I have a suspicion that the latest hotfix accidentally reverted the semi-recent nerf to the coordinated strike chance (chance for 6+ specials to jump out of the clown-door) which was reduced by two thirds.
I want to propose an alternate analysis. The problem isn’t inherent to ranged playstyles or to specialist spawn quantities. It’s spawn logic in general. Proximity is simply not important enough in this equation.
I want to see something like a hard “no spawning within ~15+ meters of a player, under any circumstances.”. At minimum as an experiment.
Maybe. Personally I hate when it effectively blinds you because its spewed everywhere more.
Someone at ObeseGuppie really needs to stop watching movies to determine what a particular effect looks like and find some other - more accurate - source of information.
Suggested it. Minecraft uses that same logic (baring spawner blocks obviously) and it works fine. However its apparently not possible because FatTuna doesn’t have a developer capable of actually scripting the mobs movement that well. At best. At worst they’re just plain inept or lazy. Then again that would explain a lot of issues with Darktide (and their other products) - don’t know how to fix something so slap a bandaid on the seeping chest wound and hope it holds until their transfer off lands.
I would like you to answer my question.
What?
Ehhh, not sure that would really work. Specials, like other mobs, often spawn at some distance behind inaccessible palissades, which they vault over and then run up to you.
Forcing them to spawn further away would mean you might not hear them spawn, and then you get caught unawares because they don’t have any audible footsteps, they only occasionally speak out ![]()
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