Ascension Riser has pathing issue in the final stand area

Issue Type (Required):

Enemy Mechanics

Issue Description (Required):

We were fighting in the final stand area, all of us standing in the middle part except 1 person who was slightly outside the middle.

Mutant spawned & exited out of the spawning door from opposite far side, charged into the door that’s next to the middle, opened the door, looked confused and then charged towards us in the middle.
Another mutant spawned, same deal, except it went inside the middle door and then exited on the opposite side to continue charging someone.

Scab bomber spawned in the same far away door, tried tossing grenade while clipping partially through the door, causing the grenade to just hit the wall unsurprisingly.

I included a diagram for clarification.

Steps to Reproduce (Required):

  1. Play Ascension Riser
  2. Get to the final stand area
  3. Somehow make mutants or scab bombers spawn
  4. Watch their behaviour

Mission Name (Optional):

Ascension Riser 31

[PC] Do You Use Mods? (Optional):

Yes, but I haven’t tried disabling them

Reproduction Rate (Required):

Unusual (<25%)

Platform (Required):

PC - Steam

Upload Supporting Evidence (Optional):

The entire end of Ascension riser from the moving platform to the last door has bugged pathing/logic - which can make the end event really easy by having the mobs constantly failing to path to the players and just run from one door to the next indefinitely.

I commented on it a few days ago while streaming and had someone in my chat say they hadn’t seen it, so I did that map next and was able to get two demonstrations of the jank behavior, and clipped one of them.

This is the typical thing that happens if someone doesn’t stand at this door swinging, you can see a dog in there too that had been running back and forth for quite a while.

At this door the mobs don’t know what to do when it opens and generally just run back inside, some doors they seem to want to run out and straight to another door, and one of the side doors to the central platform (like the one OP’s mutant ran to) feel more like mob DESPAWN points rather than spawn points.