Yeap, railings, fences, objects, corners etc. I don’t even mention the issues which have been here since Vermintide: specials pouncing at you, grabbing you or hitting you through mass of enemies in the front of you.
I think it’s designed like it is so that the trapper doesn’t get it’s shot stuck on literally everything (oh no, a minor piece of debris counts as a blocker for the net and now all the threat is gone) but sometimes it goes haywire and desyncs a bit. There are cases where the targeting and the range seems a lot longer than what is shown and usually it kicks in during super heavy hordes and such.
I have seen objects block it like walls and pillars just fine only for that same wall or pillar not to count. I kind of think it’s doing a constant visual check and if you break line of sight with the trapper’s head it will judge the shot based on that.
It’s kind of why it’s a good idea to just not trust the visual and just either dodge it or engage from a range when it’s not a problem.
This isn’t a complaint or crying for a nerf btw, this is just a case of how things work due to the nature of modern net code (heh) and a lot of the extra size is there to make sure that it can actually hit things and not just miss entirely. It’s also set up that way to avoid having the trapper either miss all the time or being forced to tune it to aimbot levels of aiming.
One of the scariest enemies in the game is a Beast of Nurgle with a trapper sitting inside of it.
It is only second in pure power and fear to green dogs.
they 100% go through solid objects, which is infuriating on auric missions lol
i feel like they also shouldn’t be able to fire through other enemy units. the horde should part so that you have a chance to kill them, or so you can at least clearly see them. is that too much to ask? probably. but how cool of an interaction would that be to see? lol watching a horde make a path for trappers and ragers would be cool af.
They also don’t have a cooldown on the shot. If you stagger them when shooting the net will go off instantly after recovering; you have to keep staggering to keep them from shooting at all.
It definitely feels like something is off since patch 13. I’ve been hit through water containers and through windows when I can’t even ping the thing.
trappers can shoot through fences but psykers can not use Brain Rupture to them, bravo.
Not at all. I like the way trappers are designed. I wouldnt go through the trouble of making a post about this if this wasnt a common occurence. Maybe it’s jsut latency causing visual delay. Saying i’m just lying because I,m not good enough isnt bringing anything to the conversation though. This happened quite a bit since patch 14, I’m trying to let fatshark know. That is all.
Maybe. I dont know anything about coding. Seems strange though that i’ve noticing this since the last big patch and not from launch.
You aren’t exactly the only person noticing weirdness though.
A person I play with from time to time and streams has several recordings of hitting abilities and getting the audio cue only for the ability not to actually trigger.
I’ve also noticed dropped inputs from time to time and we both fair computers well within recommended specs.
Net code hard to pin down problems for and depending on the game notoriously unstable when you get a sudden and large influx of players. In addition even minor updates can absolutely body net code (such as on the new early access starship troopers game)
Sounds like technical issues then. I never saw nets go through geometry or such, but I (fortunately) also never had a high latency situation in Darktide yet.
If this is the case, I take my skill issue comment back and apologize. I cannot imagine how frustrating it must be to dodge something successfully, but have it “not count” because the server dropped the input or something.
https://www.reddit.com/r/DarkTide/comments/17lju1l/your_package_has_been_delivered/
Trapper has their own ruleset in the game, which is that there are no rules or consistent interactions.
Trappers are Tzeentch demons confirmed. The code cannot contain them.
Edit: Speaking of corrupted code, has anyone else uploaded replies here on the forums and the “quote” just disappears when you post them randomly? I keep having to edit my replies to put the “quotes” back in.
Yes. 100%. Cannot agree more.
I don’t care about the rest of the inconsistencies, but this one is just the worst.
Things like this:
Yeah I’m leaning towards bug because I’ve seen that pillar work is the craziest part but I’ve also seen it go through. I’ve also seen smaller objects block the net as well.
Part of me thinks it’s likely network based but also i wonder if it’s somehow tied to in game FPS somehow being used to track / predict player positioning.
Trappers would greatly benefit from a fully rebuilt ai. They should be fully pushed into the stealthy kidnapper fantasy that they should be. Right now they just auto path through the shortest route to you, which just so happens to be the same route that the other billion different enemies take. Then they just stand there and shoot their net through trash right in front of your face, it’s just one of the most unpleasant interactions you can encounter in the entirety of the game. I would love if the net were nerfed to hit the first target but the ai were rebuilt to be more stealthy and sneaky, but that seems too much to ask.
I’d say it’s a bug with one or several of these pillars not having collision. It can be as little as in the inhouse map editor a few pillars not having a single checkbox checked.
They should block the net clearly, they are geometry. Supposed to be anyway.
No. Trappers are fine. Just pay more attention when they approach, then ignore the visuals and just wait for the audio cue. There is a noticable one when they shoot and when you dodge to any side in that moment you auto-dodge it.
The trick to trappers is that one “shot fired” audio cue. You technically can dodge them without any issues even when they shoot you from the back.