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Loc-Pins for Vomvalyst spawns?


Lazframe
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I was wondering if it's possible to know where vomvalysts are gonna spawn during the night to facilitate charging lures. I know about log dash and a few places where usually vomvalysts are, just wondering if they're totally random or it's possible to just put a loc pin and say "ok I'll go there and find some". Couldn't find anything clear by googling this. I seem to find only people saying it's random.

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I wouldn't recommend using loc pins because there are so many spawn locations.

East camp has 3 spawn locations:

Spoiler

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The area approximately 250m north of the gate has 3 spawn locations and another one at the lake to the south east of Hek's Stiletto. There is also one spawn near the camp on the northern shore of Gara Toht Lake:

Spoiler

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Vom spawn locations are fixed. They do not move. Voms that spawn in these locations will often aggro on nearby grineer and will fly towards grineer camps/bases.

For fast charging there are some rules you need to know:

1) Voms spawn in 3s in 4 player games. If there are less than 4 players, voms will spawn in pairs. If you have 4 players in your squad but 1 of the players is slow loading from a mechanical HDD, then voms will spawn in pairs until the last player finishes loading into the map.

2) The game only loads in grineer, voms and lures that are in close proximity to a player. The radius around the player is somewhere between 200m and 250m.

The game seems to prioritise spawning enemy units and objects in locations that are not within the player's field of view. I think this is so you do not see enemy units popping in from nowhere. That said, you can sometimes see voms popping in from nowhere if you approach spawn points from certain directions/elevations.

So what we are trying to do is hit a moving target. We know all the possible locations where voms can spawn because they are fixed and predictable, but voms tend to spawn into these locations beyond the player's field of view so they don't see them popping in. As soon as they do spawn, they tend to aggro on grineer and fly off to camps/bases to attack them. If you take too long, the voms will not be where they spawned, they will have moved somewhere else.

So this is what you do. You get 4 players with non potato PCs and SSDs so they load into the map quickly. The Chroma flies to the east camp and checks if voms spawn in any of the 3 locations around the camp. They will usually fly towards the east camp and attack the grineer. The other 3 players fly 250m north of the gate and check voms in 1 of the 4 locations they can spawn between Hek's Stiletto and the western shore of Gara Toht lake. If any player sees a pack of voms, they mark it and then everyone moves to the Teralyst.

The worst thing that can happen is everyone loads in and then starts flying off in different directions all the way to the edges of the map. As they fly over the map they will populate grineer, voms and lures over a geographically huge area. We don't want that because its too much land area to check and by the time we get over there the voms will have flown off to kill some grineer and it becomes a total mess. Don't do that.

The next worst thing that can happen is someone flies off to the Teralyst before everyone has finished loading in, so any voms that do spawn will do so in pairs - not enough to charge a single lure, which means you need to find 2 packs of voms instead of 1. Sometimes you get a teammate with the most potato of PCs and they take like 2 minutes to load in. There is nothing you can do about that. Sometimes you do just have to fly early and find 2 packs of 2. If you are fast and consistent enough it shouldn't slow you down significantly. Solo hunters and 2 man/3 man teams have to fast charge off 2 packs of voms anyway.

In pugs, a lot of people tend to just leave the job of finding early voms to the Chroma and don't bother checking spawns or marking voms. Doing consistent fast charges is a collaborative effort. The Chroma relies on the other 3 players to stay together and force spawn voms in a geographically small area near the gate, so if the fast charge at east camp fails, they have the gate spawns checked and marked and there is no delay in breaking the first Teralyst limb.

 

Edited by Lolacrayola
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