So my last game with high int shock-troop yesterday was in the smelters-complex and everything went fine until we reached the lock to enter the last section, and we got wrecked within seconds thanks to exeggerated spawns even before the door opened and while the lock is nothing else than a “wall with no return”.
So how it lasted:
We went into it, there have already been 2 bombers throwing grenades on the closed door, the flame animations went into the little room.
We pressed the button, the door opened and got immediately 2 sniper-shots into the face, followed by the next 2 grenades and a flamer, meanwhile some adds blocked the pathing.
There was no safespot, no way back, our Ogryn tried to dash out and died immediately and we couldn´t do anything since we had no vision thanks to all the flames. And every step from the corner was pretty much instadead since the flames / grenades had a nearly perfect aligned timing.
Also the snipers have been still there, but there was no red line visible. I got one trough random-pining etc…
Such spawns shouldn´t be a thing. Maybe a decent Vet with ultimate could´ve done something while using the ultimate BEFORE we press that button to open/close the doors. Maybe 4 Ogryns / Zealots aswell which dash all out immediately, but in general it felt pretty much like the old bug where a handful of specials waited for you at the end of “Into the Nest” in V2, where you couldn´t do a sheet because you stucked on the cablecar.
I guess such spawns could be a thing at elevators aswell, but i personally never had them since they work different and bring you on another level, so prespawns are probably not really a thing.
TLDR: Fix spawns at locks (doubledoors) or get ride of them to prevent from “no way back” situations since they break immersion anyway.
EDIT from a later post:
Same happens e.g. on Chasm Logistratum right after the big gate when you finished the first event. Special modifiers don´t effect events, so all those specials wait behind the gate for you to open it. But atleast you´ve enough space to play around there.
Counts for sniper-missions aswell. Just went in there, the alert-noise for snipers came when i entered the event. Once the event was done a random Psyker opened the gate, probably didn´t expect it and got 5 shots into his face immediately.
Nope it is just like it always was.
Maybe you already had such a situation where you and two others had to wait for the last men to finally get into the air lock. But he was waiting outside. Because he heard the sound of a trapper/sniper/bomber/HORDE.
Did you got angry about him? Because he wanted to clear that treat BEFORE the airlock?
Because HE was doing the right thing. NEVER bring over an old encounter into the next area on HI INT.
Or you gonna stack encounters.
You didn´t understand it, there was no old encounter left, so no… we didn´t do anything wrong.
As i´ve written in my first sentence, the bombers (grenadiers) have already been on the other side of the lock throwing grenades against the closed door. So they´ve actually been triggered behind the wall and since the snipers shot immediately when the door opened, we got obviously targeted by them through the wall aswell.
This is no “you haven´t killed stuff before entering the elevator, so they drop later down behind you” - issue.
It´s a clear spawn-issue, otherwise the specials should´ve come through the door next to the lock as pox-bursters or hounds usually do at this point in both directions.
Mkay. Well then that was just one of that AI director situations. You know, when the Ai Director just decided that your mission has to fail NOW, so that you can be part of that other mission that has to be a success. And yes Bombers and Snipers that get aggro and already aim at players thru walls are a problem. At Bombers in particular you can observe this behavior duo to their voicelines that indicate their intention to attack.
While i agree that sick spawns can happen, but it´s obviously related to shock-troops to me.
Same happens e.g. on Chasm Logistratum right after the big gate when you finished the first event. Special modifiers don´t effect events, so all those specials wait behind the gate for you to open it. But atleast you´ve enough space to play around there.
Counts for sniper-missions aswell. Just went in there, the alert-noise for snipers came when i entered the event. Once done a random Psyker opened the gate, probably didn´t expect it and got 5 shots into his face immediately.
To me this reads like you had a lapse when it comes to anticipating dangers ahead. I suggest practicing your overall awareness and getting more familiar with the fundumentals of the game. The game is already too easy as it is. Let’s not dumb it down further in terms of it requiring awareness.
I personally always found those sitsuations to be the most chaotic and fun things ever. We are always laughing with buddy of mine, trying to stack up as much stuff before we open the last airlock in Magistrati Oubliette Assasination. (It has this massive 1 way open area).
We’ve had shi*s such as 6 reapers, multiple crushers, beast of nurgle etc etc appear there in the past and its always good challenge trying to overcome the odds in that narrow pathway with honestly ok but limited cover.
Not really sure if its too extreme to have entire army appear after you open single door but i personally find it fun finding out what happens next.
I mean it’s actually what you want from high int missions and what’s the most fun in the tide-series. Slaying through 1000 of enemies and overcoming the challenge is fun af.
I wouldn’t mind an army behind that little door aswell, but stacked up specials that target you already through the door / wall is slightly different without any room to bait, cover, whatever… even if you know they’re there.
But hey, maybe that’s why we have shields for Ogryn. It would have probably been the only way to survive this.