#R2D2 enemy spawns.

1 messages · Page 1 of 1 (latest)

bold olive
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Hello, 10 Chambers!

I humbly ask you to consider this case so that we understand whether this is an error or an intended feature (which I doubt). If this case is a bug, we ask that if be fixed as soon as possible.

Our squad has been trying to complete R2D2 for about two months now, and we periodically encounter the fact that the enemies appear in the same rooms in which we are, right in front of us. This is always unexpected and is a major hindrance to completing the mission, as often the enemies will appear in the zone_195 and run towards us, although the enemies in the zone_195 are still not alerted. Video link (the video is only available to those who have the link to it): https://youtu.be/F2Z6xYk-BSo
On other missions, this is much less common, and always less critical.

Sometimes we also facing the situation when enemies keep spawning and attacking us (groups of three or four) even when there are no objective reasons for this, but this is more likely the original intention of the developers.

When such errors occur in projects that claim to be hardcore, it always causes frustration, and we look forward to your feedback.

Sincerely, Menzaim.

digital wren
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This is very strange and not how the game usually works ...
I'd recommend re-installing the game once just to make sure it's not a faulty install somehow (if you have not tried that yet already)

gleaming lava
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Pitching into this issue and saying it isn't a local error.

Ran this two months ago with two teams of friends, holding in zone 197 we got spawned on with a wave of big strikers and strikers once in both runs. Couldn't tell you why it happened, 1 person in the back looting, 2 on the left of the room, 1 on the right on the ladder. Issue shouldn't be present for them to spawn in the same room as us regardless.

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In zone 194 specifically we had 2 hybrids come out from behind us with the door closed to the 5 scout room. Can not confirm, but pretty sure we didn't get outflanked that fast with all of us watching a corridor.

timber terrace
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Try holding on a bridge instead of sacrificing every single advantage to funnel enemies from one side. They never spawned on me there.

Also, finish the reactor wave before opening the door to 5 scouts room and u won't have any spawns on you. Even better, finish the reactor wave before pulling the scan to that zone. Otherwise you are risking the reactor waves to spawn there because alarm waves fill the spawncap and reactor waves are queued to spawn after. Opening the door to scouts' zone allows reactor enemies to spawn there.

Just because high intensity test timer ended doesn't mean u killed all the enemies from the wave.

bold olive
# timber terrace Try holding on a bridge instead of sacrificing every single advantage to funnel ...

Thanks for the feedback!

We have noticed that some players advise to almost always stay on the bridge. According to our experience, it is most profitable to defend yourself on the bridge during the first 3 high intensity tests. During the following tests there are more profitable places that allow to save resources or time.

Yes, enemies don't spawn on the bridge, but should that really be the main reason why all parties should stick to the same strategy? There is enough variety in equipment and tactics in GTFO so that different missions can be completed in different ways.
And do players in a game like GTFO really need to memorize places where enemies can and can't spawn without any obvious sign?
There are only two options, either enemies should not spawn on players, or enemy spawn locations should be marked in some way, for example, with nests. So players can avoid them, and not wait for the game to randomly decide to spawn a squad on them and kill them. If it works as intended then t's bad game design, no offense.

We finished the reactor wave before opening the door to the room with five scouts, all the enemies were killed. Sometimes it was in this place that we met with the fact that the enemies came at us continuously for several minutes in groups of three or four. This case has nothing to do with the high intensity test timer, since we completed it a long time ago.
As you can see from the video, we are not trying to defend ourselves in this room with five scouts We have a timer active, before the end of which we need to get the code from the console.

And even if everything was exactly as described, then spawning enemies in such a situation is not natural in any universe. This spoils the gaming experience, pulls out of immersion and adds a huge element of randomness to an already quite complex game, because enemies do not always appear here and there, but according to some unknown pattern.

Tomorrow we will try to complete this mission after reinstalling the game. I hope that luck and high accuracy will be with usEverythingsFine

timber terrace
# bold olive Thanks for the feedback! We have noticed that some players advise to almost alw...

I very much doubt you killed all the reactor enemies before opening the zone. You opened the zone with 7:50 time left, while most of the time people do it around 6:30. It seems like u pulled the scan the moment the high intensity test ended (or very close to it), which resulted in the situation with reactor waves still being queued (the timer for the whole code is 10 minutes after all)

bold olive
# timber terrace I very much doubt you killed all the reactor enemies before opening the zone. Yo...

Yes, we started the scan as soon as the high intensity test ended to save time. Next, the bioscan began to open the door. During this scan, while we were going through the zones, we also killed all approaching enemies. Next, we finished off all remaining enemies and opened the door. By the way, if opponents from the reactor wave appear INSIDE the zone with 5 scouts, then this is a rather strange mechanic, don't you think?

lethal verge
lethal verge
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They are set in the data blocks to spawn a set amount of population waves.

timber terrace
lethal verge
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I.e if you don’t clear the entire number of enemies the game forces to spawn in the general direction, it’ll spawn around anchor points around the map.

timber terrace
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Also, you didn't finish off all the enemies as there was still music and stamina going on

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Take your time next time, you don't need to rush things that hard

bold olive
lethal verge
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It also has to do with the tiling somewhat, since the level is so large, you’ll end up unlocking those zones where they set the anchor spawn point so enemies can spawn there.

lethal verge
bold olive
lethal verge
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I never said it was.

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Again, if you read my earlier message, it has to do with the wave they set the enemy spawn points, i.e anchor points.

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The farthest areas away from the main reactor room are anchor points where enemies can spawn, since enemies spawn in 2 directions after you’ve unlocked majority of the map.

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You’re sitting on top of those points while reactor wave is still occurring.

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Donut room and it’s key rooms are anchor points for enemy spawn. Room before donut room is also one. Scout room is another, when opened.

bold olive
lethal verge
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Panda mentioned it previously.

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Otherwise you just don’t like the level design.

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The game is forced to spawn enemies, you can’t change that, especially you’re just sitting where they spawn. But using this information, you are able to do some cool things like killing the entire reactor time sequence in a matter of < 2 minutes for the beginning section.

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If we aren’t talking about just reactor levels, then there are also set rules for enemy spawns for other levels, i.e how many players + zones away factors in.

bold olive
lethal verge
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The level is designed in a way to have anchor points in specific locations. Not all levels have this.

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Map design would be level layout.

bold olive
lethal verge
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I was referring to datablocks and coding, so you probably didn’t understand.

bold olive
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I understand everything you said. Except use of the term level design, we have discussed.

lethal verge
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The map is in the level layout datablock, i.e how the rooms are connected, etc. Don’t worry about it, as long as you understood before you’re fine.