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I wouldn't doubt it. Seems like no delay or spawn restriction was ever implemented when Hotline Miami Day 1 was first being made. Just allowing them to respawn seems like only fixing part of the issue.
The two times snipers spawned on day 1 had a delay between them so the those restictions were correct. The thing was that no more snipers could spawn after the second time due to a bug.
What exactly is going on now can only be determined when the mission scripts get updated and somebody has a look at it, if Overkill doesn't fix the issue before that.
Maybe you should consider posting a bug report with your observations and see if you get a response by someone from Overkill.
When the sniper spawnloop occurs, several snipers spawn at once. This is intentional. The bug was that the game never allowed a sniper to respawn at any given location. As a result, all of the possible positions would spawn once, die, and then snipers would stop spawning. The game can now reuse sniper locations. There should be a delay, probably using a gradated probability between spawn calls.
* 1/2/3 simultanious snipers on Normal/Hard+Very Hard/Overkill and above.
* 20% chance for snipers 40 seconds after cops arrive.
* If success; snipers. If fail, +10%, but it's set to 20% again 20s later (ehhh), then rolls the chance after 40s.
* Upon all snipers dying there is INSTANTLY a 40%/50% (depending on above) chance for new snipers. It is very well possible these start more 20% loops mentioned above, *every time*.
*Upon ANY sniper dying, chance set to 20% and roll 20s later for snipers (which might start an additional loop, or you're just unlucky with this one)
So yeah, that's a lot of chances for snipers to spawn... but it's fairly similar to the Aftershock system and didn't you complain they were rare there (even if I literally had double-spawns and about a dozen snipers at the same time there)?
I'm not sure that's a bug, though, is why I put it in Feedback. I'm not opposed to making a bug report if we're certain this is unintended behaviour.
Don't get me wrong, I'm not asking for a rollback. Snipers spawning only once was - to me - clearly unintentional. I'm fine with snipers on the map, just not CONSTANT snipers on the map, up to 5 at a time if not more. Even from a git gud perspective, that's far too much.
There were DEFINITELY more than 3 snipers for us on Overkill. I personally counted at least five most of the time. There are 5 spawn points on the roofs overlooking the motel, and those would get filled up rapidly if I didn't sit down and shoot them constantly. I don't recall seeing more than that, though. If we got 2 snipers on the Motel roof, fewer would spawn on the opposite roofs so a maximum of some sort still exists. Or did you mean a spawn of three at a time?
I don't recall comlaining that Aftershock myself - certainly not about sniper spawns. Honestly, I don't remember ever seeing snipers respawning THIS quickly anywhere besides C4 Escape on Big Bank. I definitely don't remember it happening on Aftershock. Snipers there can be pretty frequent, but not so frequent as to be CONSTANT or to put Bain in a cosntant "They're going to snipers" loop over the comms.
I can grab a screenshot if you want, but I've seen 5 lasers sights on the map simultaneously. The one I remember most vividly is three on the opposite buildings, two on top of the motel, criss-crossing onto a team-mate running around in the parking lot. He didn't last long.
The ship kind of sailed on how the heist is "supposed" to be played after three years, I think. Plus, I don't see an issue with running around the parking lot - that's half of what makes the heist fun. Deliberately locking players to just the interior of the motel is boring in the extreme. It also doesn't match any of the other heists where players aren't supposed to run around outside, such as Cook Off. The snipers on that map spawn with significant delays, and certainly don't respawn constantly.
Like I said before - I'm fine with snipers spawning outside. Fair's fair. I'm not fine with them spawning so quickly that they're more or less constantly there. This doesn't improve the experience so much as mandates one person to sit down and do literally nothin else but shoot snipers the entire heist. Because once you start doing that, the snipers aren't much of a problem, but it's not a hell of a lot of fun.
Hotline Miami has remained easily my favourite heist ever since it was introduced. If the Snipers stay as they are, it's not going to remain a favourite heist of mine. I don't mean to speak for other people, but judging by the popularity of C4 Escape on Big Bank, I doubt I'm alone in this.
Note that the response to a lack of use of C4 Escape on Big Bank was not to change the snipers, but to change the asset cost to incentivize its use relative to other options. Snipers are used intentionally in that space to make people not spend long times in exposed areas. The same is true of Hotline Miami days 1 and 2. The design of the heist is not that players have to dedicate someone to taking out snipers, it's that players don't stay in exposed areas. On day 1, players are not locked to the hotel interior, but are instead encouraged to make active decisions about exposure to snipers, and to use the back of the hotel.
If that's no longer the case, they definitely broke something in 167.
laser sights != sniper.
1. You could confuse it for a player laser sight. Remember, we can recolor them to red now.
2. Sometimes sniper drops their weapon with laser sight intact. Even if you see the laser, the sniper might be dead allready.
Or tell me how many snipers you see here ;)
http://steamcommunity.com/sharedfiles/filedetails/?id=1118272360