Were Scrake rage mechanics changed?

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CJx101

FNG / Fresh Meat
Aug 11, 2011
202
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Title.

In recent games I've noticed what seems like Scrakes spawning already raged. Is this a bug or what? I was playing on hard difficulty, which means they should've lost 25% of their health before raging. But some of them were raged at 95-100% health. I was playing Commando so I could see their health.

So I was just curious if this was a bug or a new change? I know Fleshpounds had their mechanics changed but nothing in the patch notes about Scrakes.
 

RaZDaZ

FNG / Fresh Meat
Apr 28, 2015
27
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It seems that if you hit them once, even on hard difficulty, they instantly rage and never stop.
 

TheAphabet

Active member
Mar 17, 2017
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I think in the change log it was 50% change to spawn raged on Suicidal and 75% chance on Hell on Earth. I am not quite sure why some rage at the slightest agitation (i.e. a few 9mm shots rages some), cannot remember if they took prior damage because it becomes extremely chaotic.
 

TheUndying

FNG / Fresh Meat
Nov 20, 2015
263
27
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Zeds
Scrake
  • Stun cooldown decreased to 5sec was 10sec


Fleshpound
  • Spawn Enraged chance
    • Normal=0%
    • Hard=0%
    • Suicidal=50%
    • HellonEarth=75%
So yeah, no changes for Scrakes, those changes you meant TheAphabet were for Fleshpounds. And they're not working correctly either. :D Haven't seen a single insta-rage FP so far on HoE.
 

Pavlov's Dog

FNG / Fresh Meat
Apr 30, 2015
234
40
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I hope the sc rage is a bug because HoE is just about unplayable unless you've got an entire squad of on-point players. All it takes is one demo or firebug not paying attention and BOOM - three raged scrakes on you. Not fun :(
 

Azukki

Grizzled Veteran
Jul 7, 2009
1,518
130
63
Scrake rages definitely were changed with the summer sideshow.
I just did some testing, and a scrake will rage when he takes any damage on 2/3/4/5/6man Sui/HoE or 3/4/5/6man Hard or 6man Normal. An offperk 9mm shot to his chainsaw will rage him, and that should only be dealing 3 damage. So you can imagine, any stray overpentrating shotgun pellet or any smg bullet and he'll be set off. Even crawler gas:
Scrake_raging_from_crawler_gas.jpg


This testing was done in solo with console spawned bots for the player count. Online in real games, even with more distractions going on, it's obvious they still rage extremely and probably equally easily then too. For instance, on 5man sui, a scrake that I knew was intact, (because we were across the map from the team and the wave just started) raged when bashed once with an aa12 to the head, while just trying to get around him.

On 1man any difficulty, his rage sensitivity seems to be working like it used to, at 50/75/75/90 percent health.
So I think they drastically changed his rage threshold's scaling with respect to the number of players in the game.
With how extreme this change is, it not being a good idea, and it not being in the patch notes, I'm betting it's a bug, so I've put up a thread in bug reports about it.
 
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Gladius

FNG / Fresh Meat
Oct 4, 2011
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I don't have a problem with the scrakes sensitive rage threshold. Spammy play should be punished. What I do see as a problem is fleshpounds spawning already raged and that they won't unrage anymore. I suppose this is a bug. Reminds me of that permarage everyone hated in the early access.
 

silverlighted

FNG / Fresh Meat
Apr 19, 2013
883
10
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Gladius;n2297603 said:
I don't have a problem with the scrakes sensitive rage threshold. Spammy play should be punished. What I do see as a problem is fleshpounds spawning already raged and that they won't unrage anymore. I suppose this is a bug. Reminds me of that permarage everyone hated in the early access.

Harsh! Bu Hell, if you mess up a headshot on an elite crawler, that smoke alone can rage the Scrake as he materializes around the corner.
 

simplecat

Active member
Apr 27, 2015
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Russian Federation
docs.google.com
It's a bug. Prior to update game used to calculate head health % differently - it used to divide current head HP value by the amount of DEFAULT head HP adjusted by # of players and the game difficulty. Now it divides current head HP by the amount of ALREDY CALCULATED head HP further adjusted by the same rules.

It doesn't matter if you head the head or body, head HP % calculated each time ZED takes damage.
 
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Pavlov's Dog

FNG / Fresh Meat
Apr 30, 2015
234
40
0
Gladius;n2297603 said:
I don't have a problem with the scrakes sensitive rage threshold. Spammy play should be punished. What I do see as a problem is fleshpounds spawning already raged and that they won't unrage anymore. I suppose this is a bug. Reminds me of that permarage everyone hated in the early access.

I feel the exact opposite. Punish spammy shooting, sure, but not like this. Scrakes already did the job when they had a higher rage threshold. I love watching careless players rage them and die under normal circumstances, but making them so easy to aggro just makes it easy for griefers to derail a server and for noobs to absolutely tank a team instead of just dying themselves.
 

Denks

FNG / Fresh Meat
Oct 23, 2009
196
7
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Boston
Pavlov's Dog;n2297729 said:
I feel the exact opposite. Punish spammy shooting, sure, but not like this. Scrakes already did the job when they had a higher rage threshold. I love watching careless players rage them and die under normal circumstances, but making them so easy to aggro just makes it easy for griefers to derail a server and for noobs to absolutely tank a team instead of just dying themselves.

Exactly: when a noob rages a scrake it doesn't attack them, it attacks you. Pain in the ass.
 
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Pavlov's Dog

FNG / Fresh Meat
Apr 30, 2015
234
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Denks;n2297901 said:
Exactly: when a noob rages a scrake it doesn't attack them, it attacks you. Pain in the ***.

It's understandable - it'll happen. The problem is when the noob or griefer rages three scrakes at once. I've accidentally raged single scrakes before and had to leave teammates to deal with them. I've had the same thing happen to me. Fair play, accidents happen. What doesn't work is having three or four accidentally raged at once.

It'll be an interesting part of the FP rage mechanic too: Will each individual FP spawn with a chance of being raged, or will a group of FPs spawn with a group chance of all being raged? For example, if three FPs spawn, will each one have its own independent chance of spawning in raged? I would like to see that as opposed to a whole group of raged FPs (for obvious reasons, and) because it would put a premium on prioritizing targets. The good team would deal with the raged FP first and not set off the other ones before the right moment.
 

vexgass

Member
May 10, 2015
168
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Denks;n2297901 said:
Exactly: when a noob rages a scrake it doesn't attack them, it attacks you. Pain in the ***.

the most annoying thing is when non agro SC look at you and n00b start shoot him in the back............... well thats a GG tnx n00b
 

TheAphabet

Active member
Mar 17, 2017
349
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I think the big issue here is this: while the 'new' Scrake mechanics forces players to move, it isn't quite as fun getting rushed by 3 Scrakes and 2 Fleshpounds perpetually. Not familiar with a map? Took a wrong turn? Screw you, 5-gang'd. The sharpshooter's left tree is rendered almost useless without grenades [EDIT: actually, depends on the team], and you can get sandwiched unwillingly between a Scrake, another Scrake (or another Zed) and another Zed (or another Scrake) as Berserker (or any other class, really).

The point is, yes, players are moving from place to place, but the dynamics feels rather forced; this is especially since Scrakes and FPs can spawn and cut you off from the rest of the team (imagine an 'accidentally' raged Scrake suddenly charging out from no where and forcing you to turn around). Once dispersed, it becomes hard for most classes to deal actual damage, since it involves turning around and risk not navigating correctly, not to mention reloading cancels running-- so instead, you'll have a troupe of players running in different directions and just doing that: running as the map spawns more large Zeds.
 
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