Also noticed Interesting Attack patterns of enemy factions?
#1
Posté 07 octobre 2015 - 07:37
2) Phantoms hides behind atlas until a chokepoint is reached and then branch off to attack by flanking. (Refinement from Cerberus that prefers flanking anyway - Giant LZ is a good example)
3) Collector captains sends one or two abominations, and swarmer(s) when given enough time to reach swarmer spawn point.
4) Brutes often get stuck behind banshee or ravagers. Praetorians often get stuck behind scions (likely - when all team members are positioned 0 degrees behind scions/ravagers- useful for manipulating post spawn - non/nuking )
5) Marauders, Nemesis are lonelier than the night, and keep to themselves, by hiding in niches.
6) Bombers spawn in pairs but are easily distracted in different carpet bombing vectors
7) A boss unit usually have a mook accompanying behind it (although atlases prefers engineers and not blondes)
Now - Which ones are predispositions, or did I miss a few?
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#2
Posté 07 octobre 2015 - 07:52
I understand you figured out certain spawning patterns. So what is this thread actually about?
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#3
Posté 07 octobre 2015 - 08:50
#4
Posté 07 octobre 2015 - 11:10
interesting subject, i havent noticed anything personally but some of your points seem correct.
Are you sure about 1 ?
#5
Posté 07 octobre 2015 - 11:32
There are 2 things to know about spawn mechanics when soloing:
1) If it's a melee unit, it will spawn in a stagger distance
2) If it's a ranged unit, it will spawn far away with a clear line of sight to you.
There are 2 things to know about spawn mechanics when PUGging:
1) Your teammates will rush off to the most effective placement from where they can force spawns that leave you either flanked or completely surrounded.
2) During objective waves your teammates will nuke a spawn far away so that everything respawns on top of you while you are trying to accomplish the objective.
There are 2 things to know about spawn mechanics when playing with friends:
1) It's always first come first serve. You'll have to rush spawns in order to not feel completely inadequate and a redundant part of the team.
2) You'll be actively trolled by reactor roast parties, a-bombs and lashed phantoms, collector captains, marauders, etc., no matter the spawns.
I think that about covers it.
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#6
Posté 07 octobre 2015 - 12:35
From this, it seems as if me3 mp punishes a camper just as much as a cockroach running in any arbitrary direction....
- Terminator Force aime ceci
#7
Posté 07 octobre 2015 - 12:50
2) During objective waves your teammates will nuke a spawn far away so that everything respawns on top of you while you are trying to accomplish the objective.
This drives me fuckin crazy. Out of all the pug behaviors, this is the worst.
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#8
Posté 07 octobre 2015 - 12:53
The old adage holds- Never trust stats that you have not faked urselve.interesting subject, i havent noticed anything personally but some of your points seem correct.
Are you sure about 1 ?
->Well, it's an observation that have been witnessed repeatedly, and problably strengthened by the geth scanner silouettes.
Of course, one doesn't see the overview of all spawns (and their variety) over the full map- but can deduce somewhat what other teammates spawns consisted of by looking at the hud killer banner at the bottom right. Of course if
we used mic's it would've been easier to exchange- but mostly mic is only used for blabber, anyway,
scratch that.
- Alfonsedode aime ceci
#9
Posté 07 octobre 2015 - 01:41
1) Dragoons, phantoms and hunters spawns and attack in pairs in gold, and in triplets in w11(gold) & platinum. (Hunters, dragoons are spawned separately in flanked positions to "main" spawn - (limited number). It's a refinement from basic: geth using speed and direct offense, - with hunters also direct attacking, but from a different vector.
2) Phantoms hides behind atlas until a chokepoint is reached and then branch off to attack by flanking. (Refinement from Cerberus that prefers flanking anyway - Giant LZ is a good example)
3) Collector captains sends one or two abominations, and swarmer(s) when given enough time to reach swarmer spawn point.
4) Brutes often get stuck behind banshee or ravagers. Praetorians often get stuck behind scions (likely - when all team members are positioned 0 degrees behind scions/ravagers- useful for manipulating post spawn - non/nuking )
5) Marauders, Nemesis are lonelier than the night, and keep to themselves, by hiding in niches.
6) Bombers spawn in pairs but are easily distracted in different carpet bombing vectors
7) A boss unit usually have a mook accompanying behind it (although atlases prefers engineers and not blondes)
Now - Which ones are predispositions, or did I miss a few?
Excellent what is this about topic. But for that last point, is it because blondes can't fix a sandwich if their lives depend on it?

#10
Posté 07 octobre 2015 - 01:47
This topic and many of the posts in it on (namely pug behaviour by xelander), is really making me want to play ME3mp today like no other.
#11
Posté 07 octobre 2015 - 02:37
What can i say? Atlases are not gentlemen
- Terminator Force aime ceci
#12
Posté 07 octobre 2015 - 03:03
1) Dragoons, phantoms and hunters spawns and attack in pairs in gold, and in triplets in w11(gold) & platinum. (Hunters, dragoons are spawned separately in flanked positions to "main" spawn - (limited number). It's a refinement from basic: geth using speed and direct offense, - with hunters also direct attacking, but from a different vector.
2) Phantoms hides behind atlas until a chokepoint is reached and then branch off to attack by flanking. (Refinement from Cerberus that prefers flanking anyway - Giant LZ is a good example)
3) Collector captains sends one or two abominations, and swarmer(s) when given enough time to reach swarmer spawn point.
4) Brutes often get stuck behind banshee or ravagers. Praetorians often get stuck behind scions (likely - when all team members are positioned 0 degrees behind scions/ravagers- useful for manipulating post spawn - non/nuking )
5) Marauders, Nemesis are lonelier than the night, and keep to themselves, by hiding in niches.
6) Bombers spawn in pairs but are easily distracted in different carpet bombing vectors
7) A boss unit usually have a mook accompanying behind it (although atlases prefers engineers and not blondes)
Now - Which ones are predispositions, or did I miss a few?
Well of course they do. How the hell do you think the Banshee and Ravager got pregnant? Brutes are lovers not fighters; they just have some serious BDSM fetishes.
#13
Posté 07 octobre 2015 - 03:07
I honestly thought all of the veteran players understood all enemy attack patterns, spawn mechanics etc... Ya know since this game is so repetitive..
- Shampoohorn aime ceci
#14
Posté 07 octobre 2015 - 03:16
I love the Maurader death squads, getting stunlocked by elbows never felt so good
#15
Posté 07 octobre 2015 - 03:36
the only interesting attack patterns is with the geth, always spawns a lonely "pirogetho" behind you or the terrible nightmare 3 angry primes in one spawn a death sentence x_x
#16
Posté 07 octobre 2015 - 03:37
...Mb they did. But they all moved on to the nbt (see destiny) without leaving us their notes in dragonracer's resource library, so we have to rediscover the wheel.I honestly thought all of the veteran players understood all enemy attack patterns, spawn mechanics etc... Ya know since this game is so repetitive..
#17
Posté 07 octobre 2015 - 04:14
I honestly thought all of the veteran players understood all enemy attack patterns, spawn mechanics etc... Ya know since this game is so repetitive..
We save the "I've been thinking" for the forums. In game, we just shoot things.
#18
Posté 07 octobre 2015 - 04:54
the only interesting attack patterns is with the geth, always spawns a lonely "pirogetho" behind you or the terrible nightmare 3 angry primes in one spawn a death sentence x_x
Nah, 3 Primes in one place is a wonderful therapeutic opportunity. Nuking them to smithereens is like an early Christmas.
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#19
Posté 07 octobre 2015 - 10:30
Nah, 3 Primes in one place is a wonderful therapeutic opportunity. Nuking them to smithereens is like an early Christmas.
jajajajaja tell that to the 3 geth turrets and drones behind you stunning you until the end of the wave x_x and dont forget the lonely "pirogetho" spawn behind you after nuke them x_x
#20
Posté 07 octobre 2015 - 11:02
Yes...."pirogetho"
1) There are some companions that the pyro likes to hang out with on plat - cannot place it clearly yet, though. Could it be phantoms?
2) And I'm not sure if every "prime" containing spawn also contain a toaster (my favourite name for em. So Toaster Geoff 4 u Oni...). Maybe similiar what the engie is to the atlas. The analogy reminds me of this tv show hosted by the rapper Xzibit and Mad Mike and produced by MTV, revamping dilapidated cars.
#21
Posté 08 octobre 2015 - 12:47
I think only up to 5 enemies can spawn at a single point, and depending on how the wavelist is ordered, it can split up 2 of the same enemy to a different spawn point.
Also have to consider some custom actions are not implemented by anything - contrary to surkesh, an atlas cannot jump down.
#22
Posté 08 octobre 2015 - 02:26
In a match yesterday on Dagger there was a Prime and a Pyro standing together down in the "pipeworks" lower courtyard, both aggro'd on a player standing in the "east approach" area. While the prime walked directly towards the player, the pyro went the long way around (under the long hallway and around through the "outlook"), still facing the player the entire time. I don't know if that's something that pyros specifically are programmed to do or just enemies in general, but there certainly seemed to be a "flank the player" script in its pathfinding function.
We've all had pyros, phantoms, hunters, etc. catch us from behind before, and most of us have learned to watch our backs; but I had always assumed they were freshly spawned rather than deliberately flanking.
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#23
Posté 08 octobre 2015 - 02:34
Yes some enemies will attempt to flank you.
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#24
Posté 08 octobre 2015 - 04:44
In a match yesterday on Dagger there was a Prime and a Pyro standing together down in the "pipeworks" lower courtyard, both aggro'd on a player standing in the "east approach" area. While the prime walked directly towards the player, the pyro went the long way around (under the long hallway and around through the "outlook"), still facing the player the entire time. I don't know if that's something that pyros specifically are programmed to do or just enemies in general, but there certainly seemed to be a "flank the player" script in its pathfinding function.
We've all had pyros, phantoms, hunters, etc. catch us from behind before, and most of us have learned to watch our backs; but I had always assumed they were freshly spawned rather than deliberately flanking.
They did that in Pac-Man. Next time you play Pac-Man, notice how one of the ghosts ALWAYS moves clockwise, another one ALWAYS moves counter-clockwise, a third ALWAYS makes the shortest possible route to you, and the fourth one just kinda derps around on Cloud 9.
This was to facilitate flanking maneuvers and covering multiple approaches with ghosts. I suppose they could have done something similar with ME3 enemies. Of course it might be a little more sophisicated.
- Alfonsedode et Terminator Force aiment ceci
#25
Posté 08 octobre 2015 - 06:52
Interesting observation.
Now, this gem of knowledge wouldn't've been possible if you didn't pause and bear witness to the ongoing drama playing b4 ur very eyes, albeit stretching the pain 4 1 player, slightly without tending to be narcistic.
The alternative? - of course, in accordance to the long established , unwritten, code of brute force honour, u could've gone in all guns blazing, in all stochastic directions, hunting that toasters like rabbits, with laser point efficiency, blinded by rage, anger & hormones ;extending your score by another 2%; shortening the playtime by 2.68s; video taping it; for freeze frame analysis of whatever ; Possibly clipping some funny moment from a mook or noob , uploading it publically in twitch/ utoob, underplaying ur role, always accidently including the score, all 4 another kudu/like)... We're all guilty of that sweet honeypot lure sooner or later
But no, u broke chose chains.
Salute.





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