The Scab Commsman is now live

The Scab Commsman is now live, but currently suffers from severely inadequate audio cues — only emitting faint static-like noises that are nearly impossible to detect amidst chaos. Additionally, its ability to endlessly summon Trappers and Snipers creates excessive frustration, as these elites constantly disrupt team momentum.

Proposed Fixes:

  1. Overhaul Audio Design
  • Replace the subtle static with distinct radio-transmission voice lines (e.g., “Loyalist detected! Request immediate backup at grid Gamma-7!” in guttural Low Gothic).
  • Implement directional sound prioritization (similar to Bomber’s fuel tank beeps) to help players triangulate its position.
  • Bonus 40K Flavor Suggestion:
    “Let its corrupted vox-caster scream something suitably heretical, like ‘The Corpse-Emperor’s dogs are here! Crush their bones for the Dark Gods!’ — that way even Tzeentch would approve of the drama!” :smiling_face_with_horns:
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@FatsharkKitefin @FatsharkStrawHat

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Was there an official announcement made regarding his release? I don’t see anything about the Scab Commsman in the communication breakdown announcement.

I know he’s there though, because I’ve seen him. Also he looks very much like a gunner from a distance.

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No, the developers have not released any official patch notes or lore introduction for this new enemy. The “Scab Commsman” currently reuses the Scab Gunner’s base model but with key modifications:

  • Clad in Carapace Armor (identical to Mauler-tier protection)
  • Equipped with a massive back-mounted vox-array emitting faint radio static (barely audible at <8m range).

Critical Issues Observed:

  • The subtle “zzzt…” audio cue is drowned out by ambient combat noise, making preemptive detection nearly impossible.
  • Unannounced spawn logic combined with its armored resilience often leads to sudden Trapper/Sniper spam ambushes, especially in low-visibility zones like Hab Zone Dreyko.

Community Appeal to FatShark:
“At least give this sneaky git a proper transmission broadcast — maybe a distorted ‘The Omnissiah sees your heresy! Purge them!’ blaring from its vox-caster. We need more warning than a dying servo-skull’s whisper!” :wrench:

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Yup, just had a Damnation mission on Ascension Riser 31 with some newer players, it was a bit rough to say the least and there were many sniper knockdowns.

Particularly fun was this part: (not a screenshot of the actual run)

There happened to be a ton of gunners during this section, which made identifying him a bit of a chore.

Anyway, perhaps change the character model of the Scab Vox Commsman to something like this?

An actual Scab Commisar, who would logically be in charge of calling for reinforcements anyway, and would look clearly different compared to the other Elite/Specialist models already present in the game.

He should use a bolt pistol instead of a Hotshot Lasgun, since his damage comes from summoning reinforcements.

Also perhaps he could rally his allies nearby, giving them extra damage/stagger resist with a visual effect that makes him easier to spot?

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I agree

If FatShark insists on keeping the recycled Gunner model, at minimum amplify its audio presence to match its threat level. Here’s how:

Priority Audio Overhaul

Make its vox-caster blare explicit comms chatter (e.g., “Heretics confirmed! Deploy suppression squads NOW!” with Nurgle-corrupted distortion).

Boost the static noise to Bomber-level loudness within 15m, overriding ambient gunfire/explosions.

Gameplay Clarity via Sound

When summoning elites, force a global radio transmission voice line (think Daemonhost’s whisper but vox-grade):

“Trappers inbound… shackle the faithless!” (Trapper spawn)

“Sightlines cleared… eliminate the vermin.” (Sniper spawn)

Add a persistent humming aura from its vox-array (like Psykhanium target dummies) to signal proximity.

40K-Flavored Rationale:
“Right now this Commsman’s stealthier than a Callidus Assassin! Even a grot with a kazoo makes more noise. At least make its vox scream like it’s praising Khorne’s mixtape!” :speaker_high_volume::skull:

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So we already have issues with specialist sound cues not working

Now we have one that hangs back and has to be sought out and dealt with. That has more muted more obscure sound cues.

Amazing

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Your priority audio overhaul is a good idea and I like the audio lines you provided, but I’m just hesitant to believe the sound engine will be able to support those audio lines admist all the other Elites/Specialists.

I agree though, at minimum he needs to be more easily identifiable so adjust the audio

Doubling down on well known well hated design flaws.
Wish I could say I’m surprised, but not really.

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That’s untrue…
You can hear a continuous radio sound.

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There’s a new enemy that summons specials? That’s pretty neat, is it only on the new event? Haven’t played since Clair Obscur came out.

Might have to try and make time for this event though.

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