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Was the "Enemies go berserk after depleting wave budget" ever confirmed?


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#26
cato potato

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Cassandra Saturn wrote...

it's actually confirmed for long, long time ago.
they go berserk at end of last wave objective. which is the end of match.


Source?



Hey you never know, it's possible CS isn't speaking out their arse.

#27
Beerfish

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I don't know about 'beszerk' but they do become aggressive and all come after the players rather than hiding behind cover etc.

#28
Jeremiah12LGeek

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I'm almost positive Cyonan actually made a thread about this, but I don't think it made it into the library.

From what I remember, it varies by difficulty, but as soon as the remaining enemy count reaches the target number (2, 4, 6, and 8 would be my guess, ascending from Bronze to Plat) the increased aggression kicks in for all remaining units.

Obviously, this has little effect on Dragoons, husks etc... who are so aggressive normally that it probably doesn't make a noticeable difference.

Someone in here mentioned it kicking in upon the completion of objectives during Waves 3, 6, and 10, which I believe is correct, as well.

Modifié par Jeremiah12LGeek, 20 janvier 2014 - 09:29 .


#29
TopTrog

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Very interesting, thanks for bringing it up, gives me something new to watch for :-). I don´t think I ever noticed it with engineers, but maybe that is because they are high on the "kill first" list anyway.

#30
MGW7

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Jeremiah12LGeek wrote...

Someone in here mentioned it kicking in upon the completion of objectives during Waves 3, 6, and 10, which I believe is correct, as well.

It kicks in based on the enemies stop respawning and their numbers drop, no different than normal waves other than method of stopping their spawning

#31
DragonRacer

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I am combing through two threads from my Resource Library right now, if anyone wants to help eyeball:

Aggro Mechanics by Cyonan

Dev Input on AI Detection from Lynx's Thread

So far, Page 2 of Cyonan's Aggro Mechanics thread had this to say regarding enemy response near end of waves:

Cyonan wrote...

Homey C-Dawg wrote...

Did you happen to find anything regarding what triggers mooks to go into kamikaze mode, where they abandon all tactics and just close on you while shooting in an attempt to melee you to death? As far as I can tell they don't seem to go out of this mode until they die.

They seem to me to be a lot harder to drop aggro when in this mode, as I've run across the map to lose them and still see them roll around a corner a few seconds later already firing at me. I can't find anything definitive that triggers it though, since sometimes they do it almost as soon as they spawn.

Sorry if slightly off topic. Just wondering if you saw anything about this while looking at enemy AI.


They're harder to lose since they're following you, so it's harder to stay out of sight long enough for them to figure you're not a worthwhile target anymore. The two biggest factors I've noticed in testing that contributes to this is:

1. At some point the enemy will decide it is close enough that it wants to melee you. Once it does this it's hard for it to break out of it until it actually gets a melee off. I've found the range is not that short when deciding this, but they wont decide it at long ranges either.

2. Being the last enemy alive has a tendency to make most enemies go into this mode if they have a melee attack. I have seen some exceptions like the Scion or Ravager, but trash mobs that have melees all seem to want to do this when they're the last one left.


Modifié par DragonRacer, 20 janvier 2014 - 08:12 .


#32
DragonRacer

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And from Page 3 of Cyonan's Aggro thread:

Cyonan wrote...

FlowCytometry wrote...

Its likely somewhat time-based and position based. Back when glacier's farm room was still intact, you could somewhat easily solo Geth w/ the Demo by hunkering down in that room. After a while all the non-rushing units (troopers, rocket troopers) would rush around the corner and enter the room- when before they were camping in cover outside the room. This was typically after the wave budget had been spent enough to no longer allow respawns, iirc.


I recall something in the Coalesced file about a "berserk timer", but I can't remember what it was set to.

This could be what that was referring to, since I've never really had much of an idea as to what that variable was doing.


Which I think someone earlier in the thread actually posted the "berserk timer" stats?

#33
R0gueSp3ctre18

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I'm not sure why but it seems that the enemies are far more aggressive in general as of late. What's got their panties all in a twist?

#34
Caineghis2500

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Image IPB

#35
Cyonan

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When you get down to a certain number of enemies left, they go "berserk" which basically just means they're told to rush you in an attempt to get into melee range with you. The Ravager and Scion both seem to ignore this.

The number of enemies left is the berserkstartcount that was posted in this thread.

If you raise the number of enemies, the game does not actually trigger the berserk until the entire wave budget has been spent. Even if you set the berserkstartcount to 10000, the enemies wont berserk until it's finished spawning new ones.

In a wave consisting of about 1000 Collector Troopers with 100 active at a time and a berserk count of 100, you definitely notice when the last 100 suddenly go berserk and zerg rush you.

#36
Heldarion

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Cyonan wrote...

When you get down to a certain number of enemies left, they go "berserk" which basically just means they're told to rush you in an attempt to get into melee range with you. The Ravager and Scion both seem to ignore this.

The number of enemies left is the berserkstartcount that was posted in this thread.

If you raise the number of enemies, the game does not actually trigger the berserk until the entire wave budget has been spent. Even if you set the berserkstartcount to 10000, the enemies wont berserk until it's finished spawning new ones.

In a wave consisting of about 1000 Collector Troopers with 100 active at a time and a berserk count of 100, you definitely notice when the last 100 suddenly go berserk and zerg rush you.


Nemeses seem pretty confused about it, though.

#37
jrob6

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Cinnamon, is there anything you don't know?

#38
DragonRacer

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Heldarion wrote...

Cyonan wrote...

When you get down to a certain number of enemies left, they go "berserk" which basically just means they're told to rush you in an attempt to get into melee range with you. The Ravager and Scion both seem to ignore this.

The number of enemies left is the berserkstartcount that was posted in this thread.

If you raise the number of enemies, the game does not actually trigger the berserk until the entire wave budget has been spent. Even if you set the berserkstartcount to 10000, the enemies wont berserk until it's finished spawning new ones.

In a wave consisting of about 1000 Collector Troopers with 100 active at a time and a berserk count of 100, you definitely notice when the last 100 suddenly go berserk and zerg rush you.


Nemeses seem pretty confused about it, though.


To be honest, Nemeses seem to be confused about a lot of things in general, really.

#39
cato potato

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DragonRacer wrote...

Heldarion wrote...

Cyonan wrote...

When you get down to a certain number of enemies left, they go "berserk" which basically just means they're told to rush you in an attempt to get into melee range with you. The Ravager and Scion both seem to ignore this.

The number of enemies left is the berserkstartcount that was posted in this thread.

If you raise the number of enemies, the game does not actually trigger the berserk until the entire wave budget has been spent. Even if you set the berserkstartcount to 10000, the enemies wont berserk until it's finished spawning new ones.

In a wave consisting of about 1000 Collector Troopers with 100 active at a time and a berserk count of 100, you definitely notice when the last 100 suddenly go berserk and zerg rush you.


Nemeses seem pretty confused about it, though.


To be honest, Nemeses seem to be confused about a lot of things in general, really.


I think Cerberus should just be applauded for their diverse hiring policy. One-eyed pacifist female snipers must normally struggle to find work with terrorist organisations.

#40
Tokenusername

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Sounds like a clever way to prevent the last enemy in a wave from hiding for 2 minutes.

#41
HardcoreSalmon

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Cyonan wrote...

snip


So there's no way to make the enemies rush you the whole time?

#42
tetsutsuru

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Well, that explains the Banshees' long-range Biotic Charge insta-grab BS.

#43
Shinobu

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cato_84 wrote...

DragonRacer wrote...

To be honest, Nemeses seem to be confused about a lot of things in general, really.


I think Cerberus should just be applauded for their diverse hiring policy. One-eyed pacifist female snipers must normally struggle to find work with terrorist organisations.


QFT. :lol:

Lone nemeses continue to hide and potshot. Isn't that how Dunvi got her epic 20-something hour bronze solo done?

#44
Shinobu

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Ledgend1221 wrote...

I think that as long as there are 6 or less on gold, they would go berserk.
But as I said, word of Cyonan.

Anyways, I'm changing that to 50 to see what happens.


That was terrifying. :o Also because Glub didn't warn me beforehand that we were about to be endlessly bumrushed by 50 troopers and centurions.  When I climbed to the top of vancouver and saw 20 troopers I went: "Oh, Shi~!" :blink:

Modifié par Shinobu, 21 janvier 2014 - 02:26 .


#45
Ledgend1221

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Shinobu wrote...

Ledgend1221 wrote...

I think that as long as there are 6 or less on gold, they would go berserk.
But as I said, word of Cyonan.

Anyways, I'm changing that to 50 to see what happens.


That was terrifying. :o Also because Glub didn't warn me beforehand that we were about to be endlessly bumrushed by 50 troopers and centurions.  When I climbed to the top of vancouver and saw 20 troopers I went: "Oh, Shi~!" :blink:

That was just...
I mean, there was no end in sight.

#46
Shinobu

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Ledgend1221 wrote...

Shinobu wrote...

Ledgend1221 wrote...

I think that as long as there are 6 or less on gold, they would go berserk.
But as I said, word of Cyonan.

Anyways, I'm changing that to 50 to see what happens.


That was terrifying. :o Also because Glub didn't warn me beforehand that we were about to be endlessly bumrushed by 50 troopers and centurions.  (I thought we were playing a normal game.) When I climbed to the top of vancouver and saw 20 troopers I went: "Oh, Shi~!" :blink:

That was just...
I mean, there was no end in sight.


I really started to worry when each of us got the 75 kills medal and wave 1 showed no signs of ending. D:

#47
WizeMan305

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Marauder rush is a thing.