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Enemy spawn immunity - it should be removed


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#151
Dracian

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HolyAvenger wrote...

Dracian wrote...

HolyAvenger wrote...

The more I see speedrun vids, the less I'm convinced spawn immunity exists.

Where is it here? D_Nought immediately one-shots an Engineer upon spawning.


GI-Javelin with Phasic Rounds. Add a rail amp III and an operative package and you can OSK a Marauder on Platinum without even having to score a headshot...

And btw, /signed.

So where's the spawn immunity then?

Not with that kit, for sure ! Posted Image

But when you play a "normal" kit and when mobs, all of a sudden, decide to pop on your head... You know, the "Phantom Train" at the beginning of wave 10 Cerb/gold... (Hosting is a bonus)

#152
CHRrOME

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Enemy spawns: Immune. Player uses medigel: got sync killed. [Insert logic here]

That's cheap AI

#153
HolyAvenger

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Air Quotes wrote...

HolyAvenger wrote...

Dracian wrote...

HolyAvenger wrote...

The more I see speedrun vids, the less I'm convinced spawn immunity exists.

Where is it here? D_Nought immediately one-shots an Engineer upon spawning.


GI-Javelin with Phasic Rounds. Add a rail amp III and an operative package and you can OSK a Marauder on Platinum without even having to score a headshot...

And btw, /signed.

So where's the spawn immunity then?

 

That was far from immediately. 


Enemy spawns at 0:55 and is dead at 0:57...how long does this spawn immunity last? Because if its all one 1 second...BFD.

#154
Computron2000

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HolyAvenger wrote...

Air Quotes wrote...

HolyAvenger wrote...

Dracian wrote...

HolyAvenger wrote...

The more I see speedrun vids, the less I'm convinced spawn immunity exists.

Where is it here? D_Nought immediately one-shots an Engineer upon spawning.


GI-Javelin with Phasic Rounds. Add a rail amp III and an operative package and you can OSK a Marauder on Platinum without even having to score a headshot...

And btw, /signed.

So where's the spawn immunity then?

 

That was far from immediately. 


Enemy spawns at 0:55 and is dead at 0:57...how long does this spawn immunity last? Because if its all one 1 second...BFD.


Its not full immunity. Its 65% (have to check the number in the bin file) DR for 6 seconds. It switches to immunity if the thing is an assassination target

#155
HolyAvenger

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Computron2000 wrote...

Its not full immunity. Its 65% (have to check the number in the bin file) DR for 6 seconds. It switches to immunity if the thing is an assassination target

Gotcha.

AQ's OP is overblown in that case.

Yes, spawn DR sucks, would trade it away for random spawning so spawn control becomes meaningless.

#156
Feneckus

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HolyAvenger wrote...

The more I see speedrun vids, the less I'm convinced spawn immunity exists.

Where is it here? D_Nought immediately one-shots an Engineer upon spawning.


Try it with a Geth Trooper instead of a GI.

A GI can one shot Brutes and Scions, of course he can kill a mook with some kind of damage resistance ......

#157
Guest_Air Quotes_*

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HolyAvenger wrote...

Computron2000 wrote...

Its not full immunity. Its 65% (have to check the number in the bin file) DR for 6 seconds. It switches to immunity if the thing is an assassination target

Gotcha.

AQ's OP is overblown in that case.

Yes, spawn DR sucks, would trade it away for random spawning so spawn control becomes meaningless.

 

I'm not complaining if they spawn far away from me. I do get angry when they spawn on top of me and they can kill me, but I can't do a thing. 

#158
Guest_Air Quotes_*

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BSN hiccup. 

Modifié par Air Quotes, 11 février 2013 - 01:50 .


#159
HolyAvenger

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Air Quotes wrote...

Why are they also completely immune to damage for like 3 seconds


The part of the OP that is incorrect.

#160
Guest_Air Quotes_*

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HolyAvenger wrote...

Air Quotes wrote...

Why are they also completely immune to damage for like 3 seconds


The part of the OP that is incorrect.

 

It is. You can easily check it by soloing. 

#161
HolyAvenger

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Feneckus wrote...

HolyAvenger wrote...

The more I see speedrun vids, the less I'm convinced spawn immunity exists.

Where is it here? D_Nought immediately one-shots an Engineer upon spawning.


Try it with a Geth Trooper instead of a GI.

A GI can one shot Brutes and Scions, of course he can kill a mook with some kind of damage resistance ......


I'm taking issue with the false assumption of immunity.

I know that spawn DR exists. But given how ridiculously cheap spawn control makes the game, I have fewer issues with that.

Like I said, would trade spawn DR for completely random and uncontrollable spawning.

#162
HolyAvenger

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Air Quotes wrote...

HolyAvenger wrote...

Air Quotes wrote...

Why are they also completely immune to damage for like 3 seconds


The part of the OP that is incorrect.

 

It is. You can easily check it by soloing. 


Literally linked a vid show that it is not. Posted Image

#163
Bleachrude

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GallowsPole wrote...

Bleachrude wrote...

Isn't reactor's above the crowd spawn site similar to Giant and White in that the enemies are spawning in one spot off-screen, but can move in these areas but then drop down right on top of you?

Giant for example, the walkway high above the main area in the upper level, you can see spawns running from one end and then dropping down right in the middle...

re: new mechanics
Depends on how big reckoning is...We did get two new "mechanics" in the collector web and the seeker swarms...of course, people complain about both of those new mechanics too so any new mechanic would cause people to complain...


Yeah Giant is another one cause they drop from the top. Same as White too from the walkway up top. Even on Reactor too from the ledge where they sometimes get stuck. I wouldnt count these as LOS though. At least IMO. I know you can 'see' them so Im talking from a programming standpoint.


Is this the type of spawn the OP is talking about though?

I mean, since the demo, it was possible for example to be in the 1st set bungalows looking into the back of ghost (go right from the LZ past the upload objective) and have phantoms spawn on top of the bungalow and literally drop down right in front of you during objective rounds (especially wave 11)...

#164
Guest_Air Quotes_*

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HolyAvenger wrote...

Air Quotes wrote...

HolyAvenger wrote...

Air Quotes wrote...

Why are they also completely immune to damage for like 3 seconds


The part of the OP that is incorrect.

 

It is. You can easily check it by soloing. 


Literally linked a vid show that it is not. Posted Image

 

I play the game. I know. I literally look for BS when playing this game. 

Modifié par Air Quotes, 11 février 2013 - 02:01 .


#165
HolyAvenger

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Air Quotes wrote...

HolyAvenger wrote...

Air Quotes wrote...

HolyAvenger wrote...

Air Quotes wrote...

Why are they also completely immune to damage for like 3 seconds


The part of the OP that is incorrect.

 

It is. You can easily check it by soloing. 


Literally linked a vid show that it is not. Posted Image

 

I play the game. I know. I literally look for BS when playing this game. 




Please explain how that Engineer was killed within your timeframe of totally immunity then.

#166
Feneckus

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HolyAvenger wrote...

Please explain how that Engineer was killed within your timeframe of totally immunity then.


It's not a total immunity.

It's most noticeable when doing speed runs. If you rocket a spawn too quickly, bosses will survive.

#167
HolyAvenger

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Feneckus wrote...

HolyAvenger wrote...

Please explain how that Engineer was killed within your timeframe of totally immunity then.


It's not a total immunity.

It's most noticeable when doing speed runs. If you rocket a spawn too quickly, bosses will survive.

I know that. I get its a high %age of DR. AQ refuses to acknowledge that when I've specifically called out his OP for being wrong about it. The spread of this kind of misinformation hurts the playerbase.

#168
GallowsPole

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Bleachrude wrote...

GallowsPole wrote...

Bleachrude wrote...

Isn't reactor's above the crowd spawn site similar to Giant and White in that the enemies are spawning in one spot off-screen, but can move in these areas but then drop down right on top of you?

Giant for example, the walkway high above the main area in the upper level, you can see spawns running from one end and then dropping down right in the middle...

re: new mechanics
Depends on how big reckoning is...We did get two new "mechanics" in the collector web and the seeker swarms...of course, people complain about both of those new mechanics too so any new mechanic would cause people to complain...


Yeah Giant is another one cause they drop from the top. Same as White too from the walkway up top. Even on Reactor too from the ledge where they sometimes get stuck. I wouldnt count these as LOS though. At least IMO. I know you can 'see' them so Im talking from a programming standpoint.


Is this the type of spawn the OP is talking about though?

I mean, since the demo, it was possible for example to be in the 1st set bungalows looking into the back of ghost (go right from the LZ past the upload objective) and have phantoms spawn on top of the bungalow and literally drop down right in front of you during objective rounds (especially wave 11)...


Id say by the time most of them drop, they are DR free. Keep in mind they are sometimes just hanging up there or like in Ghost, running across the rooftop in the back across from the LZ or hanging in the containers. Although, Ive had them drop on me on White and I had no issues killing them and I generally don't use OP setups.

#169
Kenadian

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Feneckus wrote...

HolyAvenger wrote...

Please explain how that Engineer was killed within your timeframe of totally immunity then.


It's not a total immunity.

It's most noticeable when doing speed runs. If you rocket a spawn too quickly, bosses will survive.


I can remember multiple instances of trooper level grunts spawning in with bosses. The missile kills the boss, the trooper just falls over. Literally just falls over, from knockback or something. No damage.

#170
The Sir Tendeth

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I am of the opinion that one of the main issues with needing DR/ no DR, is Cobras.

The more I think about, the more I like the idea of one per game per player.
There would obviously need to be adjustments at the various difficulties to account for it.

Yet it would be much harder to nuke spawns and that's what the main issue is. As an added plus it might finally rid us of rocket glitching.

The other main issue is player skill...

It's funny that players log hundreds if not thousands of hours, yet we still hope the same difficulty level will provide a challenge. Stop mucking with the rules within a particular challenge and add a harder difficulty. And realize that at some point players will outgrow this games AI mechanics. Completely altering the game in ways the new players won't likely enjoy doesn't make much sense.

#171
Learn To Love Yourself

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OperatingWookie wrote...

3XT3RM1N4TUS wrote...

PsychoticBiotic wrote...

Remove it, or give us revive immunity. It's only fair.

^^^^THIS^^^^


Or just 3 seconds of invulnerability to everything  including sync kills and stagger after joining a game in progress.

Also, have the enemies ignore players in this state and not prioritize them as targets.

/signed

#172
NuclearTech76

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I'm almost positive that it is DR to the initial damage taken whether it be by weapons or powers. There is a very short total immunity frame where the enemy loads into the game. You can see this be longer on bigger spawns in my experience which leads to a trooper taking a Jav headshot with no damage. After you hit the spawn with a nade or AOE power it takes full damage in my experience. Grenade or recon mine to remove immunity then missile the spawn point.

#173
N7Dropout1

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It probably should be removed. I've had non-rocketing instances where it is frustrating. In particular on White, if you stand by the box on the raised area just adjacent to the LZ, enemies will spawn in the door to the building and continue to come at you. They spawn even if you're staring at them and rocket troopers can be awful when this happens because they gun rockets at you instantly.

#174
JaimasOfRaxis

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CHRrOME wrote...

Enemy spawns: Immune. Player uses medigel: got sync killed. [Insert logic here]

That's cheap AI


Listen to the Batarian, he's smarter than you.

#175
Computron2000

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NuclearTech76 wrote...

I'm almost positive that it is DR to the initial damage taken whether it be by weapons or powers. There is a very short total immunity frame where the enemy loads into the game. You can see this be longer on bigger spawns in my experience which leads to a trooper taking a Jav headshot with no damage. After you hit the spawn with a nade or AOE power it takes full damage in my experience. Grenade or recon mine to remove immunity then missile the spawn point.


Well there is a spawndelay setting in the bin file. It probably works like SS and biotic charge in that it shows up but isn't in game yet. The setting is 0.3 seconds