Stims, Medipacks, Ammo Crates are still valuable and should be searched for but it should be done in a way that doesn’t leave you too far away from the team if that makes sense.

In every level there’s optimal paths to be taken, for example in Archivum Sycorax before the second dropdown (the one past the security door), players should go left to the fountain for the 3 capsules up there as opposed to straight through the center area. It’s also better because players aren’t completely surrounded by spawn doors as they push down towards the security door.

In general, it’s best to find the path that offers the most amount of capsules with the fewest spawn doors along it. That’s usually a good sign your path is optimal for the most resources with least amount of time spent out of Coherency. Good players tend to gravitate towards these paths, bad players usually take the central routes filled with Specialist spawn doors or open to multiple attack angles from Gunners.

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in fact something does happen in the form of the director sending dogs and trappers to get you, as well as a war of attrition against useless hordes that only drain your resources.

likewise, by the time people chose to play auric maelstrom, they should know every nook and cranny of a map and it’s layout, hence pathing ahead even before the match has started.

close calls, forced clutches and up to fails are due to people not aware of where to restock and resupply until eventually they end up being the problem of the team members still standing.

uploaded 2 such matches recently where despite best efforts 2 dudes where hellbend on throwing the round.

some time ago I heard the military slogan

“

Proper

Preparation

Prevents

P*ss

Poor

Performance

“

so by remembering the 6P rule much is won in terms of successful gameplay.

after a couple hundred hours you’ve seen most scenarios play out (and in fact in a very similar manner)

so 9/10 instances when “johnny-random” is going to do something stupid or unnecessary, you see past the next 5 obligatory steps and skip to the “end result”

what seems “fast” to the novice is already done and done in the mind of an experienced player and his seemingly “thoughtless” act is just skipping the useless fluff and go for the effective solution instead.

standing there waiting for something is giving away the initiative when in the same scenario keeping the momentum and moving forward would be much more efficient.

plus keep in mind after a few thousand hours, people eat,sleep and :poop: darktide thus they strife for visually more pleasing, more skillful ways to traverse the map, ever optimizing and scrapping unnecessary motions.

not unlike

copyImage

its the most beautiful and rewarding feeling when you’re “in the zone” and everything flows together like a well tuned choreography.

besides, if slower gameplay is your goal you’re better off looking for like minded fellas doing a group.

skittish and ineffective as randoms are most of the time, a speedy way forward is usually the safest route to reach a victory screen.

if you give em the opportunity to stroll around, they’ll do so until getting killed off one by one.

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the reason for teams speedrunning is that the faster you move through the map, the less opportunities the game has to throw enemies at you.

it works when the team moves together. having a thin line of players where some run ahead and some backtrack is a recipe for disaster.

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That actually happens if you take too long.

I find there’s a sweet spot in terms of pacing. Not so fast as a speed run, and knowing when to disengage. There’s room for self-indulgence to hold a sweet choke for a spell or clear a wave of specials if you also know how to hustle and re-group.

It’s jarring to play with people who clear everything 100% because you lose the forward momentum that keeps everybody in coherency and the mission progressing. Likewise for players who never look back. Hence many aired grievances.

However it’s been pointed out that map knowledge plays a large role, as your first few times through a map will likely be far more leisurely than your 10th or 100th. Anyone who has played with a relatively new friend understands the discomfort of shepherding them along at your pace, in quickplay it’s much easier to give much less of a damn!

So bearing that in mind, I’d suss out the team from the start and stick with a player who isn’t speedrunning (or is, the least). Then you are always with someone for the sake of disablers n’ things, and can learn some of the preferred map routing from the vets.

In my experience as a not-speed runner, most maps progress roughly at the speed of an Ogryn walking — helps to be the walking Ogryn though :grin:

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When I was learning the game I always stuck to the highest level player. I still quickly assess which players are best and I stick close to them.

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@FatsharkJulia

Can you clarify timed hordes in Auric, as seen above?

Hahah, how can I say no to that, I’ll report back

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The information I received was quite technical so I’ve tried to summarise it in to something easier to understand!:

Before, Auric missions were slightly easier but had extra modifiers to make them harder. When Auric became a regular Difficulty, that tougher version became the new standard. Then a new, even harder tier was then added for certain missions marked as HI-INS.

So, today’s regular Auric missions are about as hard as the old special Auric missions used to be.

Timed hordes appear only on missions marked as HI-INS or Auric Maelstrom.

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Perfect. Thank you as always ma’am.

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