Trappers and hounds

They need to either get the trapper sound to trigger properly so you can react in a timely manner and also there needs to be a mechanic that allows a person to get untrapped both the trapper and the hounds need a way to make them non-mission ending either a mini-game or timer that lets you go after a set amount of time. It just sucks to spend 25 to 45 minutes to get a run wiped out and there is nothing you can do about it.

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you get plenty of warning they’re coming, if you try to wait until they’re ready to jump you to react then it’s a user error. you need to stop moving forward and focus on spotting them at range. they can only wipe a run if you’re bad enough at the game you think playing solo’s smart though.

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You really don’t though.

Since Oct 3:rd T5+ trappers rarely if ever have any sound cues aside from firing the net, and especially not when the spawns are heavy and it matters. Unless you can see the trapper all you have is 0.2-1s to guess where and from which distance the net is fired from to do an RNG dodge. Guess wrong and you’re dead, and that’s that.

I don’t agree with the OP about needing a way to get out of nets or dogs. They exist for a reason. What we need is for the sounds to get fixed so it’s actually a skill mechanic as opposed to a roll of dice and a cheat. :frowning_face:

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I think there is plenty enough time to punch a dog and avoid the trapper, without sound!

Agree.

I’m not experiencing this. Maybe more players have sound issues? The issue was never sound to me, its positioning.

If you’re having trouble with hounds or trappers my suggestion is to turn tail and run to a teammate, put them in-between you and the hound/trapper and then be the hero and immediately save them.

i think you’re just missing the sound cues because you’re in damnation and trying to rush it, like every group i’ve been in that wipes. they don’t just change the way sound cues work because the difficulty you selected.

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Yup, I dont think players are actually listening, or looking for that matter. Just a knee-jerk reaction of -“What?! a dog or trapper!”

I’m having these audio issues as well. I have over 2000 hours in the game. In my case, it’s not a user error but a technical one. It does seem like these sound issues are not present for everyone, so maybe there’s something on the clientside that causes the error but what do I know. Since the October patch I’ve noticed there are inconsistencies in how the game balances different sounds. I don’t think it’s so much that the sound cues are totally absent all the time but more so that they’re far more quiet than they used to be, for whatever reason. Since this most recent major patch I’ve also noticed a considerable uptick in audio being muffled between areas where it logically should not be. I’m talking about a poxburster straight in front of me through an open doorway or archway (not a spawn door) sounding like it’s around the block. It’s clearly not supposed to be that way and is obviously a technical problem of some kind. I’ve had this apply to every specialist at some point or another.

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Dogs making their initial spawn sound and for the 1st encounter it makes passive noise (claws on the ground and little woofs) so i push it, then it runs off and makes no noise for its second attempt where it jumps through 3+ crushers that have made a wall of mass i cant see through. Thats my favourite feature

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There are 2 ways against them:

  1. Not getting caught, dodge and/or kill them.
  2. Being near teammates, covering each other.

If you failed at both - the wipe is well deserved.

As for sounds, it might be trouble only if you’re getting too many enemies and paying too little attention.

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This is not some random rare occurrence or personal issue with room for debate. It’s literally an acknowledged bug they’ve attempted to fix several times. You’re free to search Fatshark’s bug report section for it if you like.

The reason difficulty matters is because the bug only appears when the sound engine gets overwhelmed by too many cues at once, so it omits lower priority sounds like the trapper’s breathing & dialogue, or dogs & muties. Which is why the only sound we get from them is when they fire (that’s high priority ofc). At least, this is the theory most ppl seem to believe in. Considering this problem didn’t even exist before and only started appearing when they about doubled / tripled the spawns on Oct 3:rd, and is apparently specific to the highest difficulties with the biggest spawns, the theory seems reasonable at least to me.

It’s not exclusive to trappers either, dogs & muties occasionally do the same thing. Even mauler & crusher overhead attacks often make no sounds at all, so if one happened to spawn behind you and you didn’t look for the 1s it took to get to you and strike, good bye. But the problem is worst with trappers because with them the bug is most common while trappers are plentiful, ranged and not easily staggered, and can fire through almost everything so you often don’t even see where the shot is coming from.

This is a MASSIVE problem for us endgame players and has been for a long time now.

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Yeah, pretty much this. I hear the net blast and dodge within a horde, and still get trapped. Or better yet, have 2 trappers spawn and target me, so if I dodge 1, the other still gets me from another angle. I really don’t know what can be done about this.

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I will say, when I came back I was having some trouble dodging trappers. Personally I attributed it to a skill issue, but if I can blame it on something else that would be awesome. :stuck_out_tongue:

(I do feel sometimes that when I should’ve dodged a trapper net I don’t, but that might be that I didn’t have enough space to dodge or at some point inbetween when I stopped playing they made the timing tighter.)

I have had absolutely 0 issues with dogs however, so take that as you will.

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You don’t have to guess if you look around during the fight.

Being near a teammate, multiple disablers are going for you for a reason. I offered a suggestion in an earlier comment as well.

There are some things you can do. The obvious ofc that was always true is to pay as much attention to your positioning & awareness etc. as you can, just because the bug is there doesn’t mean getting caught over making a mistake wouldn’t happen.

Besides that, focus on anticipating them when they would do the most damage. If your team is fine and you’re all in coherency, getting caught isn’t even a problem since someone will likely save you fast. But when it’s not, try to use dead ends and angles to force potential surprises to come in from a few controlled directions so at least if it comes to it you know there’s a safe zone you can dodge to.

Barring that, use ults like VoC, Vent, stealth & chorus etc and anticipate to save them for those clutch moments. With VoC being 360 degrees if you react fast enough after hearing the sound, you’ll likely stagger them no matter where they are. While Vent needs the right direction, it still lets you at least cover one of them leaving you with fewer “bad” angles to dodge to. And sometimes you can see the trapper behind enemy oggies, a corner etc where weapons can’t reach, or you’re mid-slide so you can’t recover & dodge in time, so a Vent there will fix it easily. Stealth won’t interrupt the shot but it will disable the tracking and in general give you a way to reposition to a safer spot instead of being surrounded which ofc again cuts down those angles. Etc.

But while you can push the odds in your favor, there’s no way to eliminate the threat entirely. Personally when I get done in by those cheats, I often just quit and start another mission or take a break. I don’t want to do that, but I’ve never had any tolerance for cheating. Whether it’s players or AI makes no difference. :imp:

Disablers than can in turn be disabled only with the help of the team if they already caught you have been a thing since Vermintide 1. Buggy sound effects that made them deathly silent until you were already grabbed have also been a thing since Vermintide 1. It’s been almost a decade at this point. Either embrace the jank or install the mods that parse out a text message when a disabler spawns. I’ve chosen to embrace the jank personally and never regretted it.

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The funny thing is that on Auric they are not the issue they are on other levels the dogs are not at all it’s the Mechanic with the dog that bothers me, especially playing an Orgyn there is no logical way that dog holds him down at all. There are issues with the Trapper sound and it is getting worse, not better.

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I mean, if you don’t reactively dodge when you hear that noise at this point, that’s most certainly a “you” problem.

“works on my machine” won’t work here and all it suggests is your lack of knowledge.

Those issues are common, well documented, reported multiple times (since Vermintide times) and acknowledged by the dev team as an existing problem. Those issues will also likely never be fixed, possibly because of the engine limitations (my speculation).

Oh look, that’s me “predicting” the future in Feb 2022. Audio stuff really needs its own thread, just like the crafting memorial. Who knows maybe Sweden only responds to review bombing?

image

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Trappers can so easily be staggered out of their attack (since their stagger resist got reduced), that not having space to dodge is usually not an issue.

Just swap to your ranged weapon, wait for the trapping animation to start and pop a cap in their ass.
Animation gets cancelled and trapper runs off to reload.

Doesn‘t work when the trapper is behind a wall of ogryn ofc.
Or if your ranged weapon is too slow to swap to.

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Despite what you suggest, I don’t have sound issues on my PC. But my statement has already been deemed “lacking”. Feel free to blanket me under the rug just like FS.