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When SHTF you just go and boop the one that got alerted before he screams (which you can do indefinitely as long as you only alert 1 at a time) and theres no room alarm.
Its definitely annoying when something gets triggered because of a catwalk or something blocking your LoS to the sleeper that has clear LoS to the one you kill
it is inconsistent at times especially when there's verticality involved but this isnt something i see often let alone every game.
At 3:42 its woken because green is literally moving forward while its breathing/beating you even look at him and back at the breathing sleeper before he agros lmao.
Its hard to tell at 4:04 because you don't see the one the right so we cant see if its breathing or not nor can we see whats happening under the bridge you just crossed
4:30 we cant see your 4th player Sorreh but you see his flashlight turn off at 4:35 so i'd imagine hes running over sees the spike boi and turns that off and then when he crouches thats what triggers him as crouching counts as moving (so does standing up)
4:58 Yes i hate the hammer swing too, the Hammer hits in the path of the swing which starts a tiny bit behind you, this is why when a sleeper has his head low to the ground and is on all 4's you'll often hit the ass/back because the hammer is coming from the top of your screen which contacts those parts before the head - hey you see this happen at 5:05 too
I also dislike the hammer game play for this and the awkward charge mechanic.
5:13 is some good luck tho lol
idk I've definitely seen weirder on D1 like with sleepers and larges spawning inbetween our group during alarms theres scouts/feelers invincibility theres everything to do with ladders etc...
P.S: Verticality is a bit weird at time though.
Edit1: First of all, through your PoV (and only yours), it's hard at times to really get what's in the room and what happens on your teammates side, but unless I have audio clues, I will only base my judgment on your view and what I said earlier about shooters (which, can be wrong, but once again, I tested it a few times on A1 by curiosity after stumbling into situations like yours).
After giving a look at your clips:
- 00:05: Sleeper had LoS. Not sure if Striker or Shooter (I'd say Striker), so I'll put it on verticality. Less than 10 in BioTracker distance.
- 00:23: You killed the scout, the shooter behind the scout glowed, you killed him, but the one on your right glowed as well at the time of the shooter kill, but nobody watched him even yourself checked the back of the room so, I can't confirm, (I suppose that's the second shooter who gave the alarm, not the one on the back of the room, he's not even glowing or red when it happened, but turned red after the alarm is given. Could be because of the video quality though.).
- 00:40: Hurray stood on one of those bridges with an octogonal pattern? Sleepers have line of sight through them. But even, I admit this one was really weird, verticality striked again I suppose?
- 00:53: The striker rushing you after killing the shooter is at fault given the screech and how fast he came at you. Weird case here (crouched Striker)
- 01:05: Shooter had LoS and was glowing at the moment of kill.
- 01:18: Shooter once again. Unclear about the LoS, but given from where he shot, it looked like he had it.
- 01:26: Glowing Shooter right behind your kill.
- 01:40: Crouched Striker got alerted, weird one here. I can't explain it (maybe because he was in the stairs, actual position got fu**** up, maybe?).
- 01:53: Clearly, it wasn't supposed to happen here. I'd call it a bug
- 02:10: I suppose FifthHorseman triggered the pulse. Nothing wrong here.
- 02:22: Shooter had clear LoS and was glowing. He had the time to warn the Striker behind afterwards (from what I see, he was already glowing red by the time your hammer hit the shooter's head, but I barely had the time to properly see him because you move forward then backward giving me a short window to see him.).
- 02:40: Wasn't supposed to happen, clearly.
- 02:52: So: you killed, but the striker in front of you turns toward someone else. I'm not sure what to think, but given the distance he wasn't supposed to see something.
- 03:05: Shooter on your left had LoS and started to glow when your hammer hit, bad timing. Split second even.
- 03:18: Shooter, but this time, pretty sure he wasn't glowing. I know there are times the glowing animation is completely unsync'd but didn't look like it here.
- 03:24: Farthest Striker alerted, but not the closest. Hello?
- 03.42: Nuff' said, green literally walked while he was glowing.
- 03:57: I haven't been able to test the Punchers behavior, but I'll say it's not supposed to happen?
- 04:04: Striker alerted. For no obvious reasons as he didn't seem to glow.
- 04:23: Crouched Striker alerted. Too far from the initial kill.
- 04:30: A flashlight clearly goes off here. It's faint but that's here.
- 04:45: I don't know. You move for the hit when he glows and crouches. I suppose he barely had the time to pulse but registered your crouch when he was supposed to pulse. This one looks "normal" to me.
- 05:00: Ow. Didn't even know this could happen.
Edit2: I simply base my judgment on multiple tests like, killing when a striker/shooter glow, past a certain distance (based on the BioTracker 10 and 20). And in controlled environement, it seemed like it. By no means my words are true as, just like you I try to help and understand how it works/what happened.
For personnal safety, I simply happen to flash those we won't kill and seems too close for comfort (I'd say 10 or less in BioTracker) and kill the others while they are dormant.
Thing is certain though, everytime it happened, they were glowing (outside of those you couldn't see because of a wall or your PoV, but sound is a helper here.)
Also, so far a shooter glowed, aggro happened. But maybe it can be expanded to the strikers under certain circumstances with the examples you gave in those clips.
Your hypothesis is incorrect, the first two clips of the video are aggros by melee sleepers, and they're the farthest aggros I have on record.
That wouldn't matter. Either that sleeper got triggered by movement or it got triggered by my kill; if it were to be triggered by movement, it would pulse first, so that didn't happen unless someone sprinted, which wasn't the case. I also happen to know that the other three players were across the room toward the door for Zone 99, which is why I went across the bridge I did, to clear the room faster.
No. The enemy went from sleeping instantly to aggro. That only occurs when someone sprints. It would not do this from a flashlight, crouching, or even both at the same time; it would glow first, then pulse, then aggro. This was far, far too instant for no conceivable reason. No one is doing anything and it goes immediately from sleeping to angry, this is not intended behavior in any way. It isn't the first time I've seen it either, it's just the only clip I've shown; I have seen enemies aggro instantly when someone opened a door, usually from ten feet away.
I agree with what you're saying in principle, as a general thing, but not in this specific instance. You're basically saying that you like randomization because it's unpredictable, and if you have unpredictability, your game puts more pressure on the players requiring skill and being able to adapt, rather than how things currently are: succeeding mainly because you have foreknowledge of how the mission will play out. That's why I want layout randomization; the missions always having the same static layout with the same things in roughly the same places every time just heavily favors memorization over skill and adaptability.
The problem with this specific instance is that it removes control from the player, and does so in a way that is unfair. If an enemy in a room can simply randomly aggro from any stealth kill, and you have little to no way of reliably controlling that, then you cannot rely on stealth, because that control is taken out of your hands. That should never happen. If you have the skill to pull something off, you should be able to. If I am in a room and I stealth kill an enemy that sets off another sleeper 100 feet away I had no way of seeing because of fog and no way of keeping track of because 12 other sleepers had line of sight to my target, that simply is not fair.
So I agree with the spirit of what you're saying, but I disagree that the way it's happening now is okay.
Anyone else have experience with the tracker? Most experienced groups deem the tracker as worthless, but if "sensitive" sleepers are an actual thing, and the tracker can detect them, then that increases the value of the tracker a great deal. Although I still don't know if it's better than two shotgun sentries, c-foam, and a minelayer.
Sprinting = Instant aggro
I pretty much never ever take the tracker because I consider it a waste of a slot; however, I've played with quite a number of people who reported this very same thing, asking "what the hell are these little red dots supposed to mean?" I've assumed it's a graphical/UI bug. I haven't done any testing yet to verify, but offhand my hypothesis is that it doesn't work this way. It would mean that some sleepers are predetermined to aggro from stealth kills, and logically by extension other sleepers wouldn't be; yet in my experience any sleeper has the potential to trigger from stealth kills while glowing.
They didn't. I already explained in the OP how you can see yourself that they didn't.
Then as I sneaked a little closer(so he was maybe 3 meters away)he just instantly goes red. I wish I had a video of it. I'm not sure if it was because I had killed a scout earlier with a mine and maybe that half triggered him from splash damage?
Lesson learned though.