Targets: missile or not?
#51
Posté 02 août 2013 - 03:25
#52
Posté 02 août 2013 - 03:25
#53
Posté 02 août 2013 - 03:37
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
Posté 02 août 2013 - 03:39
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
Posté 02 août 2013 - 03:45
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
Posté 02 août 2013 - 03:48
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
Posté 02 août 2013 - 04:09
but if target prime in jade plat I always use rocket for target.
#58
Posté 02 août 2013 - 05:43
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
Posté 02 août 2013 - 07:32
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
Posté 02 août 2013 - 07:38
Modifié par FasterThanFTL, 02 août 2013 - 07:39 .
#61
Posté 02 août 2013 - 07:40
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
Posté 02 août 2013 - 07:44
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
#63
Posté 02 août 2013 - 07:48
Modifié par KevWestBeats.com, 02 août 2013 - 07:49 .
#64
Posté 02 août 2013 - 07:59
i like the sarcasmCricketer15 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.
/topic: it depends.. i use rockets on bronze and just lolreegar everything on plat/gold
#65
Posté 02 août 2013 - 08:14
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
Posté 02 août 2013 - 08:46
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
Posté 02 août 2013 - 09:06
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
Posté 02 août 2013 - 10:27
#69
Posté 02 août 2013 - 03:47
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.Chealec wrote...
Miniditka77 wrote...
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.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.
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!
Modifié par Miniditka77, 02 août 2013 - 03:47 .
#70
Posté 02 août 2013 - 04:18
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
Posté 02 août 2013 - 05:29
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





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