Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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Gunners and reapers not behaving correctly
Anyone else notice these mobbs DONT stop shooting at you and go into melee like theyre supposed to?
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Showing 1-15 of 36 comments
The reaper literally shoots out of his crotch I kid you not.
Dogmilk 31 Jul @ 1:35am 
yeah I noticed it with the reapers recently, assumed it was intentional

unrelated: I like how he has to pull-start his gun like it's a lawnmower
T'is amusing yes
Deepeye 31 Jul @ 1:49am 
Manny times had gunners non-stop shooting in melee range while I draw melee and attack them. I know what Scab ones don't have melee wpn really, but basically they can nuke you if you don't disrupt otherwise.
Ishan451 31 Jul @ 2:16am 
Originally posted by ThreeLeggedCow:
Anyone else notice these mobbs DONT stop shooting at you and go into melee like theyre supposed to?

What do you mean "like they're supposed to"? They still stop when you stagger them.

There was a patch a few weeks or months ago, that changed their movement behaviors.
Last edited by Ishan451; 31 Jul @ 2:17am
Originally posted by Ishan451:
Originally posted by ThreeLeggedCow:
Anyone else notice these mobbs DONT stop shooting at you and go into melee like theyre supposed to?

What do you mean "like they're supposed to"? They still stop when you stagger them.

There was a patch a few weeks or months ago, that changed their movement behaviors.

Dumb patch then.
Reapers shooting you in melee until you stagger or supress them is intended and it was like this forever. Gunners' AI and animations however are broken after the patch that allowed them to shoot while moving, they often now don't care about being locked in melee and shoot you point blank.
Originally posted by unless specifically stated:
Reapers shooting you in melee until you stagger or supress them is intended and it was like this forever. Gunners' AI and animations however are broken after the patch that allowed them to shoot while moving, they often now don't care about being locked in melee and shoot you point blank.
Yes this is the behaviour im talking about. They keep shooting despite being smacked in the face.
Originally posted by ThreeLeggedCow:
Originally posted by unless specifically stated:
Reapers shooting you in melee until you stagger or supress them is intended and it was like this forever. Gunners' AI and animations however are broken after the patch that allowed them to shoot while moving, they often now don't care about being locked in melee and shoot you point blank.
Yes this is the behaviour im talking about. They keep shooting despite being smacked in the face.
Maybe fatshark will fix it next year
Steinar 31 Jul @ 5:33am 
Originally posted by ThreeLeggedCow:
Yes this is the behaviour im talking about. They keep shooting despite being smacked in the face.
Well you got to apply enough stagger to actually make them stop.
Ishan451 31 Jul @ 7:23am 
Originally posted by ThreeLeggedCow:
Yes this is the behaviour im talking about. They keep shooting despite being smacked in the face.

Smacking them in the face with a low stagger weapon isn't enough. You need to have enough stagger force to stagger them. Which means some weapons need multiple hits* to build enough stagger damage (which is the blue number in the stat break down of your weapon) to stagger the enemy.

Edit:
*You can't exactly build stagger force, but most weapon builds use a blessing that gives +Strength on multiple hits, which boosts the stagger force.

To stagger a reaper you need >30. You can test this with a Crusher in the Psykhanium. The first Heavy attack won't stagger the Reaper, but the 2nd heavy attack does, because that one comes in with ~59 Stagger damage.

Last edited by Ishan451; 31 Jul @ 7:36am
Yeah this is really a BIG annoyance on the Zealot side.

The point of Zealot is to use your speed to close on the ranged to disrupt or stop them from shooting... and this change kinda makes all of that pointless if they keep shooting anyway.
Mini 31 Jul @ 9:31am 
They tend to just keep shooting yeah
Steinar 31 Jul @ 9:38am 
Originally posted by Silverquick:
The point of Zealot is to use your speed to close on the ranged to disrupt or stop them from shooting... and this change kinda makes all of that pointless if they keep shooting anyway.
Again, the Zealot needs to dish out enough stagger to stop targets from shooting.

With that said, Zealot is quite terrible at rounding up Gunners these days, which seems to go against the design of the Zealot. My Ogryn can just Bull Rush into the enemy backline and tank Gunner shots while killing them left and right. If my Zealot tries that, my Zealot dies. Zealot is supposed to be in the enemy backline, particularly Shroudfield Zealots, but they don't really thrive there since the enemy backline is often comprised of Gunners and Reapers.
Originally posted by Steinar:
Originally posted by Silverquick:
The point of Zealot is to use your speed to close on the ranged to disrupt or stop them from shooting... and this change kinda makes all of that pointless if they keep shooting anyway.
Again, the Zealot needs to dish out enough stagger to stop targets from shooting.

With that said, Zealot is quite terrible at rounding up Gunners these days, which seems to go against the design of the Zealot. My Ogryn can just Bull Rush into the enemy backline and tank Gunner shots while killing them left and right. If my Zealot tries that, my Zealot dies. Zealot is supposed to be in the enemy backline, particularly Shroudfield Zealots, but they don't really thrive there since the enemy backline is often comprised of Gunners and Reapers.
Ogryn will also have a bad time if he tries to shut up gun emplacements without the proper gear. If you want to run at gun emplacements with Zealot you'll need Shredder with inspiring barrage and Chorus.

Suppression + stagger from shredder while closing in is effective against them and Chorus will turn off an entire wall of them. Bolt pistol with run and gun can also do something but you won't get regen.
Last edited by DuckieMcduck; 31 Jul @ 9:47am
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