The Scab Flamer and Tox Flamer both have Maniac armor and the same HP. The difference is Tox flamer will do Corruption damage after that toughness break, while Scab does the same high DPS Bomber's fire grenades do.
Even if a little late, but it's a pretty comprehensive compilation of everything we know about the fans of nurgle. And pretty well edited to boot! Also, I didn't know about the mutie left arm, so there's that.
Little late on the comment but Snipers also have a very distinct noise, something like heavy footfalls and a lot of straps and buckles clanging around. You usually won't be able to hear it during a fight or if they spawn far away, but when they're sneaking around by themselves when the level has gone a bit quiet you can use this to be ready for them
I think the Trapper is pretty easy to deal with. Even when I'm fighting a horde solo with a few ragers into the mix, I can still dodge the net of a trapper without much issue. However, dogs are another matter entirely. They'll come at you with the speed of a hypersonic missile and are able to turn mid-charge/jump at a speed that would have torn a normal creature into pieces, and will ignore your dodge/block attempts two out of three times due to hit registration struggling to keep up with their ludicrous speed. I rarely go down, but when I do it's usually due to a hound incapacitating me. And when I'm down, my team usually wipes shortly afterwards.
I'd say they're fairly on par, trappers are easy to dodge, and fold much faster than dogs do so they're much easier to deal with. That being said, the effects of a net that *does* land can be much more catastrophic, for several reasons: as stated in the video, you can be saved from a dog from range (I once witnessed the most masterful grenade throw *through* a window 20 or so meters away and a ledge above the rest of the team, as the 3 of us had jumped down, with 1 lingering behind so it was impossible to reach them directly, that actually knocked the dog off the pinned guy and he was able to finish it off and rejoin the party), as well as a net being able to actually pull you into the middle of a current horde leaving you wide open to huge DMG and making you less accessible to be saved, and finally, once a player has been netted, the netter is not locked to that target and can and will net players attempting a rescue, further escalating the pressure on the party. That confluence of factors which can easily turn the tide of a mission definitely puts them at the top of my target priority list.
If anything I'd change in the list, personally, is bump the grenadiers up higher, as I find their ability to continually create wide areas of denial, strip toughness instantly, while doing so from rather egregiously long ranges, makes them an extreme irritant at best and can easily break team cohesion and ability to support one another, escalating all other threats, which is definitely one of the worst situations for any team.
video is very good, only tip this is missing is the main problem everyone gets from trappers. help release the player as soon as possible whether using a stun nade, regular nade or a ogyrn charge even a warp unleashed will do. the main reason why is at higher difficulty levels the melee damage people receive is drastically higher. you can get the release very quickly only when the person is stuck in a trap but if they go down you have to deal with a longer revive timer. which youd rather deal with can make or break your run and usually waiting it out will lead to 80% of the time a run ender at damnation because of how important teamwork is. you will always end up seeing someone leaving you on the floor while they have full nades or anything really and its very painful to endure. more players up means a high chance of survival and trappers do tend to go after who the AI director might consider a crucial player, whether they’re really good at getting special’s, built for horde clearing or a balanced mix for overwatch. trust me its always worth getting the save in case that trapper gets you next or worse.
True! Good addition, I didn't mention that. The net release timer is so short, you can often release your teammate before they even hit the ground. You should pretty much always release them before anything else for all the reasons you mentioned. Also, after the trapper shoots a teammate you have *plenty* of time to deal with him, as he always stands there for a pretty long time recharging his gun and then runs away for a while before coming back for a second net. A lot of people (including me for a while) would try to kill the trapper before releasing the netted teammate. But you should always release your teammate first, as by the time you're done the trapper will usually still be just standing there waiting to be killed.
Btw, I been commenting a lot on! this video, I know, lol. But this is the kind of video with an creator who is engaged like you is the perfect forum for engagement. Great job not just with making an informative video but also creating a space to get different perspective and experiences for even more value!
Thanks very much for the thoughtful comment, I appreciate this nice compliment! I very much want to encourage discussion and I'm enjoying the engagement!
As a melee zealot main Trapper: dodge sideways and kick her ass Dog: dodge sideways and kick his ass Sniper: dodge sideways and run at her and kick her ass Pox bursted: melee block shove them and dodge back Flamers: run at them and kick their ass. Maybe dodge sideways to avoid fire Mutant: dodge sideways and kick his ass Crusher: let your team deal with it, you’ll get bodied Bulwark: beat on the shield to hold agro and let your team lay into his back or lay into him while he’s agro’ed on teammates Reaper: just beat his ass. He’s not that tough Gunner: take cover til he’s done firing, rush him and kick his ass Mauler: block shoves are your friend, stun him and kick his ass Rager: same as above, but they tend to get mixed into mobs more. Dodging sideways around the mob while swinging usually works I’m aware how brain dead these seem, but they are legitimately the tactics I use to counter them and they work very well
I think I know what you're talking about! A low rumbling static over the comms. But I am fairly certain that queue is specifically for Sniper Gauntlet missions to let you know that 5+ snipers are taking position. I've never heard that from an individual sniper spawn.
Unarmored ragers are difficult to push if non ogryn if you have a small stamina pool. This is especially more difficult once they start swinging their weapons. So certain weapons with special attacks that ignore hitmass will stagger them briefly or even a special light attack loop can keep one locked out of attacking you. This mass ignoring special attacks are also useful against crushers for a window of opportunity.
Fair points. I failed to mention in the video that it is difficult/dangerous to interrupt a Rager in the middle of their swing combo. Best to block and disengage until the combo is finished before attempting melee on them.
Some melee weapons also have a “parry” feature, like the catachan dragon sword or whatever it is. I used it for a bit and found it to be immensely useful. Not worth spec’ing a whole build around, but if you’ve got a build with that on it already might as well use the full features
I've gotta disagree on the Trapper's level of danger. If you've got more than 40 hours in this game and you're still consistently getting caught by Trapper nets, you either aren't playing with your sound on or you just don't care to avoid them. Whether you see the trapper or not, you need just dodge some direction when you hear the all-too-loud audio-cue and you're going to be fine 9 times out of 10. On top of that, it takes just about 1 second to free a teammate and the likelihood of the mob being too big to get that done is rare. In short.. Yea, the trapper can wipe a party, but the trapper quickly becomes the least deadly specialist in an experienced party.
@@vgameface First (and shoulda done this in my original) excellent work on this video - it's well put together and you've got a new subscriber. Second, my credentials: right at 215 hours, most of it on my Veteran, with 30s of all classes. (unsure where that puts me experience-wise, but I feel like it's more than the average player) I bounce between the Scab Sniper and Poxburster, but think I have to default to the Sniper. No other specialist can single-handedly wipe a team by simply spawning in a tricky spot. A strong, well-organized team who knows what they're doing can pretty much handle anything by working together and sticking close... but a Scap Sniper set on the other side of a horde, or down a long hall can effectively become impossible to deal with if there's anything else going on. It's only real cue is visual before the first shot, meaning it's very easy and likely you'll miss it if there's much else going on. All it needs to do is nail a lower hp player who's not close enough to full cover to allow someone to res them without also getting shot, and it's basically a death sentence for whoever it hit. If the downed player is the only veteran, there's a good chance thats a wipe if the team's not able to fight its way to safety through the horde. Yes, you can dodge the shot, but I find it to be one of the least forgiving dodge windows in the game. tldr; I'm saying Sniper, because a strong team doing everything right can be put in a horrible spot from the first, extremely sneaky shot.
@@squidinc4376 Thank you! I agree with pretty much everything you said, a sniper can be a complete nightmare and run-ender. This is exactly why the only -% damage curio perk I run on my Sharpshooter is Sniper; I want to maximize my chances of surviving the first shot of a badly-timed or well-hidden sniper even on Damnation so I can counter-fire him before a team wipe. Definitely an S-tier threat.
@@squidinc4376 I agree with lots on here, but what usually kills people in my runs are shotgunners. idk what exactly it is, but it feels like the mixture of hardiness, damage, pushback and blending into hordes, which makes them really tough to deal with and I'm confused as to how they are so low on this list.
@@HessianLikeTheFabric yeah shotgunners can be pretty brutal, especially as a zealot main. You can't get any curio resistance against them, and even running around 160 toughness, a single shot from one can majorly chunk your shield; this being compounded of course by there usually being at least 3 in proximity to each other. The *real* killer though is that they are relatively tough to force into melee combat where they pose very little threat,; they pump their shottie, I rush in within 5m and they still just let loose and rek my day rofl. Dealing with them really makes me sweat and gives my ult and slides a major workout haha
you can stop the traper shooting animations and stun it with pysker lighting staff and smite same with other Specialists and elites always have an lighting staff or an smite pysker in your team to make an match much easier to play
Yup, same with the Ogryn's Kickback or explosive weapon attacks, anything that survives the hit will get knocked down for like 8 seconds to give you time to deal with it.
Ogryns, gunners/shotgunners, ragers and maulers are elites not specials. I'm just being pedantic because the game is confusing enough when it comes to perks.
That's a good distinction to mention since yeah the game is fairly, uh, *specific* with its modifiers. Like how the gunner resistance stat only applies to gunner elites and not the rifle mobs nor even the shotgunners.
@@vgameface gunner res does however, apply to reapers, at least. Aside from the different threat role that the play, specialists being disablers/interrupters mostly vs elites more tanky distractions or high DPS threats to harden a horde; the actual single greatest differentiation is the manner in which they are spawned. Elites are going to be set for the most part, mixed with regular trash, or spawning as part of regular wages while specialists spawn in much different, fairly randomized patterns and from a variety of locations. You'll note, for instance, that when you're alone, separated from the team, searching for that script or whatnot, the director will punish you by sending something like a hound, trapper or mutant to deal with by yourself; which is by design, of course, as they represent a very dangerous threat in the way an elite does not. You're not going to, for instance, be the aforementioned loner and have a rager, crusher, or mauler pop out some door or chute to engage you, as they are much more predetermined spawns.
@@vgameface happy if it helps anyone! Your guide is pretty good and comprehensive for all the non trash mobs and dealing with them, thanks for posting it for ppl to learn from!
As of January 2024, Trappers have a longer cool down between firing their nets now, so ALWAYS free your teammates first before going after the Trapper that's just fired. (Only prioritise killing Trappers that are inbound yet to fire.) -If your team mate is up, they can help you kill that Trapper too, or on Damnation where about 5 Trappers spawn at once, they can get you up if you fall prey! 💀🙏
Indeed, PLEASE don't let your teammate languish on the ground getting kicked in the head while you slash away at various chaff. Take the 0.2 seconds to free them before doing anything else.
Pox busters can not climb up to get to you (example: they can't climb over fences or jump up a ledge). When they are faced with an obstacle where they need to go up to get to you, they will simply explode on their own if there's no way to get to you on foot.
Definitely. It doesn't help that when there's too many specialists spawned on the map, some of them stop making noise. Nothing like a silent trapper netting you through a wall of 8 crushers!
"The hound is Dangerous " Me .. a zealot sliding Like a Madman into it with a lit Up chainsaw cutting it in half ..daaamn i Love that move. :'D Us zealots are psychos on our own .. burning heretics .. 😂
IMO Shotgunners deserve more than the footnote they seemed to get. On higher difficulties shotgunners, and to a lesser degree gunners and shooters are the biggest cause of attrition to your toughness and health.
That seems to be the consensus amongst other players, as well. I didn't rank them highly because I mostly played Sharpshooter, so between focusing them dead quickly and having damage reduction active 95% of the time fighting them, they never caused me many issues. But lots of zealot players are reporting in that shotgunners are their bane! And yeah riflemen are probably the biggest danger on high difficulties, but since they aren't specials/elites they didn't make the video.
The whoosh and static I think is just for groups of snipers when playing with the Sniper Gauntlet mission modifier. I've never heard it for an individual sniper but maybe I'm just deaf.
When I played Malice, trappers were the worst. By the time I got to Damnation, trappers stopped being a threat. And now playing Aurics and Maelstroms, trappers are back to being the worst 😂
Once you learn their cue and hear it a couple times, I swear you'll start to develop spidey-senses around them lol. I can pick them out by sound alone in the midst of almost anything now.
Snipers actually have a jingling sound that sounds kinda like keys jangling when they are running around. So if you hear that around a corner or behind cover or something then it might be a sniper.
Great addition, I didn't know it when I made the vid but you're absolutely right. Most problematic snipers are usually too far away to hear before their shots, but if you do manage to hear their jangle it certainly helps.
The Scab Flamer and Tox Flamer both have Maniac armor and the same HP. The difference is Tox flamer will do Corruption damage after that toughness break, while Scab does the same high DPS Bomber's fire grenades do.
Great info!
Even if a little late, but it's a pretty comprehensive compilation of everything we know about the fans of nurgle. And pretty well edited to boot! Also, I didn't know about the mutie left arm, so there's that.
Thanks! Glad you got something from it!
@@vgameface And I'm glad you made this video. =)
Little late on the comment but Snipers also have a very distinct noise, something like heavy footfalls and a lot of straps and buckles clanging around. You usually won't be able to hear it during a fight or if they spawn far away, but when they're sneaking around by themselves when the level has gone a bit quiet you can use this to be ready for them
10:30 Lemon Lime and Cola Can... pretty apt.
I think the Trapper is pretty easy to deal with.
Even when I'm fighting a horde solo with a few ragers into the mix, I can still dodge the net of a trapper without much issue.
However, dogs are another matter entirely. They'll come at you with the speed of a hypersonic missile and are able to turn mid-charge/jump at a speed that would have torn a normal creature into pieces, and will ignore your dodge/block attempts two out of three times due to hit registration struggling to keep up with their ludicrous speed.
I rarely go down, but when I do it's usually due to a hound incapacitating me. And when I'm down, my team usually wipes shortly afterwards.
The dogs are ridiculous, 100%. And yeah Trappers are usually not a big deal, but when things do go wrong with a Trapper they often go VERY wrong.
I'd say they're fairly on par, trappers are easy to dodge, and fold much faster than dogs do so they're much easier to deal with.
That being said, the effects of a net that *does* land can be much more catastrophic, for several reasons: as stated in the video, you can be saved from a dog from range (I once witnessed the most masterful grenade throw *through* a window 20 or so meters away and a ledge above the rest of the team, as the 3 of us had jumped down, with 1 lingering behind so it was impossible to reach them directly, that actually knocked the dog off the pinned guy and he was able to finish it off and rejoin the party), as well as a net being able to actually pull you into the middle of a current horde leaving you wide open to huge DMG and making you less accessible to be saved, and finally, once a player has been netted, the netter is not locked to that target and can and will net players attempting a rescue, further escalating the pressure on the party.
That confluence of factors which can easily turn the tide of a mission definitely puts them at the top of my target priority list.
If anything I'd change in the list, personally, is bump the grenadiers up higher, as I find their ability to continually create wide areas of denial, strip toughness instantly, while doing so from rather egregiously long ranges, makes them an extreme irritant at best and can easily break team cohesion and ability to support one another, escalating all other threats, which is definitely one of the worst situations for any team.
You can also push attack hounds similar to the poxwalker during their pounce animation
video is very good, only tip this is missing is the main problem everyone gets from trappers.
help release the player as soon as possible whether using a stun nade, regular nade or a ogyrn charge even a warp unleashed will do. the main reason why is at higher difficulty levels the melee damage people receive is drastically higher.
you can get the release very quickly only when the person is stuck in a trap but if they go down you have to deal with a longer revive timer. which youd rather deal with can make or break your run and usually waiting it out will lead to 80% of the time a run ender at damnation because of how important teamwork is.
you will always end up seeing someone leaving you on the floor while they have full nades or anything really and its very painful to endure. more players up means a high chance of survival and trappers do tend to go after who the AI director might consider a crucial player, whether they’re really good at getting special’s, built for horde clearing or a balanced mix for overwatch.
trust me its always worth getting the save in case that trapper gets you next or worse.
True! Good addition, I didn't mention that. The net release timer is so short, you can often release your teammate before they even hit the ground. You should pretty much always release them before anything else for all the reasons you mentioned.
Also, after the trapper shoots a teammate you have *plenty* of time to deal with him, as he always stands there for a pretty long time recharging his gun and then runs away for a while before coming back for a second net. A lot of people (including me for a while) would try to kill the trapper before releasing the netted teammate. But you should always release your teammate first, as by the time you're done the trapper will usually still be just standing there waiting to be killed.
Btw, I been commenting a lot on! this video, I know, lol. But this is the kind of video with an creator who is engaged like you is the perfect forum for engagement.
Great job not just with making an informative video but also creating a space to get different perspective and experiences for even more value!
Thanks very much for the thoughtful comment, I appreciate this nice compliment! I very much want to encourage discussion and I'm enjoying the engagement!
Good tips for the specials.
The trapper is in my opinion most deadly when mixed in with a horde and you can't take it down or have space to dodge.
As a melee zealot main
Trapper: dodge sideways and kick her ass
Dog: dodge sideways and kick his ass
Sniper: dodge sideways and run at her and kick her ass
Pox bursted: melee block shove them and dodge back
Flamers: run at them and kick their ass. Maybe dodge sideways to avoid fire
Mutant: dodge sideways and kick his ass
Crusher: let your team deal with it, you’ll get bodied
Bulwark: beat on the shield to hold agro and let your team lay into his back or lay into him while he’s agro’ed on teammates
Reaper: just beat his ass. He’s not that tough
Gunner: take cover til he’s done firing, rush him and kick his ass
Mauler: block shoves are your friend, stun him and kick his ass
Rager: same as above, but they tend to get mixed into mobs more. Dodging sideways around the mob while swinging usually works
I’m aware how brain dead these seem, but they are legitimately the tactics I use to counter them and they work very well
I think snipers also have a static sound when they spawn in. Its easier to catch on missions that spawn a lot of snipers in at once.
I think I know what you're talking about! A low rumbling static over the comms. But I am fairly certain that queue is specifically for Sniper Gauntlet missions to let you know that 5+ snipers are taking position. I've never heard that from an individual sniper spawn.
Unarmored ragers are difficult to push if non ogryn if you have a small stamina pool. This is especially more difficult once they start swinging their weapons.
So certain weapons with special attacks that ignore hitmass will stagger them briefly or even a special light attack loop can keep one locked out of attacking you. This mass ignoring special attacks are also useful against crushers for a window of opportunity.
Fair points. I failed to mention in the video that it is difficult/dangerous to interrupt a Rager in the middle of their swing combo. Best to block and disengage until the combo is finished before attempting melee on them.
Some melee weapons also have a “parry” feature, like the catachan dragon sword or whatever it is. I used it for a bit and found it to be immensely useful. Not worth spec’ing a whole build around, but if you’ve got a build with that on it already might as well use the full features
I've gotta disagree on the Trapper's level of danger. If you've got more than 40 hours in this game and you're still consistently getting caught by Trapper nets, you either aren't playing with your sound on or you just don't care to avoid them. Whether you see the trapper or not, you need just dodge some direction when you hear the all-too-loud audio-cue and you're going to be fine 9 times out of 10. On top of that, it takes just about 1 second to free a teammate and the likelihood of the mob being too big to get that done is rare.
In short.. Yea, the trapper can wipe a party, but the trapper quickly becomes the least deadly specialist in an experienced party.
YMMV! In your experience what would you say is the deadliest specialist?
@@vgameface First (and shoulda done this in my original) excellent work on this video - it's well put together and you've got a new subscriber. Second, my credentials: right at 215 hours, most of it on my Veteran, with 30s of all classes. (unsure where that puts me experience-wise, but I feel like it's more than the average player)
I bounce between the Scab Sniper and Poxburster, but think I have to default to the Sniper. No other specialist can single-handedly wipe a team by simply spawning in a tricky spot. A strong, well-organized team who knows what they're doing can pretty much handle anything by working together and sticking close... but a Scap Sniper set on the other side of a horde, or down a long hall can effectively become impossible to deal with if there's anything else going on. It's only real cue is visual before the first shot, meaning it's very easy and likely you'll miss it if there's much else going on. All it needs to do is nail a lower hp player who's not close enough to full cover to allow someone to res them without also getting shot, and it's basically a death sentence for whoever it hit. If the downed player is the only veteran, there's a good chance thats a wipe if the team's not able to fight its way to safety through the horde. Yes, you can dodge the shot, but I find it to be one of the least forgiving dodge windows in the game.
tldr; I'm saying Sniper, because a strong team doing everything right can be put in a horrible spot from the first, extremely sneaky shot.
@@squidinc4376 Thank you! I agree with pretty much everything you said, a sniper can be a complete nightmare and run-ender. This is exactly why the only -% damage curio perk I run on my Sharpshooter is Sniper; I want to maximize my chances of surviving the first shot of a badly-timed or well-hidden sniper even on Damnation so I can counter-fire him before a team wipe. Definitely an S-tier threat.
@@squidinc4376 I agree with lots on here, but what usually kills people in my runs are shotgunners. idk what exactly it is, but it feels like the mixture of hardiness, damage, pushback and blending into hordes, which makes them really tough to deal with and I'm confused as to how they are so low on this list.
@@HessianLikeTheFabric yeah shotgunners can be pretty brutal, especially as a zealot main. You can't get any curio resistance against them, and even running around 160 toughness, a single shot from one can majorly chunk your shield; this being compounded of course by there usually being at least 3 in proximity to each other. The *real* killer though is that they are relatively tough to force into melee combat where they pose very little threat,; they pump their shottie, I rush in within 5m and they still just let loose and rek my day rofl. Dealing with them really makes me sweat and gives my ult and slides a major workout haha
you can stop the traper shooting animations and stun it with pysker lighting staff and smite same with other Specialists and elites always have an lighting staff or an smite pysker in your team to make an match much easier to play
Yup, same with the Ogryn's Kickback or explosive weapon attacks, anything that survives the hit will get knocked down for like 8 seconds to give you time to deal with it.
Ogryns, gunners/shotgunners, ragers and maulers are elites not specials. I'm just being pedantic because the game is confusing enough when it comes to perks.
That's a good distinction to mention since yeah the game is fairly, uh, *specific* with its modifiers. Like how the gunner resistance stat only applies to gunner elites and not the rifle mobs nor even the shotgunners.
@@vgameface gunner res does however, apply to reapers, at least.
Aside from the different threat role that the play, specialists being disablers/interrupters mostly vs elites more tanky distractions or high DPS threats to harden a horde; the actual single greatest differentiation is the manner in which they are spawned.
Elites are going to be set for the most part, mixed with regular trash, or spawning as part of regular wages while specialists spawn in much different, fairly randomized patterns and from a variety of locations. You'll note, for instance, that when you're alone, separated from the team, searching for that script or whatnot, the director will punish you by sending something like a hound, trapper or mutant to deal with by yourself; which is by design, of course, as they represent a very dangerous threat in the way an elite does not.
You're not going to, for instance, be the aforementioned loner and have a rager, crusher, or mauler pop out some door or chute to engage you, as they are much more predetermined spawns.
As a side note that's why those that are elites do not have the same level of audio cue that specialists do, as was indirectly alluded to in the video
@@blakemorris2753 That sort of categorization makes a lot of sense. Thanks for adding this!
@@vgameface happy if it helps anyone! Your guide is pretty good and comprehensive for all the non trash mobs and dealing with them, thanks for posting it for ppl to learn from!
As of January 2024, Trappers have a longer cool down between firing their nets now, so ALWAYS free your teammates first before going after the Trapper that's just fired. (Only prioritise killing Trappers that are inbound yet to fire.)
-If your team mate is up, they can help you kill that Trapper too, or on Damnation where about 5 Trappers spawn at once, they can get you up if you fall prey! 💀🙏
Indeed, PLEASE don't let your teammate languish on the ground getting kicked in the head while you slash away at various chaff. Take the 0.2 seconds to free them before doing anything else.
I really hope we can fight a chaos space marine as a boss at some point.
Pox busters can not climb up to get to you (example: they can't climb over fences or jump up a ledge). When they are faced with an obstacle where they need to go up to get to you, they will simply explode on their own if there's no way to get to you on foot.
Yes! I always love hearing "tick tock BOOM" before I even see it.
You didn't mention maniac armor
Trappers in shock trooper gauntlet are super dangerous
Definitely. It doesn't help that when there's too many specialists spawned on the map, some of them stop making noise. Nothing like a silent trapper netting you through a wall of 8 crushers!
"The hound is Dangerous "
Me .. a zealot sliding Like a Madman into it with a lit Up chainsaw cutting it in half ..daaamn i Love that move. :'D
Us zealots are psychos on our own .. burning heretics .. 😂
IMO Shotgunners deserve more than the footnote they seemed to get. On higher difficulties shotgunners, and to a lesser degree gunners and shooters are the biggest cause of attrition to your toughness and health.
That seems to be the consensus amongst other players, as well. I didn't rank them highly because I mostly played Sharpshooter, so between focusing them dead quickly and having damage reduction active 95% of the time fighting them, they never caused me many issues. But lots of zealot players are reporting in that shotgunners are their bane! And yeah riflemen are probably the biggest danger on high difficulties, but since they aren't specials/elites they didn't make the video.
I hope this comes to console and that they expand on this maybe with orctide or tyranid tide or something
It's at least planned to release to console once they finish implementing features on the PC release. Time will tell!
"I need someone special"
Maybe its just me but trappers are the easiest by far, they're basically just a packrat with slightly more range
Listen carefully for the sound of a dropship that’s how I know a sniper has spawned
The whoosh and static I think is just for groups of snipers when playing with the Sniper Gauntlet mission modifier. I've never heard it for an individual sniper but maybe I'm just deaf.
@@vgameface Whooooosh
Traper is the worst - I make doge to soon sometimes....the rest of specials are nice
When I played Malice, trappers were the worst.
By the time I got to Damnation, trappers stopped being a threat.
And now playing Aurics and Maelstroms, trappers are back to being the worst 😂
@@vgameface true words of wisdom
☝️ promo sm
Anyone else been trapped then sniped 😅
It's so excessive lol. Being netted and then char-broiled by a flamer is always fun, too.
I never, EVER hear the Trapper
Once you learn their cue and hear it a couple times, I swear you'll start to develop spidey-senses around them lol. I can pick them out by sound alone in the midst of almost anything now.
Snipers actually have a jingling sound that sounds kinda like keys jangling when they are running around. So if you hear that around a corner or behind cover or something then it might be a sniper.
It’s higher pitch and not as loud as bombers.
Great addition, I didn't know it when I made the vid but you're absolutely right. Most problematic snipers are usually too far away to hear before their shots, but if you do manage to hear their jangle it certainly helps.