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Rapporter et problem med oversettelse
That's an interesting read although most people probably aren't aware of the mechanics, at least not explicitly. Explains why poorly planned late game raids on strat jammers often end in tragedy.
Yes, Unless game director freak out and stop spawning anything, generally, when extract is open, you need to scram, even if it's not "called", spawning get crazy :)
ive bec0me a stealth diver just because i actually like c0mpleting missi0ns and if i see the l0bby is 0ne 0f th0se sit behind a r0ck with a heavy machinegun and supply pack 0r hardc0re larpers wh0 die 10 times al0ne "f0r dem0cracy" i just peel 0ff and actually bl0w stuff up
has led me d0wn a dark path 0n b0ts where i bring arc and supply pack with thermites as well as 500kg and strafes every single game because 0f h0w much g0d damn ♥♥♥♥ i have t0 bl0w up and sh00t by myeself n0w but i n0w kn0w all the b0t 0utp0st sub0bj main 0bj and f0rtress lay0uts did y0u kn0w alm0st all 0f them have ways t0 just jump int0 the base and stealth the 0bj? its t0tally intenti0nal l0l in fact m0st f0rts are easily s0l0ed by just climbing inside
While I get where you're coming from, that mistake is on Arrowhead, not the players. Ramping up enemy spawns to "last stand" levels on finishing the main objective is just stupendously bad design. As you've already noticed, pretty much nobody knows about it because it's a counter-intuitive system - like most of this game's spawn logic. People naturally rush to finish objectives before doing side missions because that way "the mission is done" so it can't fail. Or so most people think.
But far worse than that - it completely robs the escape of any sort of uniqueness. Calling the shuttle does... nothing. Being around extraction speeds up spawns a little, but that's about it. Those massive waves of enemies meant to pressure players into their last stand? Those start as soon as the main objective is done - not when the shuttle is called. In other words, there's no reason not to call the shuttle immediately and just leave it sitting on the pad. Or worse - call the shuttle in and leave so it hovers around the pad providing fire support.
Helldivers' entire spawn logic is a mess of hidden mechanics and nonsensical decisions. Arrowhead really need to go back to the drawing board and come up with something that makes intuitive sense without requiring one to dig through Reddit posts for anecdotal information of players field-testing theories.
You can absolutely expect people to have pattern recognition and think "hmm, spawns always seem to go crazy after the mission is complete, I wonder if that's intended".
And just because you don't understand the point of it doesn't mean it's "stupid design".
in practice spawn logic is kinda screwy sometimes to the point where I can definitely see why the pattern is hard to discern from observation alone. I have personally had most of my largest fights happen just due to random patrols getting reinforcements from nowhere for long periods causing what people call a forever war and I've also experienced plenty of times where basically nothing showed up after the main objective was complete and the wait for extraction was just idling mostly.
The spawning nothing at extraction is apparently controllable. There is a link in that post that describes how to do it. If the extraction point is close enough to the edge of the map and all bases are destroyed it's really easy for one person to do and if it's further away you can do it with a team effort. I just tested it on 2 missions in a row and it worked flawlessly. Full 3 minute extraction countdown and no spawns.
Can attest. I was initially convinced that the "massive spawns after objective completion" was specific to Egg Hunt missions, because that's what my experience indicated. The problem is that my experience was biased by how I played those missions. With most, I'd put the main objective off until last due to how they're distributed around the map. For eggs, I'd usually do the eggs first since they were essentially a large hive, and then clear the rest of the map. I'd be swarmed, and make the connection that it was Eggs, rather than "after main objective".
It also took me forever to piece together that "patrols" were the primary source of overwhelming enemies, not Alerts. In Helldivers, the vast majority of enemies came from chain alerts. Patrols could be frequent, but never overwhelming on their own. In Helldivers 2, alerts are ostensibly academic. Unless a large monster spawns, alerts only add a drop in the ocean of patrols towards the end of the game. However, because they're clearly announced while patrols spawning mechanics are invisible, it's easy to miss the fact that the enemies swarming you didn't come from a bug hole or a bot drop.
Some people will figure this out. Most people will see it as random and unpredictable. Counter-intuitive mechanics are bad design, and spawns in Helldivers are incredibly counter-intuitive. We need a better system.
Yep, it saved me a dive when drills failed to arrive and we collected all samples & stuff from map waiting for timer to run out. Literally standing between map edge and landing pad just stopped all spawning, which resumed when I moved out to board, but it was too late for them roaches.
On the other hand, in some missions I've noticed it didn't work even when all bases were cleared - enemy kept spawning near map edge; maybe it was due to fact that I took position between edge and pad after spawning already started.
Btw, if you dive solo or in proper team, quickly doing main objective, calling in shuttle and then letting it work as aerial support platform while clearing rest of stuff is totally fun :)
By completeting the main objective first, you ensure it's impossible for the mission to fail.
I ditto this. The more I play the game, the less I care about meta strategy. I do have reasons for that, though.
Sprinting all over the map, especially when I'm not wearing light armor (which I basically can't in high level bots), is not particularly fun. I don't care about enemy spawns unless you can prove to me that the mission would actually be completed faster if I skipped main objectives first. Meaning, the additional backtracking has to make up for the lower enemy spawns.
In the meantime, I'm assuming that simply going in a circle is the fastest clear on average.
There's also the separate issue of random teams that are already having issues with the base spawn speed. If reinforcements are depleting before we even get to a main objective, I really want to rush the objectives first because a full clear may or may not be in the cards at all.
I was on one team in around D8 yesterday where I entered the game and reinforcements were already at 0 with barely a single outpost done. Myself and two other guys were able to clear the map regardless, because I've learned that randoms are often daredevils and care way more about clearing than they do about extract.
If you are that good, I congratulate you, but personally, if the team is struggling, I would really rather get everyone out than watch them quit the game while the rest of us run around for 30+ minutes doing a full clear.
Completion of the Primary Objective has by far the biggest impact on the frequency of Enemy Patrol spawns. As soon as you complete the Primary Objective, the Threshold gets multiplied by 0.275 meaning you are receiving Patrols almost 4 times as often. Using our Baseline value of 240 seconds, this gets reduced all the way to 66 seconds."
https://old.reddit.com/r/Helldivers/comments/1bdudf3/lets_talk_about_patrols_an_in_depth_analysis_of/