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What's up with the mid-wave respawns? (Video included)


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#1
collstrop2

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It used to be that enemies usually respawned as far away from you or your team as possible.

Now they're doing this. And this isn't a fluke. It's happening all the time now. It's just more obvious during solos than 4-man games.

www.youtube.com/watch

I almost never post on the forums, but I haven't seen anyone else bring it up.

Modifié par collstrop2, 16 décembre 2012 - 04:54 .


#2
Guest_Lord_Sirian_*

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It could have to do with them not wanting to "spawn close to an objective". But yeah, on a solo on big maps like that there really is no reason for them to spawn so close to the player.

#3
collstrop2

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2 out of 3 of those were objective waves, and the spawns were the closest spawn point to the objective, so if anything the game seems to want things to spawn as close to the objective as possible instead of as far away as possible.

#4
TheThirdSpectre

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I agree. They seriously need to be improved.

I don't care how long it takes, as long as they get sorted.

#5
HolyAvenger

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I always though the mid-wave respawns generally came from certain spawn points, especially during objective waves i.e. the game picked a couple of spawn points and continuously generated spawn there.

#6
BridgeBurner

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collstrop2 wrote...

2 out of 3 of those were objective waves, and the spawns were the closest spawn point to the objective, so if anything the game seems to want things to spawn as close to the objective as possible instead of as far away as possible.


I killed 3 possessed abominations in quick succession using a BE in firebase white, down at the outside lower part. Turned around because a praetorian was coming out the doorway only to see 3 freshly spawned abominations right behind me.

So in the space of less than 1 second, 3 enemies spawned within spitting distance behind my character.

Solo, btw, so none of the other spawn points were being "blocked". It seems player proximity only blocks spawns in team games now.

^_^

#7
collstrop2

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On objective waves the initial spawn used to be at the farthest or 2nd farthest spawn point from the objective. The 2 objective waves in the video, both spawns were the nearest or 2nd nearest spawn point to the objective. The third clip wasn't an objective wave, and on non-objective waves enemies never used to spawn as close to you as possible or exactly where you killed them.

I seem to recall a Dev posting that they try to keep the spawns out of the line of sight of the players so you don't see things magically appearing in front of you, which is what happened in the video.

The clips in the video weren't things I compiled over a bunch of games. They were wave 3 from one game, and waves 3 and 4 in the very next game. I chose to use brutes and ravagers as examples because they're easy to recognize, but it happens with everything now.

#8
Dunvi

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It feels like spawns moving when they become newly blocked is being delayed about 2 respawns (so 3 sets of spawns before the game realizes "oh right I can't spawn here anymore").

Why it would do that, I can't imagine. Though then again, given some of the code I've been looking at all day, right now I could imagine code doing just about anything (except what it should >.<),

#9
collstrop2

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Annomander wrote...

collstrop2 wrote...

2 out of 3 of those were objective waves, and the spawns were the closest spawn point to the objective, so if anything the game seems to want things to spawn as close to the objective as possible instead of as far away as possible.


I killed 3 possessed abominations in quick succession using a BE in firebase white, down at the outside lower part. Turned around because a praetorian was coming out the doorway only to see 3 freshly spawned abominations right behind me.

So in the space of less than 1 second, 3 enemies spawned within spitting distance behind my character.

Solo, btw, so none of the other spawn points were being "blocked". It seems player proximity only blocks spawns in team games now.

^_^


I wish that were true. In a 4-man reaper game earlier today 3 teamates were together in the center of the map, and I was alone near a spawn point, and I kept killing brute after brute after brute, as they just kept respawning in front of me, which is what prompted me to make the video.

#10
Guest_Air Quotes_*

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Spawns are screwed up. It's not even fair, you have almost zero time to react sometimes. Killed a Brute? Another one charges from the back almost instantly. Killed a Prime? Railed from the back by a new Prime BEFORE the old Prime explodes! How are you suppose to know or react to that? It's solid BS.

#11
DrFace007

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Air Quotes wrote...

Spawns are screwed up. It's not even fair, you have almost zero time to react sometimes. Killed a Brute? Another one charges from the back almost instantly. Killed a Prime? Railed from the back by a new Prime BEFORE the old Prime explodes! How are you suppose to know or react to that? It's solid BS.


chastising rebuke, din

#12
collstrop2

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Air Quotes wrote...

Spawns are screwed up. It's not even fair, you have almost zero time to react sometimes. Killed a Brute? Another one charges from the back almost instantly. Killed a Prime? Railed from the back by a new Prime BEFORE the old Prime explodes! How are you suppose to know or react to that? It's solid BS.


That's what I'm wondering. I've done tons of solos since June and this is totally new. Like I said; I don't often post here, but I've never seen a thread discussing it, so I figured someone had to bring it up. It's annoying when it's husks or abominations....it's absolutely lethal when it's a phantom that you just killed respawning 5 meters behind  you and instantly sync-killing you. Every platinum solo I've attempted in the last few weeks has ended by a sync-kill from a phantom that I had just killed literally 2-3 seconds earlier.

#13
AaronEh

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I've noticed the same BS spawns in both solo and team games.

#14
Guest_Air Quotes_*

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And what's better is that those new spawns have damage reduction!. I mean really? WTH?

And in general the cheapness of enemies reached new heights.

#15
collstrop2

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AaronEh wrote...

I've noticed the same BS spawns in both solo and team games.


It's somewhat of a relief to hear that you and Annomander, and others who regularly do solos have noticed it too. Now it's just to get it fixed.

And great job on your T-Sent solo....that's the one I've been getting killed by phantoms on. Damn lack of a dodge!

#16
AaronEh

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collstrop2 wrote...

AaronEh wrote...

I've noticed the same BS spawns in both solo and team games.


It's somewhat of a relief to hear that you and Annomander, and others who regularly do solos have noticed it too. Now it's just to get it fixed.

And great job on your T-Sent solo....that's the one I've been getting killed by phantoms on. Damn lack of a dodge!


Thanks.  I had a hard time with Phantom's too.  Wave 8 and 9 took 30 minutes alone :?.  Lots of running around.

#17
cgtrfghj7

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Though I can't really vouch much since I don't solo often, its pretty annoying by getting sync-killed by enemies immediately spawning on top of me when I'm playing in a group.

#18
collstrop2

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cgtrfghj7 wrote...

Though I can't really vouch much since I don't solo often, its pretty annoying by getting sync-killed by enemies immediately spawning on top of me when I'm playing in a group.


Yeah, that was the point I was trying to make. It's not just solos, it's all games. It's just more obvious in a video of a solo. There's no way a teammate could block a spawn during a solo, so there's no reason they should be spawning on top of you. It's equally brutal to have a phantom, dragoon, or prime spawn 2-5 meters behind you during a 4-man game as it is a solo, which is why I posted the thread since it affects everyone.

#19
collstrop2

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sorry, it got posted twice. I said I was relatively new at this.

Modifié par collstrop2, 16 décembre 2012 - 04:43 .


#20
ISHYGDDT

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An illustration of ME3 spawn mechanics.


Modifié par ISHYGDDT, 16 décembre 2012 - 04:43 .


#21
collstrop2

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ISHYGDDT wrote...

An illustration of ME3 spawn mechanics.


That does seem to sum it up.

#22
Vilyn117

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LOL I loved the THERE IT IS AGAIN XD

#23
Conduit0

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From what I've seen, sometimes the game just decides to give you a big ol' middle finger. I don't know how many times I've seen an otherwise good run go sideways because the enemies start spawning in the worst possible spot for an objective and the game will literally refuse to spawn them anywhere else.

#24
Computron2000

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I believe they reduced the radius around a player that would be considered as a "no spawn" region. It used to be that you could literally sit on a spawn spot and be assured that its suppressed but nowadays if you don't have LOS over the entire area, its considered far game for the system to spawn things where you can't see it (basically right behind you). And when i say total LOS, it really is total. If there's an small alcove where you can't see, that area is still considered ok for spawning even though its silly as you can see half a cannibal popping up

#25
Topographer

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I totally get this happening in a 4-man game, but in a solo it's really...interesting. Though I suppose the game was not designed around soloing.