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This!
Dominating the 5th guard and the respawned guard at the same time works well on FF Overkill.
But does it work on Big Oil too? I haven't tried yet.
The idea that alerted guards increase the chances of a spawn is interesting though. May have to take a look at that. At this point though, I think I'd rather just look it up in the code when I have the time and when the new patch is decompiled.
FF day 1 probably spawns too, but I am not sure.
Not sure about BO day 1 either.
*uck me... Forgot about the hand dryer! But it should be the only thing that i forgot... It's a peculiar thing only present in Framing Frame Day 1.
Basically any guard who hear the hand dryer and change his path to go inside the bathroom counts as a reporting on their pager. Thanks for reminding me!
Anyway now it should be all complete! :)
Watchout tho', maybe you misunderstood. As i said before, guards lured from the hand dryer (or reporting in) counts towards the meter incidents, but if you kill them later, it doesn't count as a new incident. If you want to join me on some private tests so we can talk with infos under hand it would be awesome. (So we can even predict how it works, and see if it happens).
Chance are you somehow misunderstood, or i explained bad some points. Because for 3 days me and (7 other friends) haven't been surprised anymore from the spawning guards. :)
If you wish to know more, or even disproof me while we're together ingame (so you can show me what you mean) it would make it a lot more easier.
I'm not sure, but on Nightclub you mean one gang member who comes externally? If that's what you mean i think it is a random chance of spawning since some updates ago, but it shouldn't have been changed with Update 24.
Ah, yeah. I did some testing and wrote this post, then refreshed to find yours and well...
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Hm, I actually tried using the dryer only, and after 4-5 guards had heard it, it actually did trigger a spawn 2 separate attempts at FF day 1 in a row. Luring 2 + killing 2 did nothing though. I'm not sure if the 4 guards I lured in were unique or not though. If so, and if I were to speculate wildly, it could possibly be explained by each guard having a separate trigger-spawn-flag. Disturb them in any way (dying is disturbing, I'd say) and the flag for that guard is changed. Enough flags raised, guard spawns, but you can lure/dominate/kill the same guard as much as you want and it won't change anything. I actually did this mostly; lure them in, dominate them, then use silenced shotgun to throw the corpse into the booth.
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So seems pretty consistent then. But yeah, this is just guesswork at this point. I'll just check the code at some later point and confirm it for myself.
Yes. Talking more from a technical point of view, a single guard won't increase the meter twice. So when a guard change his "normal" behaviour, either by hand dryer, or reporting in, or getting killed/dominated, they can only increase the meter once.
Damn, i understand it might be confusing without using technical and proper English terms... Considering every guard has a "Everything normal/Everything not normal" flag might be easier to understand. :)
The mainly problem (if you're talking about Framing Frame Day 1) is that guards can spawn from 2 points. And one place is pretty hidden, and will take up to 10 seconds until you can really see it. This was a major pain on Big Oil Day 2, where guards take literally 30-45 seconds to reach the gate of the house. So a lot of confusion comes because of the out of maps spawning. To test my theory, i had to increase the meter only once every 30 seconds.
I think in that case the guard spawned in the far spawn point, and from the time it was actually within view, you already distrubed the 5th guard, and so tought that it was the 5 guard that spawned him. I'm 99% sure that's what happened. I'd say try to do some more tests now, and see if it happens again. Just wait up to 60 seconds after you filled up the meter (by killing/luring guards, or destroying cameras.), And watchout that everytime you see an exclamation mark "!" coming from a guard who saw "something", you need to unvalidate that test. (Oh you can't even imagine the tests i lost because of this...)
The right way to do this imho, is to swipe your previous experience you had with your tests, because they might be obfuscated by things you didn't considered before. (like alerted guards, destroyed cameras). I had to do it, because a lot of things didn't make sense from my previous tests that didn't consider cameras and other stuff. Now that you have a clear view on these "flagged" guards and this meter, try to see if it happens again.
Just remember to wait up to 30 seconds on Framing Frame to see if the spawned guard actually comes.
It would be ok for me to show you (you meaning not personally you, but whoever want to test it) ingame how it actually works, so there won't be any mistaken tests that migh wrongly disproof what i found.
Anyway i'm not a guy who want to protect his theories even when he's wrong. If for any reason i get some unexpected spawned guard you'll be the first to know, and i'll dismantle this thread immediately. ; )
My only problem is if I kill 3 gaurds and a camera and dominate the spawn, What happens to the camera, Arn't gaurds called to investigate it or what if they spot it. I will have no options left to dispose of the gaurd using 4 pagers and 4 body bags as a duo team.
Does that mean I have to include the camera guard in the 3 to avoid the call to investigate.
Hard when mulitple guards patrol the same spot. should be fun to figure out though. im dreading FF day 3 though with the safe, they always seem to be hovering right at the stairs or be behind that window.