Sckaar Posted May 6, 2014 Share Posted May 6, 2014 Hey guys, so I've been playing a couple of Defense missions in the Dark Sectors. What I have noticed is in every single game there are crawlers or other infested stuck in the I guess "barracks" above the defense point. It's even happening during the early waves (wave 2 for example) and my buddies and I have had to quit because we couldn't reach them. We're suggesting to put a time limit in defense missions before all enemies are killed? Kind of like survival, 5 minutes per wave has to be good right? What do you guys think? TL;DR: Please add a 5 minute timer per wave to Defense missions that auto-kills the rest of the enemies on a map. They keep getting stuck in impossible to reach places. Good idea? Link to comment Share on other sites More sharing options...
(PSN)Juicyington Posted May 6, 2014 Share Posted May 6, 2014 That happens on infested defense missions on Earth. Very frustrating. Half the time I can never get passes wave 10 because they get stuck. The only way I have prevented it is by using a bow with thunderbolt and shooting randomly in the direction it says... Link to comment Share on other sites More sharing options...
Luxylol Posted May 6, 2014 Share Posted May 6, 2014 5 min "auto kill" would be to easy to exploit, specialy on high waves. needs a better solution Link to comment Share on other sites More sharing options...
BlurrE_Tempo Posted May 6, 2014 Share Posted May 6, 2014 I find it sorta useful Link to comment Share on other sites More sharing options...
TheGuyver Posted May 6, 2014 Share Posted May 6, 2014 The pluto/sechura and ceres/semenai maps are SO ANNOYING with the amount of enemies getting stuck in walls. Link to comment Share on other sites More sharing options...
MECT_HET Posted May 6, 2014 Share Posted May 6, 2014 Well I don't care how DE could solve this problem - it exists and demands a solution. Corpus tilesets has such an issue, earth jungle has such an issue. Jupiter gas city is fine as well as Ceres shipyard. If I could submit a suggestion, I'd like to reset these enemies every 60 seconds in case they are not moving. Not killing, just moving onto the another spawnpoint, so there won't be a room for exploitation. Link to comment Share on other sites More sharing options...
Luxylol Posted May 6, 2014 Share Posted May 6, 2014 Well I don't care how DE could solve this problem - it exists and demands a solution. Corpus tilesets has such an issue, earth jungle has such an issue. Jupiter gas city is fine as well as Ceres shipyard. If I could submit a suggestion, I'd like to reset these enemies every 60 seconds in case they are not moving. Not killing, just moving onto the another spawnpoint, so there won't be a room for exploitation. This would be a good idea. Link to comment Share on other sites More sharing options...
Zkorp Posted May 6, 2014 Share Posted May 6, 2014 Well I don't care how DE could solve this problem - it exists and demands a solution. Corpus tilesets has such an issue, earth jungle has such an issue. Jupiter gas city is fine as well as Ceres shipyard. If I could submit a suggestion, I'd like to reset these enemies every 60 seconds in case they are not moving. Not killing, just moving onto the another spawnpoint, so there won't be a room for exploitation. Wrong, if there's infested in the jupiter defense mission, the one with the stair and outside, it's a pure pain sometimes : they just don't come, or 1 by 1 it's just an horribly boring experience to just wait for 5 waves that seem to be neverending... What's strange is that DE said that it was corrected even on earth where they get always stuck also... Obviously not... Link to comment Share on other sites More sharing options...
Sckaar Posted May 7, 2014 Author Share Posted May 7, 2014 Well I don't care how DE could solve this problem - it exists and demands a solution. Corpus tilesets has such an issue, earth jungle has such an issue. Jupiter gas city is fine as well as Ceres shipyard. If I could submit a suggestion, I'd like to reset these enemies every 60 seconds in case they are not moving. Not killing, just moving onto the another spawnpoint, so there won't be a room for exploitation. One up. ^^ And yeah, I didn't think of people exploiting it at that time at the higher levels.. but survival missions have better rewards than defense missions, so does it really matter? They still have to protect the cryopod. Although. Fixing the spawn points completely would be the best solution. Or fix the map. Link to comment Share on other sites More sharing options...
Warframed Posted May 7, 2014 Share Posted May 7, 2014 This bug prevents completion of the mission so it seriously needs to be fixed. A 5 minutes timer per enemy, not per wave. Like maybe, if the enemy didn't come in contact with any tenno within a 100m radius for 5 minutes, auto-kill it. Link to comment Share on other sites More sharing options...
S7ORM Posted May 7, 2014 Share Posted May 7, 2014 But what could happen is that the auto-kill isn't actually a "kill"It simply replaces the enemy with another spawned enemy. That way you still have to kill the same number of enemies. Link to comment Share on other sites More sharing options...
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