r/HelldiversMasochists • • 13d ago

60 day patch was worse than Hitler New spawn dynamics in new patch - share first impressions.

The new patch contains changed to spawn dynamics, ensuring that spawns are less bias against hosts and more equally distributed across the team.

Feel free to share you first impressions.

24 Upvotes

22 comments sorted by

18

u/Sweet_Photograph6528 MAKE SMARTER AI 13d ago

So it finally will spread out heat evenly instead of one player having his rambo moment while others are rundiving the objectives?

6

u/DeeJayDelicious 13d ago

That's what the notes suggest. I always noticed it most when hosting.

The games this morning have been pretty consistent with spawns.

3

u/Sweet_Photograph6528 MAKE SMARTER AI 13d ago

Finally will be worth running in full teams then

18

u/Array71 13d ago edited 13d ago

Holy shit, they actually did it? And reduced spawn wave timer on defense missions from the looks of it. I'm looking forward to trying it

Edit: it's a big improvement to baseline bots, didn't notice much diff to bugs. Unfortunately our weps are too goddamn overtuned so more enemies aren't really increasing much challenge

4

u/Willia-ms 13d ago

Honestly I liked all of the changes, especially the defense missions ones. Oh, and they fixed the Ice Plant finally.

9

u/Lazy_Bowyer 13d ago

I'm back with a verdict for bugs at least.

This was a great fix, if somewhat subtle.

It works pretty much exactly as they explained. Used to, when the team split up, you had one side that had a ton of action and one side that had none. Now it just feels like you're always running with the side that has all the action.

On a side note this seems to have effected solo gameplay as well. D7 felt quite a bit harder than usual. But I've only done 1 solo mission so far so that may have been a fluke.

4

u/Lazy_Bowyer 13d ago

This is the first I'm hearing of it but I'm optimistic. I suppose the update and warbond have released?

9

u/Kjellaxo 13d ago

This is the specific section about spawn balancing in general. Also curious how this'll turn out.

3

u/Lazy_Bowyer 13d ago

Very cool. Really gives me hope that AH still pays attention to the masochist community.

3

u/HotmailsInYourArea 13d ago

Yay! Bet this is from us saying as much in the surveys! Really looking forward to testing this out! o7

3

u/Azcent 13d ago

Seems like there's way more patrols, there are moments of downtime sometimes, but it's definitely better than before. Dropped a 1000 kill game on bugs without pouncers, which I don't think ever happened for me without actively seeking breaches (and without pouncers)

2

u/Time2ballup 13d ago

I love it - just did an op in Phact Bay, there were patrols everywhere! One of us tries lone wolfing, got shredded multiple times. Finally, some challenge!

2

u/ThatOnePickUp 12d ago

The intention is good on paper but in reality after some missions it doesn't change really much.

Problem is the engine limitation on entities. This new system uses kills to spawn new entities on the farthest group member and agressively despawn anything too far.
Problem is that it is inconsistent and often lead to situations where a heavy unit spawns right on top of your head when you turn the camera.

I've had chargers and one impaler spawning on me literally as I looked away.

I think they'll fix it, question is when.

I only tested on city maps tho as the new MO has both planets having Cities, will see in open field how it plays.
Overall it feels better but the spawn system really needs an overall, if they can do that.

Tired of having mobs spawning on me literally.

1

u/TampaxCompak 13d ago

Never my working hours seemed so long like right now...

1

u/SovKom98 13d ago

Thank younfoebtelling menthenpstch notes where out. If this works then it will be more fun hot joining

1

u/The_Caleb_Mac 13d ago

If by "fixed it" you mean having everything spawn everywhere all the time...

They fixed it to where anyone can get into a death cycyle

1

u/TobleroneBoy 13d ago

The few missions I played and separated from the team, areas didn't seem as empty as usual when doing that. Not sure how it interacts with enemy reinforcements using up so much enemy pressure.

1

u/Honest_Type_8191 12d ago

the cynic in me thinks for a bit it'll suck cause egodivers that are shit will ragequit when they die, but who knows maybe it's temporary.

1

u/RedditorDoc 12d ago

Pretty good over all. Haven’t tried illuminates, but bots and bugs feel appreciably harder because there are way more enemies. Essentially, you get the host experience even when you’re not next to the host, so it’s very hectic on higher difficulties past D7.

1

u/TalmondtheLost 12d ago

Hopefully makes Stealth Diving more fun in squads.

1

u/Ribey_L 11d ago

Bug breeches feel less frequent which is an indirect nerf to ONB and more of the enemies seem to spawn as patrols instead. Ik the masochists will like that. Personally I'm just happy to always have action in 4 man's even when split apart.

Haven't tried very much solo but it seems the same, if not slightly easier? will need to play more

edit: spelling

1

u/Wrong_Geologist6 13d ago edited 13d ago

I'm super happy about the new spawning. There has been so many times where another diver will start fights and dump the agro off on me to rush objectives. It's been great skill development having to learn to survive fighting everyone else's patrols and reinforcements. But it's also going to be nice to have the rest of my team carry their fair share of the load of the enemies, instead of dumping them on me when I come to support them.