Spaceguy5 wrote...
BraveLToaster wrote...
Maybe MaxCount is how many can be active at once, and MinCount is how many are generated in a spawn cycle. Once MaxPerWave is hit (if there is a Max), they stop spawning. I started paying attention in the Silver matches I was playing, and I'm seeing the MaxPerWave value every time (probably because Brutes are taken down rather quickly and get a second spawn).
But MinCount and MaxCount are the same number in all cases (For instance, MinCount is 2 and MaxCount is 2), while MaxPerWave, when used, is always higher than MaxCount. Shrug. The waves I listed in the 2nd table are the only ones that use MaxPerWave.
Yes, but since I consistently see more than MaxCount per wave (I see MaxPerWave), but never see more than MaxCount active at the same time, I assumed it meant how many Brutes can be up at once, and MaxPerWave is how many can spawn total for a wave before it stops adding Brutes as new groups of foes spawn.
What I mean is that take a wave with MinCount/MaxCount 2 and MaxPerWave 4. When the game generates spawns, it'll check how many Brutes are on the map, none since the wave just started, then it will spawn two (MinCount). Next time it goes to spawn enemies during that wave, it'll check how many are on the map. If those two are still alive, it won't spawn any more (it is currently at MaxCount). Now after they are killed, the next spawn cycle will check and see that there are no Brutes alive, and that the map hasn't reached MaxPerWave yet, so another two are generated. After they're killed, checks will see that MaxPerWave has been hit and won't spawn any more Brutes.
At least that's the only sense I can make of it. It works for what I've seen in the game so far, like crazy amounts of Brutes spawning if they are killed fast on waves without a MaxPerWave (11 notably) but never having more than MaxCount active at once.
Supposition, but evidence supports theory.
/Mordin.
Modifié par BraveLToaster, 17 mars 2012 - 09:40 .





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