Aller au contenu

Photo

Targets: missile or not?


  • Veuillez vous connecter pour répondre
70 réponses à ce sujet

#51
UKresistance

UKresistance
  • Members
  • 248 messages
Missile everything! Or at least 36 missiles worth of kills for the Jade speed runs.

#52
Ghostknob

Ghostknob
  • Members
  • 185 messages
Tough call. I used to use them more liberally and then once I started playing gold I wound up shooting them straight into the ground to get the goons or boss level enemies off my teammates and I. Actually saved a couple of matches from going swirly by doing that. just today on my first trip back to gold in a long time i had to do that at least 4 times. It really helps when the fit hits the Shan.

#53
Dunvi

Dunvi
  • Members
  • 4 841 messages
Okay, I'm only glancing through the files, but I'm pretty certain I'm correct now - the target is chosen literally as only the most expensive of the enemies who just spawned.

Have you ever noticed that, when large groups are spawning together, bosses seems to spawn a little later than mooks? It may be as simple as processing limitations.

Modifié par Dunvi, 02 août 2013 - 03:38 .


#54
capn233

capn233
  • Members
  • 17 304 messages
It depends.

Likely I will rocket Wave 3 Gold to switch targets if I can.

I have played with some groups in Platinum where it was understood that everyone use one rocket on target waves. Otherwise who knows. In a Pug I would tend to try and save rockets for late waves just in case it goes south though.

#55
HoochieHamiltoe

HoochieHamiltoe
  • Members
  • 2 645 messages

silentstep79 wrote...

b00g13man wrote...

It depends on my mood most times. Sometimes I just want to get it over with, sometimes I don't.


this. also I go by the mood and intent of my squadmates for objective wave target eliminations


Agreed. And if we do missile, it usually involves everyone taking a turn. 

#56
Tallgeese_VII

Tallgeese_VII
  • Members
  • 6 027 messages
I play mostly Gold and here is my rule

Atlas = Rocket if with Phantom/Nemesis
Banshee = Rocket if with non-carnibal enemies
Prime = Rocket if with non-rocket trooper/trooper unit
Praetorian = Rocket... just better to kill it before the damn thing turn possessed..

Modifié par Tallgeese_VII, 02 août 2013 - 03:49 .


#57
zvvie

zvvie
  • Members
  • 230 messages
Depends enemy, usually no if play with competent player.
but if target prime in jade plat I always use rocket for target.

#58
Computron2000

Computron2000
  • Members
  • 4 983 messages

Dunvi wrote...

Okay, I'm only glancing through the files, but I'm pretty certain I'm correct now - the target is chosen literally as only the most expensive of the enemies who just spawned.

Have you ever noticed that, when large groups are spawning together, bosses seems to spawn a little later than mooks? It may be as simple as processing limitations.


If its due to processing limitations, i'd say its more due to size. On wave 6 gold, if you nuke a brute and ravager together, its still the brute that is the new target (in fact, i don't think the first target is changable for wave 6 gold reapers as marauders are invalid targets) but on wave 6 cerberus, if you nuke the phantom with a dragoon, it switches to the dragoon.

This is assuming that the dragoon has not hit the last one allowed in the wave (ie the 6th for wave 6).

Modifié par Computron2000, 02 août 2013 - 06:17 .


#59
Dunvi

Dunvi
  • Members
  • 4 841 messages

Computron2000 wrote...

Dunvi wrote...

Okay, I'm only glancing through the files, but I'm pretty certain I'm correct now - the target is chosen literally as only the most expensive of the enemies who just spawned.

Have you ever noticed that, when large groups are spawning together, bosses seems to spawn a little later than mooks? It may be as simple as processing limitations.


If its due to processing limitations, i'd say its more due to size. On wave 6 gold, if you nuke a brute and ravager together, its still the brute that is the new target (in fact, i don't think the first target is changable for wave 6 gold reapers as marauders are invalid targets) but on wave 6 cerberus, if you nuke the phantom with a dragoon, it switches to the dragoon.

This is assuming that the dragoon has not hit the last one allowed in the wave (ie the 6th for wave 6).


I'm looking at the code.
It literally just chooses the most expensive enemy.

#60
FasterThanFTL

FasterThanFTL
  • Members
  • 4 712 messages
I don't use Missiles on Targets unless I am the last one remaining alive.

Modifié par FasterThanFTL, 02 août 2013 - 07:39 .


#61
Cricketer15

Cricketer15
  • Members
  • 1 651 messages

FasterThanFTL wrote...

I don't use Missiles on Targets unless I am the last one remaining alive.


same here, I don't use Missiles on Targets i only use all my missles on extraction.

Modifié par Cricketer15, 02 août 2013 - 07:41 .


#62
FasterThanFTL

FasterThanFTL
  • Members
  • 4 712 messages

Cricketer15 wrote...

FasterThanFTL wrote...

I don't use Missiles on Targets unless I am the last one remaining alive.


same here, I don't use Missiles on Targets i only use all my missles on extraction.


Yeah got to save those missiles for lone guardians on Wave 11 :D

#63
KevTheGamer

KevTheGamer
  • Members
  • 1 172 messages
I go for kill streaks but I like missling too. I will missle a swarmer because I like blowing **** up. Hasn't been a problem for me in a while. So yeah on targets let it fly. Among my friends we always joke about it being a shock if I still have rockets come wave 6. I don't use them because I need to I use them anytime I see a potential killstreak or swarmers 

Modifié par KevWestBeats.com, 02 août 2013 - 07:49 .


#64
XPERIA_Z

XPERIA_Z
  • Members
  • 1 156 messages

Cricketer15 wrote...

FasterThanFTL wrote...

I don't use Missiles on Targets unless I am the last one remaining alive.


same here, I don't use Missiles on Targets i only use all my missles on extraction.

i like the sarcasm :D:D:D:D

/topic: it depends.. i use rockets on bronze and just lolreegar everything on plat/gold

#65
Computron2000

Computron2000
  • Members
  • 4 983 messages

Dunvi wrote...

Computron2000 wrote...

Dunvi wrote...

Okay, I'm only glancing through the files, but I'm pretty certain I'm correct now - the target is chosen literally as only the most expensive of the enemies who just spawned.

Have you ever noticed that, when large groups are spawning together, bosses seems to spawn a little later than mooks? It may be as simple as processing limitations.


If its due to processing limitations, i'd say its more due to size. On wave 6 gold, if you nuke a brute and ravager together, its still the brute that is the new target (in fact, i don't think the first target is changable for wave 6 gold reapers as marauders are invalid targets) but on wave 6 cerberus, if you nuke the phantom with a dragoon, it switches to the dragoon.

This is assuming that the dragoon has not hit the last one allowed in the wave (ie the 6th for wave 6).


I'm looking at the code.
It literally just chooses the most expensive enemy.


It doesn't match up to what happens in game though. The intent might have been to be the most expensive target  (given that there is a MinWavePointCost for targets which isn't followed) but they probably forgot to adjust for something (time taken for placement on screen, write order into a data structure, etc).

If it was the most expensive, phantoms (sub boss) would always be the target but they are changable to dragoons. However brutes (sub boss) are more expensive than ravagers but wave 6 can't be switched to ravagers. 

You can try it out yourself by setting the weightchanceofselection for assassinations to something very large then using a stasis bubble with a radius of 150000. That will stasis the entire map (on goddess at least) so you can isolate enemies at will and non assassination objectives have a negilible chance of showing up

#66
Dunvi

Dunvi
  • Members
  • 4 841 messages

Computron2000 wrote...

It doesn't match up to what happens in game though. The intent might have been to be the most expensive target  (given that there is a MinWavePointCost for targets which isn't followed) but they probably forgot to adjust for something (time taken for placement on screen, write order into a data structure, etc).


..........that's exactly what i said, that there might be processing limitations causing the game to pick faster-to-spawn enemies over more expensive ones when enough things start spawning in at a time.

Modifié par Dunvi, 02 août 2013 - 08:48 .


#67
Computron2000

Computron2000
  • Members
  • 4 983 messages

Dunvi wrote...

Computron2000 wrote...

It doesn't match up to what happens in game though. The intent might have been to be the most expensive target  (given that there is a MinWavePointCost for targets which isn't followed) but they probably forgot to adjust for something (time taken for placement on screen, write order into a data structure, etc).


..........that's exactly what i said, that there might be processing limitations causing the game to pick faster-to-spawn enemies over more expensive ones when enough things start spawning in at a time.


Which is why i mention size as the factor rather than the label of being a boss or sub boss (as already explained prior using the contradictions when comparing wave 6 reapers and wave 6 cerberus). However, even then, the phantom and dragoon are the same size (comparatively), yet you can switch them, so what makes a phantom slower to spawn. The true answer is unlikely to be derived without stepping through the source code, so i'll stick with valid and invalid targets

#68
Boog_89

Boog_89
  • Members
  • 1 625 messages
If its a banshee its getting blown up, aint got time fo dem bishes.

#69
Miniditka77

Miniditka77
  • Members
  • 4 490 messages

Chealec wrote...

Miniditka77 wrote...

Chealec wrote...

Tantum Dic Verbo wrote...

Can someone explain to the noob what this target switching thing means?


You can get the target to switch type on wave 3 assassination missions by nuking the first one really quickly... Prime spawns as the target and you nuke it, it'll switch to Bombers for the remaining targets (Atlas to Dragoons and so on). IF you're fast enough with the missile.

I don't think it actually has anything to do with how fast you nuke the first one (at least not directly).  I'm pretty sure that what actually matters is how many other enemies you take with it.  If you just hit the big enemy (e.g. a Prime) and maybe one other enemy, another Prime will spawn.  If you hit the Prime with a bunch of other enemies, they will all respawn together.  Because of some wave budget magic I don't understand, causing so many enemies to spawn at once will prevent another Prime from spawning.

Hitting the Prime shortly after spawning is the best way to do this, because the other enemies that spawned with it don't get a chance to disperse.


That's probably a more accurate answer yeah ;)

Also why it works best on wave 3 - lower overall budget than on say 6 or 10 so you'll exhaust more of it by nuking fast (before dispersal) and nuking hard!

Right - I think it works best on Wave 3 because of the makeup of the other waves.  Wave 6 usually (or always?) doesn't have a top-tier enemy as the target, so it doesn't take as much of the spawn budget to respawn a Brute or something similar.  And Wave 10 has such a large spawn budget that it can respawn another top-level enemy.

Modifié par Miniditka77, 02 août 2013 - 03:47 .


#70
tetsutsuru

tetsutsuru
  • Members
  • 2 094 messages
If Wave 3, not really. If teammates want to, they're free to do so, of course.

If Wave 6, only the first target (along with its buddies in the immediate area) to force the game to switch the successive targets to another unit that doesn't have 11tybillion hitpoints, aka a mook.

If Wave 10, nuke 'em all.

Modifié par tetsutsuru, 02 août 2013 - 04:26 .


#71
Dunvi

Dunvi
  • Members
  • 4 841 messages

Computron2000 wrote...

Dunvi wrote...

Computron2000 wrote...

It doesn't match up to what happens in game though. The intent might have been to be the most expensive target  (given that there is a MinWavePointCost for targets which isn't followed) but they probably forgot to adjust for something (time taken for placement on screen, write order into a data structure, etc).


..........that's exactly what i said, that there might be processing limitations causing the game to pick faster-to-spawn enemies over more expensive ones when enough things start spawning in at a time.


Which is why i mention size as the factor rather than the label of being a boss or sub boss (as already explained prior using the contradictions when comparing wave 6 reapers and wave 6 cerberus). However, even then, the phantom and dragoon are the same size (comparatively), yet you can switch them, so what makes a phantom slower to spawn. The true answer is unlikely to be derived without stepping through the source code, so i'll stick with valid and invalid targets


except there are no valid target Lists, just the list of spAwned enemies