Trappers either need to be removed or fixed

This is a non-argument as no one asked explicitly for DT being easier but more believable in it’s presentation. Guess what - on T1 trapper nets still fly through any enemy unhindered. Thus nothing was gained by those annoyed with this if they switched to sedation.

It may surprise you but some players care also for other things then difficulty.

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All I can tell you is that it’s not consistent at all, which means it’s jank. If the timing varies wildly from session to session, it is indeed JANK.

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The timing is a bad reflection on the servers, not the enemy.
I don’t know in the US, but un EU the experience can vary so much that it’s impossible to settle on a timing.

To your point, though, the enemy is “jank” because of how they cannot be interrupted by attacks and they can’t be shoved.
This makes them unbalanced and an exception to the rule of the game that humanoid enemies can be interrupted.

Contrary to trappers, dogs will go around obstacles before jumping at you.

Well, I just dodged a trapper that shot a second time as soon as I finished the dodge.

Sure, I had just spawned in an already started game and the trapper was right in front of me, but still…

Noclipping on disablers is an issue in all Tide games. :pensive:

If you’re lucky.

It happens way too often that they just sprint tackle you instead of standing still or they jump through so many boxes that should be cover but aren’t…

Yes, yes, 100% yes. I think every enemy in this game is well-designed (now that dogs and mutants have been fixed from their abysmal release state)—all of them except trappers.

Trappers are the epitome of frustrating BS. Their firing sound is buggy and doesn’t match when they fire, they’re nearly impossible to dodge with high latency, they go through all friendlies, they hit you through pillars and railings, and they can hit you through stagger animations. (I’ve seriously had one trap me as I’m sawing its head with a chainaxe.) When you’re cornered in a tight situation, there’s not a single other enemy that comes even close to being as end-running as trappers. And in high-intensity shock troop gauntlet (the only true way of playing anymore :D), they’re everywhere.

Even snipers, the newly buffed giga-Chad dreg ragers, and crushers aren’t as threatening. At least when I die to those, I feel like I had a fair fight.

If I were in charge of Fatshark, fixing trappers is actually one of the top priorities I’d mandate. They make me so angry and are really the only time I really ever rage at Darktide.

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It was two trappers clipping together…

worst scenario

I dont see how the collision is fixable. The issue is that the net is like a bullet, its not really there physically. So as long as there is a trajectory where the center of the net can hit you it will pass trough everything else. Not sure if there is any way to make this different. Maybe if you code it like a shotgun where multiple points need to hit you, but its probably impossible to make it work well consistenly like that.

Everything else seems like a skill issue or lag to me. Personally Ive only ever had sound issues when there is hound + mutant wave. The game just runs out of audio channels. Other than that this sounds a lot like the spawing enemies delusion to me.

I watched a stream yesterday, from some bigger streamer coming from originally dota. He generally a very skilled gamer, and he kept saying he didnt hear something and that there was a sound bug, when it was playing the proper sound with proper timing no issue whatsoever. He just couldnt hear it cuz new to the game.

No flame, I see some ppl here claiming this that are really good, so idk. Personally Ive not noticed any sound issues like that, or was netted by some stealth trapper. Maybe just lucky.

This is a new bug where when they are preaiming you from behind cover they will instantly fire when they get line of sight. The game doesnt have time to render the laser. Or i guess it doesnt render the laser cuz they are taking aim while there is no line of sight, not sure whats happening there.

There’s definitely some delay in rendering animations/assets. I saw a bruiser’s shadow drop down from an upper level, but it was behind me, and I was furtherest back so no one had LoS on it, so it t-posed down.

I’m late to this party but trappers are by far the easiest specialists for me and my friends to kill in the game.

This is not aimed at anyone in this thread, was just brought to mind, but man judging by watching PUB players a lot of people could be having an easier time with trappers if they used the damn tag button. Can’t count how many times tagging a trapper has made it pretty trivial to dodging a net through dense horde.

I really don’t see much issue with trappers. They feel pretty well balanced by being pretty darn squishy and having a fair bit of down time after shooting where they’re non threats.

The only issue I have is them shooting through Ogryn elites and bosses. Especially when they decide to nestle themself basically inside or barely behind a boss/crusher and take pot shots from there. They shouldn’t be able to do that. I can’t say I’ve seen much of them shooting through scenery but maybe they’re due some collision improvements with terrain too.

Overall I like them and wouldn’t want them gone even if they get no changes from here.

Just wanted to add my piece to this.

I think the specials themselves are mostly great right now. The first half year we had tons of issues with doggos and bursters but most of that has been fixed. Trappers likewise work mostly fine. Yeh it can be annoying that they can shoot through enemies, but from a gameplay balance PoV it makes total sense. They’d have to rework the whole special otherwise.

Most of the annoyance about trappers is how they can shoot even after you hit them in the head with a hammer and are clearly in stagger animation, or the way they can shoot through corners and objects like boxes. But these are easily learned and dealt with.

Ofc trappers can be a huge problem on T5 HISTG but so can anything else. That has less to do with the specials themselves, and more to do with the way the AI just bugs out. When the game spawns 5 gunners on top of you, a burster or three 2m behind a corner already mid jump to kill you with less than 0.5 seconds to react, or doesn’t play any sounds at all for trappers, dogs or muties about to catch you from behind during a messy fight? These things definitely need to be fixed, since they’re nothing short of blatant cheating. :frowning:

Whether it’s a person in a PvP game, or an AI in a coop game, cheating just instantly sucks out any fun and joy out of the game. I’ve actually started just quitting some of these matches because of how completely unfair and annoying it is.

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It seems trapper are what the AI director uses as hard counter to melee-focused players. At least that would explain why so many come for me, even two at a time.

I play exclusively Zealot, and exclusively Boltgun. But I almost never use my Boltgun; only when there is a pack of Bullwarks/Crushers, because it’s too slow to switch to. And I never use daggers. So it’s not possible for me to shoot them when I’m in the middle of a large pack of enemies, which is where I like to be.

When I’m done with a hard day’s work, and start the game to let some steam off, having trappers ruin my experience makes me wonder why I still play Darktide.

I think tagging could use a slight overhaul imo.

I think only being able to tag 1 enemy at a time can be rough when you get shock gauntlets where you can get 10 or 20 rushing you at a time, even having a tag 2 system would be nice.

I imagine they might be saving it for a special class like an assassin or a recon specialist of some kind through.

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TL;DR: 100% agreed. Audio issues, LOS issues, and a (currently) fundamentally lazy design. The current issues absolutely need to be fixed and then ideally they should be re-worked to some extent to make them more nuanced and engaging to play against.

OP you are correct. They are the worst offenders at the moment when it comes to audio issues and railing/wall clipping. Trappers are fair to fight until they do something they shouldn’t be doing, which is quite often at the higher difficulty levels. Personally I’ve been quite comfortable doing Auric Hi5s/Maelstroms for quite some time now on my Zealot and typically, I’ve seen fewer run-ending issues with the other disablers but when trappers either show up silently in the middle of a mixed horde, or only the tail end of the net-gun sound cue plays giving the player 0.5s or less to react with no visual (if they even have the space to dodge at all), it’s absolutely infuriating and it takes that player out unfairly which in turn sucks the enjoyment out of the game.

That’s not to say that Mutants and Poxhounds’ audio isn’t borked (because it is too), but a big part of why trappers are so particularly irritating when they bug out is because they are indeed, just lazy game design. By comparison to other disablers/specialists, when a mutant or a poxhound’s audio messes up for example and catches a player off-guard, they still both give said player a window of opportunity to recover from getting caught out. Mutants will throw you away allowing for them to be taken out (and in some cases they actually help the player out by throwing them away from a bad situation), hounds will eventually get off you if you have enough health and time to spare, or a team mate can knock them off from a safe distance, etc. etc. Snipers can be an issue if low on health but unless there is minimal cover and it’s a Snipers modifier, there is also a window of opportunity to deal with them even after getting hit once or twice depending on one’s dmg resistance to them. Trappers however? It’s essentially a one-tap disable with no chance to recover yourself after the fact if the audio messes up or they shoot a magic net through everything. They do not offer nuanced enough gameplay compared to the other disablers and as such, they are far less forgiving when the combat director and audio messes up. And while we’re at it - on a lowly par with Trappers are the instant detonation, spawned right next to you Poxbursters that the combat director too often loooves to throw at teams on certain modifiers.

For the record, I do not want to see Trappers removed entirely. Their audio and clipping issues clearly need to be fixed ASAP (that much is obvious), but once all of that is working consistently, I would like to see FatShark revisit how they function. My preference for how they could work would be a brief, initial ‘stunned’ timer to keep the player trapped for X amount of time (it’s a disabler after all and if the game is playing fair then said player should be punished for making a mistake), followed then by either mash Y button or succeed at Z minigame much the same as with data interrogation (like your basic ‘get a rapidly moving marker to hit the indicated zone on a wheel or bar’) to break out. The harder the difficulty the faster the marker could move and for the sake of a challenge the player gets only one chance on Damnation (Heresy can be 2 attempts, Malice 3, and so on), otherwise it’s down to your allies to get you out, and they can free you at any given time, same as it is now. The timer would just exist for the trapped player as a prerequisite for any attempt to free themselves. That would be more engaging than what we have now and it would hand back over some initiative to the player while keeping the Trappers’ disabling mechanic in the game. 10 seconds timer would be about right in standard missions, perhaps 15 seconds in Auric. And whilst we’re at it, the cooldown between them firing nets needs to be increased in all circumstances by at least a few seconds, but especially if they get bonked over the head with a hammer or take an eviscerator to the gut.

Lastly, I also like the idea of them only being able to fire their nets through anything that has less hit mass than them. That seems fair enough to me. Over to you, FatShark.

I’m not convinced this always happens because of obstacles. How AI handles obstacles and knowledge of your position is a issue in general. You can often see how AI continues to track and shoot at players through solid cover.

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