Something needs to be done regarding cheap enemy spawns.
when enemies spawn endlessly behind the same door for many waves. in most cases it can be camped, and slicing them through a closed door looks dumb, kills the immersion, and leads to cheap killing. also with an open one it looks crap with the black emptiness.
there should be a system like in warframe, where if a player is near a spawn door, enemies only come from other ones. this could work perfectly in dt too, bc all events have multiple entrances, and hallways could use a wave spawn from a little far away. so it won’t be abused.
also it is a cheap way for random damage taking. one time I had 3 pox burster spawns in a row from doors that I was next to, bursters exploding instantly. I had several of these, and I don’t mind more challenge, but avoiding these are basically impossible, so it’s not based on skill, just bad luck (bad design). a lot of times no tictoc sound beforehand.
another cases are several sniper spawns. like dropping from a ledge with no return, wide open area, seconds after a sniper comes from behind silently, and shoots one of us immediately with zero time to react to his laser or anything and no cover or time to dodge. I get the silent huge damage dealer assassin concept but sometimes the character voiceline comes at the same time as this event is happening. there should be some audio que I think, like a nightvision goggle turn-on sfx or sg. or snipers shouldn’t spawn that close.
Reason it doesn’t happen is because players could turtle in a corner.
Reason why it should happen is that no one likes a poxbursters Urukai-ing out of a door straight into your team.
For me it’s the Phantom mob that wasn’t there 2 seconds ago, but as soon as I turn around I get hit from behind. So I turn around, kill the bastard, there’s nothing there, I turn around, and get hit from behind again. And before anyone says anything about higher or lower levels, or doors or spawn points let me edify this for you. This crap happens in hallways, with no doors, no upper or lower levels, just a basic closed in hallway. I’m looking backwards covering our butts, I turn to sprint and catch up to the team and as soon as I turn I get hit. I turn around there’s 2-5 mobs that appeared from the warp like magic.
I think turtling wouldn’t be a problem, cause hordes swarm you in seconds anyway , and it takes a few gunners or bomber to f the team up, so it wasn’t the near door spawn which saved the game from corner camping.
ngl the spawn out of view feature should be changed to spawn out of “line of sight” and consider player view to be 360° at all times, unless a visual spawner is used i.e doors
honestly since you mentioned warpmagic i have to say a warpgate feature would be quite cool randomly opening new spawn avenues (with a delay and very noticeable sound)
I know what you’re talking about. This is in a very few specific locations on certain maps. I don’t think it’s a big deal for how much you otherwise get absolutely drowned in enemies coming from all sides.
I find the “enemy spawns in your back mid-attack-animation” much worse, as it ruins whatever skillful run you had and makes you annoyed.
Personally, I think this is only really an issue on that one map where you’re destroying the pathogens in the vats (no idea what map because lol @ map names in this game) and you get multiple entire waves where enemies just spawn from the doors in the center. And it’s only an issue because it’s basically the same as in VT2 where people would just camp ledges and kill enemies as they climb up. Boring.
There might be other cases, but this really seems like a map-specific issue rather than a general problem.
If you’re trying to hold out in a spot where there’s an entry point right next to you, you kind of deserve what you get.
Yeah Refinery Delta is always cheese boring at the ending, I only remember the map name to avoid it if possible. It even has 2 side spawn areas where enemies could come out, and another overhead one by the elevator so why the director keeps dumping enemies in the middle is anyone’s guess.
For me its the clowncar door full of 40 dreg shooters that don’t play the incoming attack sting before vollying me a new constallation of orifaces and putting me directly in the grave, because the server was struggling from all the spawns so it decided warning me about the incoming attack wasn’t going to happen before i died this time.
I feel like this is unfinished systems work. In VT2 weapons would hit surfaces in the environment. In DT i can kill people through catwalks. Its expedient so i do it sometimes but its dumb and i hate it. Just like how i hate doors being permeable to my weapons. Hell i can shove a poxburster through a thin enough wall.
I started the topic with a cheap player-helping situation, yet you automatically assume I get rekt near door bc I use corners to camp there.
lot of times the team needs to fall back bc I dunno 2 reapers and ogyrn have spawned in front of us in a narrow hallway. sometimes I don’t even see the spawn door just swallow the immidiate burster detonation. these in a matter of seconds.
I’ll record a video next time for the accusers.
nah, same thing happens in vt2. You can hit everything through any surface. There’s no weapon collision with anything environmental (that blocks damage).
There is a very serious issue with some walls and enemies though, specials in particular. There are a couple maps (that I can’t remember the name of because it’s kinda like trying to remember the serial number of your tv) that have a couple notably bad walls, but enemies have a tendency to move straight through walls and gates. Same can be said about being thrown through them. I fell through the ground right when I joined a game last week.
Then there’s the whole thing about being shot at through the ground, floor, and gates/fences that you yourself can’t shoot through. How about we make it so that if a player can’t shoot through it, then they can’t either? Is that so much to ask?
I think the two maps that are high up in the hive and out in the sunshine…maybe. I’m pretty sure I’ve run into that issue there before. Or maybe that was the endless spawn bug, where the mobs just keep pouring out of the doors.
Audio ques would go along way to solving this , were missing the idle and aggro sounds that would let you know something was coming and what it was in V2
I’ll grant you the specials, I don’t think they should be spawning from doors that are within X distance, but regular enemies and elites are fair. It’s on the player to pay attention to the environment and note where enemies can come from.
Happened to me the other day stopped next to a door for a moment open chest send notification for ammo and suddenly a bunch of pox walkers spawned from the door inside my character model unable to move hit them block or even swap weapon it was horrible.
Also had about 15-20 flak gunners appear out of thin air yesterday and shred me they really hurt on damnation.
For me its one of those problems made worse by how laggy the servers are at the time. If im lagging a bit stuff just “happens” no audio que etc and it can be very frustrating.
Yeh I hear that one too the lunging stealth zombie who appears just to stop you sprinting lol