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Void Cascade Delayed Exolizer Spawns


Palmy
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This is specifically addressing squad gameplay in non-fissure cascade- solo cascade and fissure have slightly different issues.  In tilesets with less than 12 exolizers on the map, there will be one "delayed" exolizer spawn for every missing exolizer per map rotation.  This appears as a message stating "Possessed exolizer deployed" though none have spawned on the map.

For example, a tileset with only 11 exolizers will have 1 delayed exolizer spawn, a tileset with only 9 exolizers will have 3 delayed spawns.  This makes slow maps, for example one that has 3 rooms with 3 exos each, take much longer to progress through the mission.

This is especially concerning now that transference teleport bug exists and hangar (the single 5 exo room) causes the most egregious teleports, often taking you multiple rooms away from where you used transference.  Playing a tileset with hangar is essentially unplayable due to transference moving the player away from the active room.

Would love to see a fix for this as it would make all maps desirable as opposed to only "fast" tilesets.

 

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+1, currently between having a "good" tile set and a "bad tile set ( all 3 exolizers rooms) can make a difference of up to 20 minutes per 107 exolizer. It is not fun having to pray for a good tile set else your run becomes super sluggish.

& Enemy spawn rate disparity between tileset makes the fissure mode of cascade very unfun, too. Often having to purposefully slow down the cascade captures to ensure everyone has fissure and goes against the fundamental of what warframe thrives to be.

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+1 I used to be excited whenever there's an Omni Cascade Fissure, now I just think of all the potential bugs that I'll have to deal with when about to start one. Please save my favorite game mode DE!

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6 hours ago, Palmy said:

This is specifically addressing squad gameplay in non-fissure cascade- solo cascade and fissure have slightly different issues.  In tilesets with less than 12 exolizers on the map, there will be one "delayed" exolizer spawn for every missing exolizer per map rotation.  This appears as a message stating "Possessed exolizer deployed" though none have spawned on the map.

For example, a tileset with only 11 exolizers will have 1 delayed exolizer spawn, a tileset with only 9 exolizers will have 3 delayed spawns.  This makes slow maps, for example one that has 3 rooms with 3 exos each, take much longer to progress through the mission.

This is especially concerning now that transference teleport bug exists and hangar (the single 5 exo room) causes the most egregious teleports, often taking you multiple rooms away from where you used transference.  Playing a tileset with hangar is essentially unplayable due to transference moving the player away from the active room.

Would love to see a fix for this as it would make all maps desirable as opposed to only "fast" tilesets.

 

+1

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4 minutes ago, KrevoSCP said:

+1, fix pls

sometimes when solo, after room 2, room 1 start spawning exos again,

Solo has its own host of issues XD, smooth exos spawns would be a huge QoL bump for solo players

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+1 I agree this should be fixed. Maybe there should be a higher delay between exolizers in the third room and the first room to make it easier for less advanced players to keep the cascade under control but honestly not really needed.

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