The special clownfiesta need to be toned down

Frontlining is what I do 90% of the time, I don’t enjoy backlining much.

I feel like the sheer insanity that is the number of specials present on the field at any given moment in havoc renders my job as a melee focused character largely redundant, as I usually spend at least half my time either dodging disablers or avoiding fire. I don’t get to interact with the combat part nearly as much as the psyker just vomitting dmg from a safe distance, or the vet chuking nades nonstop.

It’s not hard, it’s not challenging, and most importantly, not fun at all. Can I please get to melee more often in havoc?

10 Likes

It’s playing whack a mole and then you die, because actually there were two more trappers besides the two you just killed and you got sniped in the net.

7 Likes

A net that requires being psychic or incredibly lucky to dodge as the window to actually slide under it or sidestep it is often smaller than your latency while the projectile’s area of effect is bigger than its hit box for terrain collision.

Someone at Obesetuna must have a real love of trappers because they are the only specialist that doesn’t follow any rules and has remained immune to the nerf bat.

Hounds actually have to stop moving and go into a pounce-prep stance before jumping, and fire got a (needed in my book) nerf despite flamers & bombers actually having a warmup animation that needed to be completed plus requiring a clear LOS.

5 Likes

6 Likes

Not in my experience, at least not 100% of the time. Could be server shenanigans, but, let’s say 2/10, go straight from sprint into pounce. Catches me out every time.

4 Likes

Lack of synergy, game design fault, players “helping” by playing the game and killing stuff “from a safe distance” is oil to my water “death by 1000 cuts” build.

“Insert: Devs do not play the game, builds do not work together, lazy game design rant here”

1 Like

My favourite part of the special clownfiesta is when you’ve already killed the horde and all the elites but the game decides now is a good time to just spam spawn specials so you spend like 2 minutes camping a door that is just spawning 5 trappers 3 bursters 9 hounds 5 mutants 12 flamers 2 snipers and 7 bombers instead of just allowing you to progress the map.

3 Likes

Yeah seriously they can throw gas nades further than a mile lol

1 Like

It’s not just havoc. Auric too is plague by a constant stream of specials.

There is one map where there is only one spawn door at the beginning, and you can literally watch them streaming out of it non-stop. I’ve camped there for a minute, killed scores of them, emptied all my ammo and they still continue to stream out.

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I think the reason dogs do this, at least sometimes, is because they’ve had a long enough straight run up towards you and basically like pre-charge the leap. But if there was a barrel or something in between you and the dog, it has to pathfind around and then line up a shot to pounce. There are still some situations when a dog seems to turn a corner and still do an insta pounce though, and for those I haven’t quite been able to wrap my head around as to why

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I also love when they pounce like that on the teammate next you, forcing stagger and cancelling your animations. So fun!!!

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With pinpoint precision too! It’s like Kobe himself is throwing those trickshots with the assistance of CIA satellites

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And the enemies you wanted to fight in melee were made immune to stagger if he pops a stimm, and if one of them dies it spawns a green cloud that you can’t see through so now you risk the occasional directly in front of you but impossible to see coming mauler and crusher overhead out of nowhere.

Brilliant game design. Spawn a million specials, give enemies obscuring deathclouds that disencentivize the already disencentivized melee play.

Also make sure that you’re flooded with such overwhelming numbers of scattered shooters that even the best dodge-slider will get hit in-between the microsecond delays between every new dodge-slide, completely destroying your toughness and stunning you from two hundred feet away.

You think you got away safe? Joke’s on you here’s twins, a bon, and a spawn. Git gud.

3 Likes

Havoc, Auric, Damnation, etc.

Basically anytime the difficulty moves up the only real change is more “elites” & “specials”. Not better mobs, not mobs with better placement & scripting, not conditions that require having a “where to hide if mortar rounds incoming” plan. Just more mobs until the code screams or our systems start to choke.

Welcome to Timmy Power Gamer as GM.

2 Likes

I don’t mind the density, many mobs make bonking fun. The composition is the problem right now.

Too often, in between the constant dodging disablers and avoiding fire, you literally can only get a couple lights in, which is incredibly dumb for a tide game.

Especially when you have the purg psyker and the krak spamming demoman just mindlessly decimating everything.

Trying to melee has never been this punishing on havoc, ever, and not because of the buffed HP pools, that part is very welcome.

1 Like

I wish they would roll back the change where they added explosive backpacks to the the flamers. We already have way too many exploding barrels, ffs. And the fire always lingers way too long.