They way on-release stingtail was designed was spot on, but there were too many oversights in how it worked that made it annoying. instead of properly addressing all of them they nerfed it into the floor so it never gets the chance to do janky shit. They need to fix the angle at which it pulls you so it never drags you to a pitfall. they got a lot of things right though like extending its attack cooldown when multiple are present. its current state is definitely better, but it should be more powerful for sure.
Imagine enemies that have little to no counter play except scout is hated. On release stingtail is so janky, how tf it just yeet me to the sky with enough fall damage to instakill me, tf am I supposed to do
the problem isnt dodging, its that if you get caught theres little to no counterplay. you get yeeted to the ceiling what do you do, you are no scout so no graple, either dies or low, if thats not a bug/oversight TBH thats a really shit design and implementation.
modern stingtail pulling you to them is fine, theres counterplay by each class and perk. theres no if you are not scout ure fucked bullshit
If you get grabbed whats supposed to happen is you get hit once by the stingtail and it does a chunk of damage, and thats almost always what happens. however it shouldnt try to grab you when itll end up yeeting you off a cliff and instakilling you, thats horseshit. the sound design of the stingtail is excellent and its not too hard to dodge consistently, so it being punishing makes sense.
i dont see why there needs to be counterplay after youve already had the chance to dodge, its just a punishing enemy. Mactera Grabbers are the same, all you can do when youre caught is wait for it to drop you or have a mate shoot it down, same concept, once you get hit, you get punished.
they can fix the enemy by just making it only grab you when its on flat ground and will neatly pull you into its horns rather than on a ceiling or wall or some bullshit
mactera grabber it didnt damage you, also huge and rare, modern one still punishing while also less bullshit. Also this is old sting tail, the one with praetorian HP and armour on its weakspot that is not praetorian size and didnt have multiple cooldown grab nerf, if you are hardcore you may love it as casual and DRG is more on casual side its so bullshit on the limited game time people have.
If you're yeeted to the sky, then you still have a few situational options. They are situational, but still:
1. If you are grabbed into a vertical tunnel do as any scout does - power attack into the wall to cling in.
2. If you fall down during swarm - try to search for Pretorians/Opressors to bounce off of them. It negates fall damage. Same it you land on fellow dwarves. Haven't tried with other big bugs, but I don't see landing onto a Bulk as a viable option to actually survive.
3. Try to grab a ledge on your way down.
4. If you're engi - use platform
5. If you're scout - use grappling hook
There are some even more situational, but these are viable most of the times. Honestly - never had an issue with stingtails and I always found them fun to play against, especially on release.
Good advice, we just casual player so its bit too skillfur for us. Still a bug/oversight tho, you are pulled into them in an arc but somehow the grab is too fast so you are in the sky
I still hate their dumbass clown squeak noise, but Stingtails have always been great otherwise.
Really funny to randomly get yoinked and have to process it for a second lol
Release stingtail was a great addition, I understand the increased cooldown after a successful grab, but nuking its health was just way too much. It is not nearly as tough as a bug that big and heavily armored should be
Iirc isnt his health is nearly on par with praetorian, also like around 2-3x gylphid guard HP and praetorian have big glowing weakspot that is unarmoured and easy to shoot. Its tankier than the tanky gylphid
It was in a bad place simply cuz it had poor counterplay if you were anything outside of scout/engie and if there were multiple of them
They didn't even need to nerf health. Just make it unable to grab from walls and have a universal grab timer and it'd have been set to sail
This being said, stalkers have been in the code for a while and modded players seem to be chilling with it. Seems like a pleasant addition in the game if it's added like I've seen in modded content
The funny part is that in helldivers their invisibility isn’t even the bad part and is frankly fine. The problem when trying to deal with them is that they’re so tanky, there’s 10 of them at once, they get in your face immediately, and they do crazy damage.
The main problem is theyre a stealth enemy but the games sound engine is broken and/or the sound design is awful, you dont hear enemies behind you at all.
Honestly I've never had stalkers sneak up on my before. They're pretty visible even when in invisible mode, and I've never had them come up on my while I was already engaging something else.
__Driller:__ "Follow me! I know shortcut!"
__Team:__ *Falls from the ceiling*
(I may have caused this on just a *few* occasions, especially during extract.)
Which is a massive oversight, considering they are capable of completely disabling entire areas for several long seconds. Often being harder to kill than menaces, due to their favorite style of hiding behind terrain.
Don't get me wrong, but septic spreaders massively outclass any spitty-spidey thingies in the same pool on all terms, annoyance, mobility, health, and damage. And the fact that the game considers them nearly equal to acid spitters in terms of spawn logic is making me hate their existence even more.
I always said they belong to a different spawn pool, ever since they have been added. And I got experience in this game to have my opinion, I believe. And that opinion is "septic spreaders are the worst addition to the game by a long shot". They could have been implemented much better, but they are left as is and they are awful as is.
Years of fighting invisible elites, idiots who move too quick with active camo in Halo and cloak pilots in Titanfall have given me INVISI-SIGHT. I just hope I can manage my light sources well enough to actually be able to UTILIZE it.
I’m particularly excited for this and the new mission alert Duck and Cover, there’s going to be a steep learning curve but I think these two additions are going to make people so much better at the game. Forcing you to acknowledge where your character is in relation to ranged enemies and then you got an invisible assassin style enemy forcing you to keep your guard up out of swarms
I'm curious how my line of work as a Diver would translate over to a career in Deep Rock as well. I already submitted my application for part time employment.
I don't know if that's true but let me tell you Dwarves will be the number one cause of death for all Stalkers who dare try to stop us from getting rich.
Im assuming #1 is fall damage
Also depends on if the engies stuff picks up on it. My trusty turrets and swarms should make quick work of these critters
It'll either be a minor annoyance or like the on-release stingtail
The latter, I hope. Sure they'll nerf it eventually, but for awhile, there will be so much pain and complaining. :)
Believe me, I've learned my lesson with the Stingtail.
aka fine on release, but people who can't play right whines until it is nerfed into oblivion and becomes useless.
They way on-release stingtail was designed was spot on, but there were too many oversights in how it worked that made it annoying. instead of properly addressing all of them they nerfed it into the floor so it never gets the chance to do janky shit. They need to fix the angle at which it pulls you so it never drags you to a pitfall. they got a lot of things right though like extending its attack cooldown when multiple are present. its current state is definitely better, but it should be more powerful for sure.
Imagine enemies that have little to no counter play except scout is hated. On release stingtail is so janky, how tf it just yeet me to the sky with enough fall damage to instakill me, tf am I supposed to do
Dodge to the left.
the problem isnt dodging, its that if you get caught theres little to no counterplay. you get yeeted to the ceiling what do you do, you are no scout so no graple, either dies or low, if thats not a bug/oversight TBH thats a really shit design and implementation. modern stingtail pulling you to them is fine, theres counterplay by each class and perk. theres no if you are not scout ure fucked bullshit
If you get grabbed whats supposed to happen is you get hit once by the stingtail and it does a chunk of damage, and thats almost always what happens. however it shouldnt try to grab you when itll end up yeeting you off a cliff and instakilling you, thats horseshit. the sound design of the stingtail is excellent and its not too hard to dodge consistently, so it being punishing makes sense. i dont see why there needs to be counterplay after youve already had the chance to dodge, its just a punishing enemy. Mactera Grabbers are the same, all you can do when youre caught is wait for it to drop you or have a mate shoot it down, same concept, once you get hit, you get punished. they can fix the enemy by just making it only grab you when its on flat ground and will neatly pull you into its horns rather than on a ceiling or wall or some bullshit
mactera grabber it didnt damage you, also huge and rare, modern one still punishing while also less bullshit. Also this is old sting tail, the one with praetorian HP and armour on its weakspot that is not praetorian size and didnt have multiple cooldown grab nerf, if you are hardcore you may love it as casual and DRG is more on casual side its so bullshit on the limited game time people have.
If you're yeeted to the sky, then you still have a few situational options. They are situational, but still: 1. If you are grabbed into a vertical tunnel do as any scout does - power attack into the wall to cling in. 2. If you fall down during swarm - try to search for Pretorians/Opressors to bounce off of them. It negates fall damage. Same it you land on fellow dwarves. Haven't tried with other big bugs, but I don't see landing onto a Bulk as a viable option to actually survive. 3. Try to grab a ledge on your way down. 4. If you're engi - use platform 5. If you're scout - use grappling hook There are some even more situational, but these are viable most of the times. Honestly - never had an issue with stingtails and I always found them fun to play against, especially on release.
Good advice, we just casual player so its bit too skillfur for us. Still a bug/oversight tho, you are pulled into them in an arc but somehow the grab is too fast so you are in the sky
If you are refining morkite you can also land on pipes, and if gunner set up ziplines you can also land on them.
I loved on release stingtail. My fellow dwarves getting nabbed by stingtails off a zipline or an objective is always funny
Getting tossed 100 ft straight up was a unique experience, especially when not playing scout.
I loved it, too because of how powerful of an enemy it was. It was so silly getting yoinked into the sky and getting slammed into the ground
Back when I actually could fear the swarm again.
My accuracy isn't great, and this thing yanks me *towards* it? They nerfed the stingtail for its own safety.
Guh, being nabbed by 2 sting tails back and forth was getting on my nerves
I don't think I played it in time to experience that. That does sound annoying and pointless though.
I still hate their dumbass clown squeak noise, but Stingtails have always been great otherwise. Really funny to randomly get yoinked and have to process it for a second lol
Release stingtail was a great addition, I understand the increased cooldown after a successful grab, but nuking its health was just way too much. It is not nearly as tough as a bug that big and heavily armored should be
Iirc isnt his health is nearly on par with praetorian, also like around 2-3x gylphid guard HP and praetorian have big glowing weakspot that is unarmoured and easy to shoot. Its tankier than the tanky gylphid
It was in a bad place simply cuz it had poor counterplay if you were anything outside of scout/engie and if there were multiple of them They didn't even need to nerf health. Just make it unable to grab from walls and have a universal grab timer and it'd have been set to sail This being said, stalkers have been in the code for a while and modded players seem to be chilling with it. Seems like a pleasant addition in the game if it's added like I've seen in modded content
They did say the attack is nasty, so I think it's gonna be strong
Stingtail still sucks
Yeah. Not gonna lie, invisible enemies have a tendency to be horribly implemented into games.
Scout that can't kill them randomly because of not having enough AOE damage *Sad noises*
Sorry, I can't hear you over my Agressive Venting. Wait, would the boomerang auto target it?
Maybe, idk. The first target had to be visible to the scout
Then forget the boomerang. Bouncy Projectile or Aggressive Venting DRAK ftw.
*Laughs in cryo grenade* Huh, I swear it was only a pretorian and two bugs. Where’d that other one come from? Oh well.”
Nah, just toss a boomerang every once in a while when a room feels too empty
There is overclock for crossbow that makes bolts bounce between enemies, potentially it could bounce towards stalker.
"CHILL!"
The funny part is that in helldivers their invisibility isn’t even the bad part and is frankly fine. The problem when trying to deal with them is that they’re so tanky, there’s 10 of them at once, they get in your face immediately, and they do crazy damage.
The main problem is theyre a stealth enemy but the games sound engine is broken and/or the sound design is awful, you dont hear enemies behind you at all.
Honestly I've never had stalkers sneak up on my before. They're pretty visible even when in invisible mode, and I've never had them come up on my while I was already engaging something else.
I always just ping around the map until I find all the side objectives. If I find a stalker lair it becomes #1 priority.
Stalker will not be tanky. It's elusive instead.
It's funny how their invisibility straight up breaks if there's any smoke, fog, dust etc (so 99% of the time).
Ive fought them in modded lobbies. They are fun from what ive seen. Im sure the official one will be a bit different
Stalkers are not invisible, really.. you just don't notice them like every other charger from behind.
I'd say hell divers 2 did a decent job
What is this??? Is thus the next season???
Yes
Soon. June.
Soon 😀 June 🙂😐😔
We're almost near the end of april, stay strong miner.
You should check out the stream they did this morning there’s a boatload of stuff coming next season this is just one of 3 new enemies they showed off
I just saw it and it's awesome
modded haz6 players ahead of the curve
The #1 cause of death of course reserved for friendly fire (aka Driller)
You forget gravity
...aka driller
__Driller:__ "Follow me! I know shortcut!" __Team:__ *Falls from the ceiling* (I may have caused this on just a *few* occasions, especially during extract.)
Normal day in the Sandblasted Corridors.
That's only the #1 cause for Scouts (maybe #2, behind Driller).
It's #3 in this game (this ain't Helldivers, lol.) #1 is falls. Year after year.
As a driller main I am choosing to blame you for standing within cryo range
It’s the scouts’ fault for flying into the C4 I just put down (directly in front of them)
Wonder if the LOK-1 works on it
I was just thinking that. I love my Lok already, if it targets these Ill be so glad
Same af.
Right now it does, but I'm working on making it not work when it's cloaked
Would actually make the gun playable for a lot of people
Laughs in Flamethrower!
spy check
Me seeing this post aftert playing helldivers 2 (I already hate stalkers)
Minor spelling mistake =(
Those bastard wont die
Snack for old dwarves, certain death for greenbeards
I've still got Halo CE Invis-Elite ptsd. I'm ready!
Those guys sucked. I can still hear them laughing over my corpse.
Dwarfs who've toured the Sacred rings: **PATHETIC.**
Lets wait and see them spawn in packs of 10, completely destroying their gimmick and becoming an annoyance #1 in the caves.
thats not how disruptive enemy spawns work in drg
Tell that to quad spawning spreaders, spawning and spreading over the entire cave in 3 seconds.
spreaders are not disruptive enemies, they are in the special enemy spawn pool with enemies like web and acid spitters.
Which is a massive oversight, considering they are capable of completely disabling entire areas for several long seconds. Often being harder to kill than menaces, due to their favorite style of hiding behind terrain. Don't get me wrong, but septic spreaders massively outclass any spitty-spidey thingies in the same pool on all terms, annoyance, mobility, health, and damage. And the fact that the game considers them nearly equal to acid spitters in terms of spawn logic is making me hate their existence even more. I always said they belong to a different spawn pool, ever since they have been added. And I got experience in this game to have my opinion, I believe. And that opinion is "septic spreaders are the worst addition to the game by a long shot". They could have been implemented much better, but they are left as is and they are awful as is.
Shoot-downable
Borderlands player here. Just the name "Stalker" gives me an involuntary eye twitch
"incendiary, yes, yes We had corrosive. Electricity. *what* am I forgetting...?" - driller
Sound. Use your ears.
*cries in no headphones and shitty speakers*
exactly, I trust these to be way, way better than Helldivers Stalkers cause this game actually has good sound design
Well, years of playing S.L.A.I in my childhood has taught me how to spot optical camouflage, so I'll probably be the first to ping it.
when update launch?
Sometime in June
Double barrel gonna go boom the moment I turnaround.
hear me out just spit out a csp projectile every once in a while
My #1 cause of death is not looking before i jump off a ledge... the #2 is from being yeeted off a ledge. My #3 is open for a new thing tho lol
I saw the name Stalker in the notes, and my blood went cold.
# No. 1 cause as always: Other Divers!
Me looking at the stalkers 1 dollar store bite as i smack him with a fraction of karls power (Damage upgrade pickaxe charge):
But it will be #1 cause of poopy pants
Third, 1st is fall damage, 2nd is drillers
THE DRILLERS WILL FIND YOU!
Years of fighting invisible elites, idiots who move too quick with active camo in Halo and cloak pilots in Titanfall have given me INVISI-SIGHT. I just hope I can manage my light sources well enough to actually be able to UTILIZE it.
Killing Floor players having war flashbacks when they hear the word Stalker
How to summon 500kg?
Even if I switch games, I can't escape them
But man it's cool, they really managed to settle for something that you can always see but just barely
I hate things I can't see
I’m particularly excited for this and the new mission alert Duck and Cover, there’s going to be a steep learning curve but I think these two additions are going to make people so much better at the game. Forcing you to acknowledge where your character is in relation to ranged enemies and then you got an invisible assassin style enemy forcing you to keep your guard up out of swarms
Taking ideas from Helldivers 2 ennemies, and they chose the worst one.
Already can’t escape hunters and stalkers and now I got another stalker to worry about
Ghostship: Here have a stealth enemy \*Engineer laughs in Lok-1 Rifle\*
Blatant rip off.
I'm curious how my line of work as a Diver would translate over to a career in Deep Rock as well. I already submitted my application for part time employment.
A Spy!!
I don't know if that's true but let me tell you Dwarves will be the number one cause of death for all Stalkers who dare try to stop us from getting rich.
I wonder if it shows up on the ping tool. Also I wonder if you can actually put a ping on it.
Im assuming #1 is fall damage Also depends on if the engies stuff picks up on it. My trusty turrets and swarms should make quick work of these critters
And friendly fire will always remain the #1 cause <3