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Rescue arbitrary failure


Jezs
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5 minutes ago, Jezs said:

Can the apparent time limit be turned off on these? Makes syndicate rescue basically pointless unless you have telos boltace + primed reach

 

3 minutes ago, (PS4)XxDarkyanxX said:

You knowww there's multiple very fast ways to enter the cells room without having to open the main door, right?

^

just play low-level rescue missions then explore and find openings that directly lead to the prison, it's much faster that way than to hack and open the doors

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As Paradox said, low level mission don't have a timer in order to let new player get used to the rescue room structure.
So far, every rescue mission's tileset have had a clear and easy way to enter the cells room without having to hack anything thus giving you around 40seconds-1 minute to hack into every cells. ( There is also an audio-cue from the rescue target when you approach the correct door ) If you have your audio turned on it'll help greatly. Or you can just hack everything if you don't want to pay attention to that.

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I think there's a mission failure timer for Exterminate missions, which starts after enough time passes without any enemies being killed for a while. If an enemy is killed, it cancels the timer (or should do). It seems it has leaked over to other missions (I've seen Lua Spy mentioned a few times in the past), but I don't think I've encountered it myself. I can't remember (or think of) what the purpose of it is.

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To clarify, I'm talking about "you let the hostage die, this mission is a failure" happening after rescuing the hostage if you spend too much time looking for syndicate medallions, even if you kill enemies consistently

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On 24/03/2017 at 7:53 PM, Jezs said:

To clarify, I'm talking about "you let the hostage die, this mission is a failure" happening after rescuing the hostage if you spend too much time looking for syndicate medallions, even if you kill enemies consistently

Was this on the Uranus Sealab Tileset? I don't know if it has been fixed, but it has been mentioned in other threads that the Hostage dies if they enter the water in the Sealab Tileset. That said, I do remember the Hostage dying suddenly on Saturn once (I don't think it was a syndicate mission either).

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5 hours ago, Prof_Blocks_007 said:

Was this on the Uranus Sealab Tileset? I don't know if it has been fixed, but it has been mentioned in other threads that the Hostage dies if they enter the water in the Sealab Tileset. That said, I do remember the Hostage dying suddenly on Saturn once (I don't think it was a syndicate mission either).

I experienced this two days ago.  We rescued the target, went searching for the medallions, and while we were running down the hallway to extraction, got hit with a misison failure for letting the hostage die.

Dude was standing next to me, healthy as a cockroach. 

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17 hours ago, Prof_Blocks_007 said:

Was this on the Uranus Sealab Tileset? I don't know if it has been fixed, but it has been mentioned in other threads that the Hostage dies if they enter the water in the Sealab Tileset. That said, I do remember the Hostage dying suddenly on Saturn once (I don't think it was a syndicate mission either).

Yes, it was

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Here's a demonstration of the death-by-water bug, recorded in 20.0.5 (current version at time of posting):

Spoiler

 

The hostage can also be knocked into the water by Shield Lancers, Powerfists, Bombard rockets, ground slams, Scorpion hooks and Roller staggers.

I also tried having the hostage knocked out of bounds by leading a Powerfist (under Nyx's Mind Control) + the hostage to a ledge, but the Hostage teleports to a valid location after falling, so all is fine there.

Edited by Prof_Blocks_007
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  • 3 weeks later...
On 28/03/2017 at 11:08 PM, Prof_Blocks_007 said:

Here's a demonstration of the death-by-water bug, recorded in 20.0.5 (current version at time of posting):

  Reveal hidden contents

 

The hostage can also be knocked into the water by Shield Lancers, Powerfists, Bombard rockets, ground slams, Scorpion hooks and Roller staggers.

I also tried having the hostage knocked out of bounds by leading a Powerfist (under Nyx's Mind Control) + the hostage to a ledge, but the Hostage teleports to a valid location after falling, so all is fine there.

This is still an issue as of 20.2.2.

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