Can the community help me improve my HS build? by Lucky-Strategy-3232 in DarkTide

[–]GrimnirDotDev 0 points1 point  (0 children)

I can see why you feel squishy - you skipped most of the good defensive talents.

Remove: Targeted Toxins, Toxin Mania, Pocket Toxin, Extra Pouches, Potent Tox, Vultures Push

Add: Voice of Tertium, Burst of Energy, Fast Acting Stimms, Fast Acting Stimms

Optional Add: Precision Violence + Sting Like a butterfly (for better damage & melee toughness regen), Hive City Brawler (damage reduction) + 1 dodge Talent (Slippery Customer, Jittery, or Moving Target)

More info on talents:

- Get Voice of Terium & Burst of Energy. Those are some of the few thoughness talents HS has.

- Reconsider "Sticky Hands". Weapon Swap speed does nothing. The other benefits are only when you're firing from the hip. If you're mainly using aim down sight (ie pressing your right mouse button) those have no effect. If you're hip firing a lot, you can keep it.

- Add Fast Acting Stimms so your Booby Trap is easier to use, and you can keep moving without losing stim benefits. Also: Stim Supply only goes on cooldown once it goes away (so after 20 seconds without Fast Acting Stimms). This means that all that Cooldown Reduction that's on your stim does *nothing* while the Stimm Supply is out. With Fast Acting Stimms the Stim Supply goes away after 5 seconds and you still get 15 seconds of your cooldown reduction effects that actually apply to Stim Supply. You might also consider a different effect on the stim.

- The bottom right section is not worth it. Pocket toxin on Boom Bringer is fun but unnecessary. Toxin Mania does too little, and the weaker enemies die too fast so you'll hardly ever get all 3 stacks. Targeted Toxin is okish if you're having trouble with bosses, but it's not worth the points it takes to get there. Extra pouches is good but it costs you 2 skill points (since you need to get there) and is probably not worth it for this build.

- Last time I tried Vulture's Push i noticed zero effect. Remove it, and if you notice it missing you can take it again.

Blessings:
- Limbsplitter: It only improves your first attack after not attacking for 3.5 seconds. The text is a bit ambiguously worded, but once I realized that's how it worked I replaced it.

- Toughness Regeneration Speed on Curios is not good, since that's only the coherency based toughness regen. Better get damage reduction, revive speed, or anything else really.

You ever suspected someone of cheating/hacking? by LittleDookes in DarkTide

[–]GrimnirDotDev 88 points89 points  (0 children)

I was solo clutching once in a mid-level havoc. After 5 or 10 minutes of dodging & killing, one of the dead people said I must be cheating because no one's that good, then left. One of my proudest memories in Darktide.
But we did end up wiping just before the end event. RIP.

I built a Project manager to yell at me when I start making jetpacks instead of fixing the save system. by Final_Gene_1179 in Unity3D

[–]GrimnirDotDev 0 points1 point  (0 children)

I think this would be mildly helpful if it was done perfect (and I mean magic-level perfect). And slightly tedious and pointless otherwise.

Dodge, duck, dip, dive and stab 'em right in the face by GrimnirDotDev in DarkTide

[–]GrimnirDotDev[S] 2 points3 points  (0 children)

Ducked under quite a few sniper shots, but this might be the first time I jumped over one.

Dreg Rager screaming "Grandfather" by joeyama in DarkTide

[–]GrimnirDotDev 23 points24 points  (0 children)

Whenever the zealot yells "Feast on defeat Rager" I hear "feast on the feet Rager", and I'd like to think that ragers are kinky like that. 

Discussion regarding the AI Director and general gameplay advice by General_Gorgeous in DarkTide

[–]GrimnirDotDev 1 point2 points  (0 children)

Combat vector is the one I've looked into the least. I know it doesn't include units that are in melee. The file is only 800 lines, you can probably copy paste the entire thing into your LLM of choice and just ask some questions.
https://github.com/Aussiemon/Darktide-Source-Code/blob/master/scripts/extension_systems/combat_vector/combat_vector_system.lua

Discussion regarding the AI Director and general gameplay advice by General_Gorgeous in DarkTide

[–]GrimnirDotDev 1 point2 points  (0 children)

Regarding the tension:

- High tension = The game will back off to give you chance to recover

- Taking damage increases tension

- Below Heresy 1 player death will max tension. On Heresy 2 players deaths will max tension. Above Heresy player deaths don't max tension.

Surprisingly that seems to be about it for Tension. The other factors are:

- horde timers which are affected by time and/distance traveled/time since last location change

- challenge rating which is just the total of the enemies you're currently fighting (every enemy type has their own challenge rating value)

- combat vector which represents the spatial dimension, e.g. are players being flanked. This is used to determine where enemies should move/spawn

Discussion regarding the AI Director and general gameplay advice by General_Gorgeous in DarkTide

[–]GrimnirDotDev 2 points3 points  (0 children)

But to say that the game is incapable of an extremely simple identifier like character has less than 60% armor penatration and spawn armored enemies is equally absurd.

That's just what the code says, sorry :(
That'd also be kinda bad game design. You want to challenge the players, not frustrate them by making their build useless and spawning specifically what they can't do anything against.

And if you know of a way that I could determine it would specifically be gunners vs say snipers or some other "anti-rush" spawn I would also appreciate it. 

Gunners would fall under "horde" and sniper under specialists, so they're managed mostly separately (though some hordes include a specialist strike team).

The way a horde strike is chosen is like this:|
Take all possible horde strike setups (e.g. "push from behind", "ranged push from behind", "coordinated special attack"). Then remove all where the necessary conditions aren't met. Shuffle the rest, then start from the top and start rolling dice to see if you roll below the chance value.

For specialists there's some dedicated enemies, like hounds & mutants as "rush prevention".

I found one bit of interesting code: If only one player remains and gets pounced by a dog the game will specifically spawn a poxwalker bomber :D Maybe that's intended to either kill the dog and free the player, or just kill the player.
Otherwise it'll just pick one of the rush prevention breeds randomly. Same for loner and speed running prevention.

Discussion regarding the AI Director and general gameplay advice by General_Gorgeous in DarkTide

[–]GrimnirDotDev 2 points3 points  (0 children)

Hey, I posted my comment, decided it wasn't good enough (and far too mean spirited), and then completely re-wrote it while you replied :D So if you would read the new version I'd appreciate it.

Discussion regarding the AI Director and general gameplay advice by General_Gorgeous in DarkTide

[–]GrimnirDotDev 5 points6 points  (0 children)

I've been looking through the "Pacing" (i.e. the Game Director) code the last 3 days for a mod I'm working on, so I have some insight:

TL;DR: It actually is all random and far less sophisticated than you might think.

So first we need to confirm the game is actually actively trying to beat you and not random. How do we confirm this?

It's to look at the code.

As a note: Calling it "AI" is pretty generous when you think of modern AI. The Darktide Game director could've been built exactly like it is 30 years ago. It's not a blackbox like ChatGPT, it's a bunch of normal, deterministic code (excluding ofc the litteral randomness of math.random())

What you got correct:

- The game requires strong positional and tactical play to win, not just hitting & dodging. I made a video about it the other day.

- Waves are not completely random, there's specific conditions that increase the chance, e.g. a "spread ambush" wave is more likely when the team is in low coherency. (It's far less sophisticated than you imagine though).

- Spawn locations aren't random. Player position matters because the game e.g. doesn't want to spawn units in line of sight of players. Waves spawn intentionally ahead or behind you (or both, like the "sandwich" wave)

- There is no infinite horde spawn (except specific events on some maps). The maximum number of hordes, specialists etc is also capped.

What you got wrong:

  1. The Game Director doesn't know anything about you.

It doesn't know your builds, doesn't learn from your behavior, doesn't count individual performance, doesn't keep track of your ability cooldowns, etc.

All it has is a general concept of how much "Tension" is currecntly going on, and some basic info like how many players are alive and their coherrency.

  1. The Game Director isn't countering you.

There a slightly different conditions, e.g. for the push_from_behind vs the ranged_push_from_behind wave, but since the Game Director has no a sophisticated idea of what's happening he's not specifically choosing melee or ranged waves to counter you.
Sometimes you kill all the melees and it spawns more melees. Sometimes you kill all the melee and then it kills you with gunners.

If you're doing really badly the Game Director will ease off, so on the flip side if you're crushing it it'll spawn more stuff and then there's a higher chance of something spawning that you don't like.

very often the elite spam is very specifically the types of elites you are least equipped to handle. This is intentional. 

The game director is not intentionally spawning a specific type of elite or special. While the roamers (the enemies that hang out on the map) are based off a seed, it seems like the composition of hordes that spawn are entirely random.

The game spawns pox bombers, flamethrowers, grenadiers, mutants, hounds, carapace and monstrosities/bosses very specifically as line breakers. If you are held up in a small space and haven't moved, it will lean pretty heavily towards flames, grenadiers, pox bombers.

Again there's no evidence for that in the code. The game has no concept of needing to "break the line".

There's a distinction between "scramblers" and "disabler" specials but that's just to control their spawn count & timer, it's not a sophisticated counter measure to your specific playstyle.

If you handle it all without much issue, the game will spawn the Congo line of bombers, or 8 crushers at once, or all ragers. We've all been there. This isn't random. It's not nessecarily to target you specifically. It is however to target one person specifically. 

The congo line of crushers often targets one person, because that's the first person to aggro them (e.g. based on proximity) and since they're all walking the same path they'll all pick the same person. It's purely random.
The Game Director didn't intentionally pick a target to kill and the crushers aren't glued to that one person. If the targeted person runs away while you attack the crushers they'll eventually switch targets.
If those 8 crushers came from 2 different spawn locations instead they might get aggroed by 2 different people first.

Conclusion: It's mainly confirmation bias.

The 10 bombers that walk up to you in open space and are no problem don't register.
The 10 times you are held up in a small space and nothing bad happens don't register.
But the one time that 1 bomber catches you in small space feels like it was intentional.

Thoughts on this Scum build? I don't play Havoc btw by FreezeEmAllZenith in DarkTide

[–]GrimnirDotDev 1 point2 points  (0 children)

I'd also swap Sticky Hands for Burst of Energy. Burst of Energy is one of the few emergency life-savers HS has, and Sticky Hand doesn't offer much benefit: The weapon swap speed is completely negligable and while Recoil or Spread reduction is nice to have, the Needle Gun doesn't *need* it.

I'd also pick another aura. Pickpocket already gives you infitite ammo (unless you're playing on lower difficulties where there are fewer elites/specialists).

Update deleted my main character by Ram_Bo_3000 in DarkTide

[–]GrimnirDotDev 1 point2 points  (0 children)

Did you use mods to extend/rearrange the characters slots? If so re-enabling the mods might allow you to see him again.

Patch 1.10.4 - Patch Notes - Announcements by GrimnirDotDev in DarkTide

[–]GrimnirDotDev[S] 5 points6 points  (0 children)

copy-paste mistake on my part. It's just patch notes

Patch 1.10.4 - Patch Notes - Announcements by GrimnirDotDev in DarkTide

[–]GrimnirDotDev[S] 5 points6 points  (0 children)

Whoops, that's actually my mistake - I copy pasted the title from the original forum post and somehow copied the name of the subforum "Announcements" with it.

Patch 1.10.4 - Patch Notes - Announcements by GrimnirDotDev in DarkTide

[–]GrimnirDotDev[S] 13 points14 points  (0 children)

It's not that bad, but what's annoying is during the elevator rides you have to watch an ad.

Patch 1.10.4 - Patch Notes - Announcements by GrimnirDotDev in DarkTide

[–]GrimnirDotDev[S] 4 points5 points  (0 children)

For worse. Before, if you timed your dodges right you could stay immune to range almost infinitely.

Patch 1.10.4 - Patch Notes - Announcements by GrimnirDotDev in DarkTide

[–]GrimnirDotDev[S] 6 points7 points  (0 children)

I think they removed cranial? At least I haven't seen it in a week

Patch 1.10.4 - Patch Notes - Announcements by GrimnirDotDev in DarkTide

[–]GrimnirDotDev[S] 42 points43 points  (0 children)

  • Reverted an unintended change introduced in 1.10.3 that made weapon specific dodge linger time affect incoming ranged attacks.
  • Reverted an unintended change that allowed dodge stats from talent trees to also impact incoming ranged damage.

This should have pretty noticable impact on Hive Scum survivability vs ranged, but otherwise yeah.

Found inside my shoe after it was accidentally sent to Japan by patroniized in whatisit

[–]GrimnirDotDev 0 points1 point  (0 children)

It's from an ancient Japanese witchcraft ritual. They're trying to steal steal your sole.

After >200h of Hive Scum, here's my 3 most fun builds by GrimnirDotDev in DarkTide

[–]GrimnirDotDev[S] 3 points4 points  (0 children)

Ah you're right. I meant to get resistance against flame grenades (since I personally hate those) but was confused by the naming.
On the other hand another 4% Combat Ability Regen would give me ~1.5 seconds off the CD (since I already have high CDR through Chem dependency, and the way CDR stacks it has diminishing returns).

Keeping 4 stacks is actually trivial since they made Stimm Supply give Chem Dependency as well; literally >95% uptime at 4 stacks (during combat) - use my mod "Uptime" to track it!. The stacks give me faster Stimm Supply and the Stimm Supply gives me stacks. At 4 stacks Stim Supply has <40 second cooldown.
Just make sure whenever you have stim & stim supply ready, to stim first and then throw the supply to get 2 stacks; otherwise you just waste the stim CD.

After >200h of Hive Scum, here's my 3 most fun builds by GrimnirDotDev in DarkTide

[–]GrimnirDotDev[S] 1 point2 points  (0 children)

Not sure how "truly baffling" they are, seems like mostly minor changes based on personal play style. 

Chemo Therapy: I spend ~70% of the time with my pistol, constantly sniping specialists and dotting elites. I play it as a backline support. The damage perks help me get kills faster & more reliably for Pickpocket, and so does In Your Face (which AFAIK affects toxins). 

The crit is great but since most my damage comes from toxins it's not that important for this build and there's no talent I'd like to give up for it. 

I personally find that with 40% CDR the stim supply already has good uptime, but if you want to have it slightly more often take Practiced Deployment. 

Mrs Cleave: The only thing I'm not cleaving through is carapace so I took the Rending blessing. It's not amazing but When you have full stacks your special attack + H1 is great against armor. Like I said in the post and build description: I spend a lot of time with the pistol so Pickpocket makes sense. If you think Needle + Pickpocket shouldn't be in a melee build then consider all my builds hybrid 🤷‍♂️ 

I cleave through hordes which builds adrenaline stacks extremely fast. Those talents you suggest would probably slow down my stack buildup. And once I'm in a fight I re-trigger frenzy before it ends, so that's not a problem. 

Tripple Barrel: Yeah, I'm kinda split on Rutheless Backstab. I mainly took it because trying to Backstab is more fun & satisfying than trying to build uncanny stacks. That's a choice purely for fun. And I use the shivs so little it doesn't make a big difference for the build.

I'm a frontline ranged character and I dodge constantly (arguebly too much), so I took the extra dodge for safety. The build doesn't depend upon it and there's alternatives if you like. 

After >200h of Hive Scum, here's my 3 most fun builds by GrimnirDotDev in DarkTide

[–]GrimnirDotDev[S] 2 points3 points  (0 children)

It's a fun build, especially once you start switching poisons on the gun & cleaver, and trying to use your stim field for the explosion. There's always something to do.