SCUM
Suicide puppets explode for no reason
I noticed this especially inside bunkers. Usually when I enter i hear multiple beepers beeping and talking but then they randomly explode somewhere deep inside the bunker before I even see them.

Is this intentional? I think it needs to change. Beepers are currently the only thing that makes bunkers dangerous. Regular puppets are easy to deal with because there is usually too few of them and mechs are more of an annoyance than a threat.
Originally posted by Dribs:
Originally posted by mikes:
I noticed this especially inside bunkers. Usually when I enter i hear multiple beepers beeping and talking but then they randomly explode somewhere deep inside the bunker before I even see them.

There could be a few reasons for this. First of all, if you are close enough to a beeper, and you start hearing the beeping noise that means you've triggered it, even if it doesnt nescessarily trigger on you and attack you, and you move away from it - it will eventually and inevitably explode anyway. The beeping noise will start that process.

Second reason could be that its idling in the path of a mech, which means that a mech will walk over it and cause it to explode.

Third and last reason is that there are other players around.

Originally posted by mikes:
Is this intentional? I think it needs to change.

I guess you can call it that. The mechanics are intentional, but I'm not sure the results are intentional.

Originally posted by mikes:
Beepers are currently the only thing that makes bunkers dangerous. Regular puppets are easy to deal with because there is usually too few of them and mechs are more of an annoyance than a threat.

I do agree that because of this most military POI's are just too easy to deal with. It needs more puppets, more various mechanics, challenges - and last but not least - mechs needs to be made deadly again. Right now, they're a joke. Too easy to avoid, and too easy to not get killed by once triggered.

Like I'ved said before, I've limped like 30 odd meters without cover, while under fire from a mech and still survived. Its just too easy to get away from, most of the time. And that makes high grade military loot too easily accessible for anyone who bothers.
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Dribs Oct 4, 2021 @ 2:31am 
Originally posted by mikes:
I noticed this especially inside bunkers. Usually when I enter i hear multiple beepers beeping and talking but then they randomly explode somewhere deep inside the bunker before I even see them.

There could be a few reasons for this. First of all, if you are close enough to a beeper, and you start hearing the beeping noise that means you've triggered it, even if it doesnt nescessarily trigger on you and attack you, and you move away from it - it will eventually and inevitably explode anyway. The beeping noise will start that process.

Second reason could be that its idling in the path of a mech, which means that a mech will walk over it and cause it to explode.

Third and last reason is that there are other players around.

Originally posted by mikes:
Is this intentional? I think it needs to change.

I guess you can call it that. The mechanics are intentional, but I'm not sure the results are intentional.

Originally posted by mikes:
Beepers are currently the only thing that makes bunkers dangerous. Regular puppets are easy to deal with because there is usually too few of them and mechs are more of an annoyance than a threat.

I do agree that because of this most military POI's are just too easy to deal with. It needs more puppets, more various mechanics, challenges - and last but not least - mechs needs to be made deadly again. Right now, they're a joke. Too easy to avoid, and too easy to not get killed by once triggered.

Like I'ved said before, I've limped like 30 odd meters without cover, while under fire from a mech and still survived. Its just too easy to get away from, most of the time. And that makes high grade military loot too easily accessible for anyone who bothers.
Last edited by Dribs; Oct 4, 2021 @ 2:32am
HALO_run Oct 4, 2021 @ 2:42am 
if you're near one and hear it's beeping a lot it'll go off, even if it doesn't see you, or know you're there
Last edited by HALO_run; Oct 4, 2021 @ 2:42am
AzzurF Oct 4, 2021 @ 2:51am 
Servers can make things "more interesting" with server settings.
They can change the number of puppets and mechs and how much damage they cause.
Doubling puppets also doubles the exploding ones too.

Same thing in single player too.
You can make the game a LOT more challenging, or a lot less, if you want.
Ragganerator Oct 4, 2021 @ 2:57am 
Understood. So they get triggered even if they are behind a wall just like zombies above the bunker aggro at you while you're inside, because sounds propagate through walls, right?

I understand how it happens now but I still think it's not very good design as most of them simply eliminte themselves before they can even pose any threat. Shouldn't they get triggered only if they have a line of sight for example? Or even better, are sounds going through several meters of reinforced concrete going to be fixed at some point?
HALO_run Oct 4, 2021 @ 2:58am 
Originally posted by mikes:
Understood. So they get triggered even if they are behind a wall just like zombies above the bunker aggro at you while you're inside, because sounds propagate through walls, right?

I understand how it happens now but I still think it's not very good design as most of them simply eliminte themselves before they can even pose any threat. Shouldn't they get triggered only if they have a line of sight for example? Or even better, are sounds going through several meters of reinforced concrete going to be fixed at some point?
agreed it's not good, i've never done any bunkers as im still new[playing soloplayer],

but it'd be nice if they fixed it
Last edited by HALO_run; Oct 4, 2021 @ 3:03am
Dribs Oct 4, 2021 @ 3:05am 
Originally posted by mikes:
Understood. So they get triggered even if they are behind a wall just like zombies above the bunker aggro at you while you're inside, because sounds propagate through walls, right?

Behind a wall, over you or under you yes. Add that to the fact that if you are heavy and have no stealth skill you'll trigger the whole bunker as soon as you step inside, pretty much.

Originally posted by mikes:
I understand how it happens now but I still think it's not very good design as most of them simply eliminte themselves before they can even pose any threat. Shouldn't they get triggered only if they have a line of sight for example? Or even better, are sounds going through several meters of reinforced concrete going to be fixed at some point?

Most of them will "eliminate themselves" before they pose a threat yes. If you loot a bunker, its easy if you just keep doors closed, and whenever you hear beeping, just stop and wait for explotions. In open air POI's its a little bit more challenging - but still not a lot. Then again, there are lots of people complaining that they're too hard. So I guess its all relative.

Then to answer your questions a) maybe so and b) I'm pretty sure that kind of stuff is incredibly hard to code, but I hope they do it too - I wouldnt wait up for it though
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Date Posted: Oct 4, 2021 @ 2:08am
Posts: 6