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Post by xdesperado on Nov 12, 2015 20:05:28 GMT -5
Bit confused/annoyed with Xeno Spawns. Hard to determine where they will spawn often times. Even when I think I've got the spawn area covered with OW/Napalm Charge/Napalm Lance they have a nasty habit of suddenly spawning in midst of/next to a Templar. Have had this happen several times where a "cleared area" that my squad was occupying watching the peremiter would suddenly get Xeno Spawn right in middle of group. If there was some sort of visual identifier, hole in ground/deck etc. I might understand but usually they are appearing in areas with no visual clues I can see. Rather frustrating when 3/4 through a mission a Xeno spawns next to my engineer and eats them. Am I missing something? Sorry meant to put this in Tips and Tactics not bug reports.
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Post by Cory Trese on Nov 12, 2015 20:16:10 GMT -5
We marked all the spawns on all the maps a few releases ago. I'll keep checking maps looking for unmarked spawns.
We had some early feedback that matched this but the map updates have cleared it up.
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Post by xdesperado on Nov 12, 2015 20:39:26 GMT -5
We marked all the spawns on all the maps a few releases ago. I'll keep checking maps looking for unmarked spawns. We had some early feedback that matched this but the map updates have cleared it up. Just completed Ferarai Lancer: Boarding, going in through air lock have to hold for 12 turns. Zipped my squad around hitting all the bonus zones and getting both TP up. Had Soldier, 1 Scout and Captain covering access passages to southern TP. On North end of main corrider flanking passage to North East TP had 2 Turrets a square appart, Scout and Hydra flanking northern Turret, Paladin in corrider entrance diagonal to Hydra and Engineer wedged between southern turret and wall with a square between her and the Hydra. On turn 10 after beating off several charges from west side of corridor and coming down stairs from north suddenly had 3 Xeno pop up 2 between the southern turret/engineer and northern grouping of Scout/Turret Hydra, last one on square north of Hydra/west of Paladin. Only survived because northern one attacked Paladin and got killed by counter attack while other two split their attacks 4 ways...was holding breath after first hits on Engineer and Hydra till last two attacks hit the turrets.
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Post by Cory Trese on Nov 12, 2015 20:42:28 GMT -5
Screenshots are very helpful.
I'll take a look at that map and see if anything needs to be changed.
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Post by xdesperado on Nov 12, 2015 20:57:46 GMT -5
- - - - - - W - - - - - - W W - - - - - - - - - - - - - - - X P - - - - - -S T H W W W - - - - X X W - - - - T E W
Can't send you screen shot but there's a basic diagram - is open space W is wall P is Paladin S is Scout T is Turrets H is Hydra E is Engineer X is where the 3 Xeno appeared.
Might be my faulty memory but think square Hydra was standing on might be marked with hole/discoloration so may be my fault as apparently the Xeno will appear in next closest open spot to an occupied spawn point.
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Post by Cory Trese on Nov 12, 2015 21:02:27 GMT -5
That's correct -- the Xeno will spawn into adjacent unoccupied locations. Best to not stand on them whenever you can avoid it.
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Post by xdesperado on Nov 12, 2015 21:20:04 GMT -5
That's correct -- the Xeno will spawn into adjacent unoccupied locations. Best to not stand on them whenever you can avoid it. Thanks for that info, so this time it was likely my own fault however could swear on some other maps the Xeno just seem to randomly appear on unmarked squares with no hive mother or anything nearby. BTW that particular level is one of my favorites, lets me deploy most of my veterans for XP and play some solid defense as oppossed to the mad dashes of other levels or the drawn out grinds of others Deck 7 near end of campaign is another favorite level, survive the first couple turns of madness then start laying on the fire! Actually wish both levels had a higher turn limit as they are so fun to play defense on.
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Post by xdesperado on Nov 15, 2015 1:50:38 GMT -5
Cory Trese please check the Xeno spawn points for Detonation Site level. Even after the initial 6 turns when the Engineer finally arrives to open first TP Xeno are spawning 1-2 squares from the TP. Makes defence of starting zone nearly impossible without 2-3 Templars stationed there and they are likely to get chewed on because of being forced to split their attention between the marked spawn points/corriders and random Spawns at TP.
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Post by fallen on Nov 15, 2015 14:45:26 GMT -5
xdesperado - ok, will take a look right away. Thanks for your support
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Post by Cory Trese on Nov 16, 2015 10:46:55 GMT -5
I confused by what "random Spawns at TP" are in this quote "marked spawn points/corriders and random Spawns at TP"
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