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lmao this video game
Though for the moment I'm just glad that the mission modifier that spams them seems to have sodded off for a couple of days. That was particularly obnoxious.
I would say that is an aim or weapon damage issue. I can kill a poxhound with two axe strikes to the head on 5er Difficulty. And playing Poxhound Baseball is a favorite pasttime with my Zealot. Activate Thunderhammer, dodge Hound and when it sails past you, whack!.. Unstoppable force meets unstoppable force.. and the head of the doggy yields.
But a lot of fun. In that goat simulator type of fashion.
They are not supposed to be fun to fight. They are supposed to be an "oh ♥♥♥♥, better be on my toes" type of enemy... and unlike the Trapper and the Mutant, they accomplish their missions. The Trapper is a joke to deal with, unless you don't pay attention or they somehow manage to surprise you by coming around a corner ready to fire. And the Mutant is just one big, loud, lump of HP...
If anything it is the Mutant that needs its ability to turn on a dime fixed. Poxhounds are one of the few enemy types that seem to actually work for the role they are intended. The howl is supposed to put you on edge... and then you are constantly looking out for them, because they are difficult to deal with.
The only issue arises is when the team is downed or you have a lot of them spawning. A level 5 mission where you get 3 hounds a trapper and a mutant admist a horde... for most part that is just mission failure, in my experience. And a damn great feeling if you walk away from that situation.
And yes, the pathing could use a bit tightening down. Having a hound "explode" up into the sky or glitch out over a ledge or something, isn't fun. But Pathing is about the only thing you didn't cover, but is the only thing that needs fixing in my opinion.
If the pathing works, it won't suddenly teleport to the ceiling when it receives a stagger effect and the game somehow messes up the pathing and positioning of the actor. Also no more running circles and where nobody knows where its going... It shouldn't be running past someone and doing a 180 on the spot to leap at them.
The same can be said for Mutants. When you wait behind a doorway, they shouldn't be in full charge and turn 90° on a dime to catch you. But all these are pathing issues.
Hounds are extremely janky, but some of these complaints depend on the server. When there's a bit of latency shoving mid-jump (which is when you should shove them) simply does not work. Sidestepping hounds is a bad plan in most games, as there is some tracking to the jump. You basically need to spam shove and hope you get lucky.
Unfortunately most issues with the hounds will not be fixed unless they fix the servers, and that is a much bigger issue.
I dont want them removed but yeah, balance em asap
They are just a cheap mechanic.
But every enemy is just the same. As soon they start the hit swing animation, they will just start sliding /ice skating towards you with raised arms and only hit as soon they catch up to you. This kind of rubberbanding wasn't fun in car racing games neither. And it isn't fun here too.
Other than that: You are not supposed to solo dogs. You are not a space marine. You are not the main character of an anime. You are supposed to work together to survive, those dogs are fine and yes, it's their job to hit you and make sure people are keeping an eye on their team. ;P
You can't balance this, the emp flows through me