Jezs Posted March 23, 2017 Share Posted March 23, 2017 Can the apparent time limit be turned off on these? Makes syndicate rescue basically pointless unless you have telos boltace + primed reach Link to comment Share on other sites More sharing options...
(PSN)XxDarkyanxX Posted March 23, 2017 Share Posted March 23, 2017 You knowww there's multiple very fast ways to enter the cells room without having to open the main door, right? Link to comment Share on other sites More sharing options...
NobleParadox96 Posted March 23, 2017 Share Posted March 23, 2017 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 Link to comment Share on other sites More sharing options...
(PSN)XxDarkyanxX Posted March 23, 2017 Share Posted March 23, 2017 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. Link to comment Share on other sites More sharing options...
Prof_Blocks_007 Posted March 23, 2017 Share Posted March 23, 2017 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. Link to comment Share on other sites More sharing options...
Jezs Posted March 24, 2017 Author Share Posted March 24, 2017 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 Link to comment Share on other sites More sharing options...
Prof_Blocks_007 Posted March 28, 2017 Share Posted March 28, 2017 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). Link to comment Share on other sites More sharing options...
MagPrime Posted March 28, 2017 Share Posted March 28, 2017 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. Link to comment Share on other sites More sharing options...
Jezs Posted March 28, 2017 Author Share Posted March 28, 2017 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 Link to comment Share on other sites More sharing options...
Prof_Blocks_007 Posted March 28, 2017 Share Posted March 28, 2017 (edited) 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 March 29, 2017 by Prof_Blocks_007 Link to comment Share on other sites More sharing options...
Prof_Blocks_007 Posted April 15, 2017 Share Posted April 15, 2017 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. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now