r/DarkTide • u/OPIXA_24 • 13h ago
r/DarkTide • u/mrpiggybank101 • 19h ago
Meme Yes, sah. (My ogryn has achieved peakness).
r/DarkTide • u/GreenridgeMetalWorks • 21h ago
Meme What my recon lasgun vet sounds like while spending the entire match holding down the trigger and spamming shout:
Which is louder I wonder, angry Cadian or weapons specialist fire rate buffed recon lasgun?
r/DarkTide • u/JDLS- • 6h ago
Meme A Better Timeline
Literally the #1 reason why 80% of vet's guns just aren't used by anyone.
r/DarkTide • u/Runegorger2 • 13h ago
Showcase Cherub Models, a Reliquary Box, and a Haircut Datamined Spoiler
galleryr/DarkTide • u/Suspicious-Tax9624 • 7h ago
Question Strange helmet writing
Is there a lore reason why a guardsmen would etch gak on their helmet? I translated it, and it roughly translates to shit or crap I have no clue why they would do this
r/DarkTide • u/Ok-Audience-7393 • 15h ago
Discussion Rucksack surgically attached to big mans back?
r/DarkTide • u/irreleveantuser • 16h ago
Guide The Targeting Logic of Enemies in Darktide, And Their Inner Workings Deconstructed
Compared to my Specials Deep Dive post, this one is comparatively shorter because there's generally not much to talk about. While working on Onslaught, I went on a journey to figure out why sometimes a crusher will run past our very stable frontline to kill the veteran sniping at the back, basically fucking over our Havoc 40 DWONS run and came back with a very satisfying answer. If you're short on time and you want to apply this knowledge to your daily heretic slaying lifestyle, then:
Unlike Vermintide 2, where enemies will always try to prioritize the closest player (unless all available slots are full); Darktide uses a "score" system. Every player is assigned a score - which is affected by various factors - and each enemy will pick from the highest scored player to attack.
The applicable knowledge is close to zero. Please read this for fun.
The exact details are as follows:
Distance Weight
The closer a player is, the higher score they get. Some quadratic falloff, meaning score drops off sharply as distance increases; Some use linear falloff (mainly dogs, trappers, mutants, bombers & poxbursters). For breeds with near_distance_bonus, it adds the bonus on top of the calculated score as long as the player is within near_distance.
QUADRATIC FALLOFF
inverse_radius = clamp(1 - (distance_sq / max_distance_sq), 0, 1)
Score = (inverse_radius * inverse_radius) * distance_to_target + near_distance_bonusLINEAR FALLOFF
inverse_radius = clamp(1 - (distance_sq / max_distance_sq), 0, 1)
Score = inverse_radius * distance_to_target + near_distance_bonus
| Breed | distance_to_target |
max_distance |
near_distance |
near_distance_bonus |
|---|---|---|---|---|
| Poxwalkers | 2 | - | - | - |
| Chaos Poxwalker | 2 | - | - | - |
| Bulwark | 3 | 40 | 6 | 5 |
| Crusher | 3 | - | 6 | 5 |
| Reaper | 22 | 50 | 10 | 30 |
| Dreg Rager | 3 | - | - | - |
| Dreg Gunner | 22 | 50 | 10 | 30 |
| Dreg Shotgunner | 22 | 50 | 10 | 30 |
| Scab Executor | 3 | - | - | - |
| Scab Gunner | 22 | 50 | 10 | 30 |
| Scab Radio Operator | 22 | 50 | 10 | 30 |
| Scab Rifleman | 22 | 50 | 10 | 30 |
| Scab Shotgunner | 22 | 50 | 10 | 30 |
| Poxburster | 10 | 50 | 15 | 30 |
| Dreg Stalker | 22 | 50 | 10 | 30 |
| Scab Stalker | 22 | 50 | 10 | 30 |
| Dreg Flamer | 22 | 50 | 10 | 30 |
| Scab Flamer | 22 | 50 | 10 | 30 |
| Dreg Tox Bomber | 2 | 50 | - | - |
| Scab Bomber | 2 | 50 | - | - |
| Mutant | 2 | 50 | - | - |
| Scab Bruiser | 2 | - | - | - |
| Trapper | 5 | 50 | - | - |
| Sniper | 22 | 50 | 10 | 30 |
| Dog | 3 | 50 | - | - |
| Chaos Beast of Nurgle | 50 | 50 | - | - |
| Chaos Daemonhost | 2 | 500 | - | - |
| Chaos Ogryn Houndmaster | 40 | 20 | - | - |
| Chaos Plague Ogryn | 40 | 20 | - | - |
| Chaos Spawn | 20 | 20 | - | - |
| Captains | 50 | 20 | - | - |
| Rodin Karnak / Ranged Twin | 50 | 20 | - | - |
| Rinda Karnak / Melee Twin | 1 | 20 | - | - |
| Attack Valkyrie | 60 | 150 | 60 | 90 |
(Breeds not listed above assign distance_to_target as 1)
Occupied Slots Weight
Checks how many other enemies, regardless of slot type, are already targeting the player and multiplies this number by a weight. Surrounded players will be targeted less, vice versa for those who aren't.
Base = num_occupied_slots * occupied_slot_weight
Score = Base * (1 - inverse_radius)
| Breed | occupied_slots |
|---|---|
| Poxwalkers | -2 |
| Chaos Poxwalker | -2 |
| Bulwark | -2 |
| Crusher | -4 |
| Reaper | -2 |
| Dreg Rager | -2 |
| Dreg Gunner | -1 |
| Dreg Shotgunner | / |
| Scab Executor | -1 |
| Scab Gunner | -1 |
| Scab Radio Operator | -1 |
| Scab Rifleman | -1 |
| Scab Shotgunner | -1 |
| Poxburster | -0.1 |
| Dreg Stalker | -2 |
| Scab Stalker | -1 |
| Dreg Flamer | / |
| Scab Flamer | / |
| Dreg Tox Bomber | -0.1 |
| Scab Bomber | -0.1 |
| Mutant | -1 |
| Scab Bruiser | -2 |
| Trapper | 1 |
| Sniper | -1 |
| Dog | -1 |
| Chaos Beast of Nurgle | -1 |
| Chaos Daemonhost | -1 |
| Chaos Ogryn Houndmaster | -2 |
| Chaos Plague Ogryn | -2 |
| Chaos Spawn | -2 |
| Captains | -1 |
| Rodin Karnak / Ranged Twin | -1 |
| Rinda Karnak / Melee Twin | -2 |
| Attack Valkyrie | -1 |
Threat Weight
Checks the player's accumulated threat value - generated by dealing damage/killing/using abilities - and multiplies it by a threat_multiplier, which is different for each breed. Threat is capped per enemy and decays at 5 per second.
Score = threat_value * threat_multiplier
| Breed | threat_multiplier |
|---|---|
| Bulwark | 0.75 |
| Crusher | 0.75 |
| Chaos Beast of Nurgle | 1.25 |
| Dog | 1.5 |
| Captains | 1.5 |
| Rodin Karnak / Ranged Twin | 1.5 |
| Chaos Ogryn Houndmaster | 1.75 |
| Chaos Plague Ogryn | 1.75 |
| Chaos Daemonhost | 3.0 |
| Chaos Spawn | 5.0 |
| Rinda Karnak / Melee Twin | 5.0 |
(Breeds not listed above use 1 as the threat multiplier)
Targeted By Monster Weight
Checks if a monster is already aggroed onto a player, if true, then applies a flat -5 onto the calculated score.
Score = targeted_by_monster_weight
| Breed | targeted_by_monster |
Notes |
|---|---|---|
| (All Breeds) | -5 | Default value used if not specified in breed table, which none of them do. |
Disabled Weight
Checks for a breed-specific disabled variable; if this is absent, it assigns a -8000 penalty to consumed or grabbed players, effectively making them invincible. Generally, being netted or dogged reduces targeting priority, but specific enemies - Dreg and Scab Brusiers units as well as Poxwalkers - utilize a selection_disabling_type that adds the final score by 2 when the player is netted, meaning these breeds have a higher possibility of targetting a netted player.
Score = base_disabled_weight + disabling_type_weight
If grabbed/consumed,disabling_type_weightis-8000
| Breed | disabled Weight |
disabling_type |
|---|---|---|
| Poxwalkers | -1 | netted: 1 |
| Chaos Poxwalker | -1 | netted: 1 |
| Bulwark | -2 | - |
| Crusher | -2 | - |
| Reaper | -5 | - |
| Dreg Rager | -2 | - |
| Dreg Gunner | -8 | - |
| Dreg Shotgunner | -8 | - |
| Scab Executor | -2 | - |
| Scab Gunner | -8 | - |
| Scab Radio Operator | -8 | - |
| Scab Rifleman | -8 | - |
| Scab Shotgunner | -8 | - |
| Poxburster | -10 | - |
| Dreg Stalker | -5 | - |
| Scab Stalker | -5 | - |
| Dreg Flamer | -8 | - |
| Scab Flamer | -8 | - |
| Dreg Tox Bomber | -8 | - |
| Scab Bomber | -8 | - |
| Mutant | -5 | - |
| Scab Bruiser | -2 | netted: 2 |
| Trapper | -5 | - |
| Sniper | -8 | - |
| Dog | -5 | - |
| Chaos Beast of Nurgle | -200 | - |
| Chaos Daemonhost | -5 | - |
| Chaos Ogryn Houndmaster | -80 | - |
| Chaos Plague Ogryn | -80 | - |
| Chaos Spawn | -5000 | - |
| Captains | - | - |
| Rodin Karnak / Ranged Twin | - | - |
| Rinda Karnak / Melee Twin | -5000 | - |
| Attack Valkyrie | -50 | - |
Stickiness Weight
How stubborn the AI will be in continuing to target you. If a breed is already targeting a player, and the time since they last changed targets is less than the stickiness_duration, a massive flat bonus of 100 will be added to that player's score.
Score = stickiness_bonus
| Breed | stickiness_bonus |
stickiness_duration (Seconds) |
|---|---|---|
| Bulwark | 12 | 8 |
| Crusher | 12 | 8 |
| Dreg Rager | 12 | 8 |
| Scab Executor | 12 | 8 |
| Mutant | 20 | 10 |
| Rodin Karnak / Ranged Twin | 100 | 8 |
| Chaos Beast of Nurgle | 50 | 20 |
| Chaos Spawn | 5000 | 8 |
| Captains | 100 | 10 |
| Chaos Ogryn Houndmaster | 100 | 10 |
| Chaos Plague Ogryn | 100 | 10 |
| Rinda Karnak / Melee Twin | 5000 | 6 |
| Chaos Daemonhost | ∞ (math.huge) |
∞ (math.huge) |
(Breeds not listed above have no stickiness_bonus or duration defined)
Coherency Weight
Checks how many players are not in coherency with the target (out of 4). Multiplies by inverse_coherency_weight. Essentially rewards the AI for targeting isolated players.
Score = inverse_coherency_weight * (4 - num_units_in_coherency)
| Breed | inverse_coherency_weight |
|---|---|
| Dog | 5 |
Attack Not Allowed Weight
Flat penalty applied if the player currently cannot be attacked by a specific attack type, usually ranged (e.g., invisible or smoke)
Score = attack_not_allowed_weight
| Breed | attack_not_allowed |
|---|---|
| Reaper | -5 |
| Dreg Gunner | -2 |
| Dreg Shotgunner | -5 |
| Scab Gunner | -2 |
| Scab Radio Operator | -2 |
| Scab Rifleman | -2 |
| Scab Shotgunner | -5 |
| Dreg Stalker | -5 |
| Scab Stalker | -5 |
| Dreg Flamer | -5 |
| Scab Flamer | -5 |
| Sniper | -2 |
| Attack Valkyrie | -40 |
Line of Sight Weight
Bonus applied if the player has direct Line of Sight to the enemy.
Score = line_of_sight_weight
| Breed | line_of_sight_weight |
|---|---|
| Reaper | 15 |
| Dreg Gunner | 8 |
| Dreg Shotgunner | 8 |
| Scab Gunner | 8 |
| Scab Radio Operator | 8 |
| Scab Rifleman | 8 |
| Mutant | 8 |
| Dreg Stalker | 8 |
| Scab Stalker | 8 |
| Sniper | 40 |
| Attack Valkyrie | 60 |
Combat Vector Main Aggro Weight
Multiplies the player's "main aggro score" calculated by the game's combat vector system, essentially the first person to get aggro.
Score = aggro_score * combat_vector_main_aggro_weight
| Breed | combat_vector_main_aggro_weight |
|---|---|
| Dreg Gunner | 1 |
| Sniper | 0 |
| Attack Valkyrie | 0 |
Archetype Weight
Bonus applied based on the targeted player's specific class.
Score = archetype_weights_table[target_archetype_name]
| Breed | Archetype Weights |
|---|---|
| Trapper | 1 |
Taunt Weight Multiplier
Multiplier applied to the final calculated score if the player has successfully taunted the enemy.
Multiplier = taunt_weight_multiplier
| Breed | taunt_weight_multiplier |
|---|---|
| Chaos Beast of Nurgle | 2 |
| Chaos Daemonhost | 2 |
| Chaos Ogryn Houndmaster | 2 |
| Chaos Plague Ogryn | 2 |
| Chaos Spawn | 2 |
| Captains | 2 |
| Rodin Karnak / Ranged Twin | 2 |
| Rinda Karnak / Melee Twin | 20 |
Knocked Down Weight
Penalty applied if the player is currently knocked down.
Score = knocked_down_weight
| Breed | knocked_down_weight |
|---|---|
| Scab Rifleman | -2 |
| Sniper | -30 |
| Attack Valkyrie | -60 |
| Chaos Spawn | -5000 |
| Rinda Karnak / Melee Twin | -5000 |
Ledge Hanging Weight
Penalty applied if the player is currently hanging from a ledge.
Score = ledge_hanging_weight
| Breed | ledge_hanging_weight |
|---|---|
| Chaos Ogryn Houndmaster | -20 |
| Chaos Plague Ogryn | -20 |
| Chaos Spawn | -20 |
| Rinda Karnak / Melee Twin | -20 |
Taunt Weight Multiplier
Multiplier applied to the final calculated score if the player has successfully taunted the enemy.
Multiplier = taunt_weight_multiplier
| Breed | taunt_weight_multiplier |
|---|---|
| Chaos Beast of Nurgle | 2 |
| Chaos Daemonhost | 2 |
| Chaos Ogryn Houndmaster | 2 |
| Chaos Plague Ogryn | 2 |
| Chaos Spawn | 2 |
| Captains | 2 |
| Rodin Karnak / Ranged Twin | 2 |
| Rinda Karnak / Melee Twin | 20 |
Weight Multiplier
Final multiplier applied to the total score. Usually derived from player buffs (e.g., Shroudfield).
Multiplier = target.stat_buffs.threat_weight_multiplier
| Breed | Variable Source | Notes |
|---|---|---|
| (All Breeds) | threat_weight_multiplier (from Player Buffs) |
This is a dynamic multiplier based on the Player's active buffs. If Shrouldfield's threat value decrease ends, then this will also be updated. |
Extra Adjustments
- If a player is shooting (or shot within the last 1 second), their distance is artificially reduced for the aggro check.
check_distance_sq = actual_distance_sq - 625
- If a Melee Elite is evaluating its current target, it subtracts a
stickiness_distancefrom the squared distance. For breeds that do not havestickiness_distance, the value 1 is used instead.evaluated_distance_sq = actual_distance_sq - breed.target_stickiness_distance- This makes the current target look significantly "closer" in the distance weight calculation
- Mutators like "Darkness" or "Ventilation Purge" multiply the breed's base
detection_radiusby 0.5 or 0.7, shrinking the area in which enemies can pick up new targets. - If a player taunts, then that player is automatically selected as the target and the following calculations are skipped. This applies to everyone BUT monsters.
- Note that distance & line of sight only matter before an enemy is aggroed. Once aggroed, it considers every player at any distance.
Final Equation
For regular enemies & elites, three equations are used:
- Melee Units
- Final Score = (
distance_weight + occupied_slots_weight + disabled_weight + targeted_by_monster_weight) * weight_multiplier
- Final Score = (
- Melee Elites
- Final Score =
(distance_weight + occupied_slots_weight + threat_weight + disabled_weight + targeted_by_monster_weight + stickiness_weight) * weight_multiplier
- Final Score =
- Ranged Units
- Final Score = (
distance_weight+occupied_slots_weight+disabled_weight+threat_weight+targeted_by_monster_weight+attack_not_allowed_weight+line_of_sight_weight+combat_vector_aggro_weight+knocked_down_weight) *weight_multiplier
- Final Score = (
| Comparison Table | Standard Melee | Melee Elite | Ranged |
|---|---|---|---|
| Primary Factor | Pure Distance | Distance + Threat + Stubbornness | Distance + Line of Sight + Aggro |
| Target Switching | Switches targets easily if someone gets closer | Very stubborn | Switches instantly if a better target appears |
| Pulled by Damage? | No | Yes (Threat_Weight) |
Yes (Threat + Combat_Vector) |
Each special also has their own individual equation:
- Trapper
- Final Score =
(distance_weight + occupied_slots_weight + archetype_weight + targeted_by_monster_weight + disabled_weight) * weight_multiplier
- Final Score =
- Poxburster
- Final Score =
(distance_weight + occupied_slots_weight + targeted_by_monster_weight + disabled_weight) * weight_multiplier
- Final Score =
- Dog
- Final Score =
(distance_weight + occupied_slots_weight + targeted_by_monster_weight + disabled_weight + threat_weight) * coherency_weight * weight_multiplier
- Final Score =
- Sniper
- Final Score =
(distance_weight + occupied_slots_weight + disabled_weight + targeted_by_monster_weight + attack_not_allowed_weight + line_of_sight_weight + combat_vector_main_aggro_weight + knocked_down_weight) * weight_multiplier
- Final Score =
- Mutant
- Final Score = [
(distance_weight + occupied_slots_weight + threat_weight + targeted_by_monster_weight + disabled_weight + line_of_sight_weight) * weight_multiplier] + stickiness_weight
- Final Score = [
- Bombers
- Final Score =
(distance_weight + occupied_slots_weight + disabled_weight + targeted_by_monster_weight) * weight_multiplier
- Final Score =
The same applies to Monsters too:
- Chaos Plague Ogryn
- Final Score =
(distance_weight + occupied_slots_weight + threat_weight + stickiness_weight + targeted_by_monster_weight + disabled_weight + ledge_hanging_weight) * weight_multiplier * taunt_weight_multiplier
- Final Score =
- Chaos Ogryn Houndmaster
- Final Score =
(distance_weight + occupied_slots_weight + stickiness_weight + disabled_weight + threat_weight + targeted_by_monster_weight) * weight_multiplier * taunt_weight_multiplier
- Final Score =
- Chaos Spawn
- Final Score =
(distance_weight + occupied_slots_weight + threat_weight + stickiness_weight + targeted_by_monster_weight + disabled_weight + ledge_hanging_weight) * weight_multiplier * taunt_weight_multiplier
- Final Score =
- Chaos Daemonhost
- Final Score =
(distance_weight + occupied_slots_weight + stickiness_weight + disabled_weight + threat_weight + targeted_by_monster_weight) * weight_multiplier * taunt_weight_multiplier
- Final Score =
- BEAST OF NURGLE
- If Burgle has already "consumed" a specific player, that player’s score is forced to
0. Permanent Damage Taken Weight: Calculates a weight based on the target's permanent health damage taken.(1 - permanent_damage_taken_percent) * inverted_permanent_damage_taken- The formula means it actually prefers targets with more health remaining
Current Stacks Multiplier**:** Checks for thechaos_beast_of_nurgle_hit_by_vomitbuff on the target.- If the target has vomit stacks AND has less than 50% permanent damage taken, the final score is multiplied by the number of stacks
- Final Score =
(distance_weight + occupied_slots_weight + threat_weight + targeted_by_monster_weight + disabled_weight + inverted_permanent_damage_taken_weight) + stickiness_weight * current_stacks_multiplier * weight_multiplier * taunt_weight_multiplier
- If Burgle has already "consumed" a specific player, that player’s score is forced to
And most surprisingly, the captains (who are rather normal):
- Captains (Dreg & Scab Captains)
- Final Score = (
distance_weight + occupied_slots_weight + disabled_weight + threat_weight + targeted_by_monster_weight) * weight_multiplier
- Final Score = (
- Twins
- Final Score =
(distance_weight + occupied_slots_weight + threat_weight + disabled_weight + targeted_by_monster_weight + stickiness_weight) * weight_multiplier
- Final Score =
I hoped that you at least learned something from this, so you can complain much more accurately whenever the game decides to fuck you over in particular.
r/DarkTide • u/LordeMorde • 20h ago
Meme Ogryn trick shot (my Beloved never saw it coming either)
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r/DarkTide • u/Skyrah1 • 12h ago
Gameplay Sometimes, the God Emperor sends you exactly where you're needed
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we still lost to Rodin :(
r/DarkTide • u/Mattmattmaaatt • 13h ago
Artwork Inktober portrait of my Ogryn, Bozorg. With shirt.
r/DarkTide • u/JDLS- • 10h ago
Weapon / Item The Huntsman's Shotgun needs Man-Stopper+Tighter Spread When Aimed
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I recently made a post where I directly compared a Mk IX Combat Shotgun vs a Huntsman's with both guns having the same build. But this misses the fact that the Mk IX Combat Shotgun has manstopper, I also didn't do some long range test that some people want so I'm adding that in as well. Also throwing in some Mk VII Combat Shotgun tests as that is the long range Combat Shotgun and most people say that the Huntsman's is better at long range.
And yes the Mk VII Combat Shotgun is worse into hoards but if you want to play a precision elite/specialist removing build (and don't want to use the Helbore), then it is a better option then the Marksman+Exec Huntsman's builds I see people running.
I do find the Huntsman's fun however it is sad that it is just worse then the Combat Shotgun. If it had manstopper (I literally had to check this 10 times because I still cant believe it doesn't have it), a tighter spread, faster reload, and maybe a bit more ammo it would be great.
Personally I would prefer they rework the Huntsman's into a more unique weapon as it is currently very similar functionally to the combat shotguns. My choice would be to make it a slug shooting shotgun that loads buckshot as a special ability as that would make it the inverse of the combat shotgun and I think that would be more interesting then what it is currently.
More tests and details can be found here: https://forums.fatsharkgames.com/t/a-detailed-breakdown-on-why-the-huntsmans-is-disappointing-on-veteran-and-is-outcompeted-in-every-use-case-by-other-weapons/126658?u=jdls
Finally if you have any ideas for tests/scenarios/builds where the Huntsman's out competes the combat shotgun please do tell me and I will test it. If you can get significantly better times on these tests then show me.
Explanations About The Tests:
In the group tests the Huntsman's has scattershot and Flechette and the Mk IX has Manstopper and Scattershot. Beyond that the talents and weapon perks are the same.
All the shotguns can one shot a sniper at these ranges (also in havoc and the range tests are havoc), its really a 50/50 for any of these if a sniper takes 1 or 2 shots to kill at 50m.
The shooting gallery tests have multiple enemies to better reflect gameplay with the luck involved with spread evening out over multiple enemies.
I did 70m tests and its basically the same thing, each shotgun has pretty much the same chance to 1-3 shot a sniper at 70m its almost entirely luck. I don't think adding a section where every shotgun kills a sniper at 70m in one shot is really adding anything to the tests. They all struggle about the same at 70m and the Mk VII comes out on top just due to its higher fire rate.
I ran all of these tests many times and took the best results from. I believe these are pretty close to the best times you can hope for generally.
I did test crushers, the Huntsman's really doesnt do well into them. It is technically better then the Mk IX but the Mk VII slug is way better into crushers. Either way they take over two minutes to clear the crushers and maulers test group so I didn't feel like including it in this video.
r/DarkTide • u/The_Dark_Warrior_Boi • 5h ago
Discussion I like the hat
What other cool drip is there?
r/DarkTide • u/Goblin_Bits_Shaman • 14h ago
Meme No Clues About New Class? Spoiler
I'm dissatisfied with the lack of clues as to the new class in the Spillway level, what DID MorbidMegladon MEAN by this
r/DarkTide • u/SadakoYamamura • 20h ago
Gameplay Zealot has a request
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r/DarkTide • u/Ristrxtto • 2h ago
Question ???
why did nobody tell me about this game before bro, I'm completely strung out on the combat in this game. it's amazing lmao
r/DarkTide • u/EelBegotten • 14h ago
Discussion How are we feeling about the newly added QoL features?
Few things snuck in the last update and haven't seen much discussion about. Namely the scoreboard and the stats tab. I for one am a huge fan of both. I hate having to updates mods to really get data for tweaking builds, so being able to just get an in game overview helps quite a bit. Though I would maybe just make the stats visible period and not hidden behind a dropdown? It's good that people can see their healthpool FS, why the extra layer of menu that you have to press a button to see everytime?
r/DarkTide • u/HunterSome3829 • 11h ago
Showcase Ogryn Driptide
My favorite Ogryn loadouts. Fat Zealot, Fat Arbite, Fat Hivescum
r/DarkTide • u/CheaterMcCheat • 22h ago
Discussion What's with the influx of people blowing up barrels next to you constantly?
Has a game died recently and we have an injection of toxic refugees or something? Usually the community is pretty chill outside of Havoc shenanigans bringing the worst out of people sometimes.
r/DarkTide • u/Sir-downvotes • 8h ago
Discussion I genuinely cannot believe the bots are this stupid
I was trying to play a campaign level so I can progress because I can’t access certain things even though I’m level 30
And since no one was playing it, I had to go with bots
I find it crazy how the whole game that I was running through just fine gets ruined because I get hit by one trapper and the bot seemingly cannot figure out how to get me up in time. I cannot believe the bots are stupider in this game than in left 4 dead.
Like seriously how are the bots so bad at this game.
I feel like some levels are impossible. Unless you have players especially on higher difficulties I can’t beat chapter 4 on havoc because the bots are so stupid.
And I don’t think it’s a skill diff because I usually am able to do it just fine. It’s just the one time I’m caught off guard by a trapper that shoots me through a hoard and apparently that’s enough to end the entire run.
r/DarkTide • u/WhimsicalMagnus93 • 19h ago
Discussion Tell me about shotguns
I got probably nearly 750 hours in the game but have never really liked any of the shotguns or used them minus maybe the Kickback for Ogryn. I just don't see a lot of point in using them. If I'm close enough to warrant a shotgun I'll just switch to melee. I want my gun to be good for mid to long range or have a very high rate of fire to mag dump into hoards or tougher enemies. I'm not saying Shotguns are bad. They just never clicked with me. So I'm looking to all of you to explain it to me what uses and what you get out of it. Because only reason I can think of is "it's really fun" which is valid, play Darktide in whatever way you most enjoy I ain't going to judge. Just curious.
r/DarkTide • u/Xeptar • 4h ago
Showcase I'm Ready for Halloween. Time to Reap Heretics!
Trick and Treating the heretics to a stab in the back.
r/DarkTide • u/CommanderSweethang • 9h ago
Weapon / Item More earned weapon skins
We get so many penances to unlock I would love to work towards weapon skins for certain challenges. I'm shocked we don't have them.
r/DarkTide • u/SetPuzzleheaded554 • 12h ago
Issues / Bugs Rename/personality switch just screwed me
So I paid the 50k to rename my character, which for me is actually a lot as I'm pretty low on the totem pole. Anyway I had a random assigned name as "Waynoka" on my Hive Scum, worked up the ordos and renamed myself "StimmJob" it decides not to tell me anything and said. "Success!" Now my hive scum is named "Heinrike" what in the hell is going on?? It's not like we haven't all seen some heinous names way worse than mine
