![]() Well as I mentioned the guy wasn't glowing and he was about 20ish meters away, I did forget to mention there were like 5 others that were closer that never got alerted until the one that wasn't glowing started attacking. Actual alert distance is up to about 12 or 13 meters, which is over double the distance they'll notice if you're moving around. If you don't sync enemies with a strong flashlight, it's not a safe kill. Originally posted by Rayalot72: As for alerting none glowing enemies I had that issue one time were there was a huge room filled with enemies and a scout, I creeped up on one lone enemy in the corner and made sure no enemies nearby were glowing and smacked the target, Now they are supposed to have a 10 meter detection range or something like that however according to my friends and myself the one that got alerted was about 20ish meters away and not glowing at all plus I was the host so unless he started glowing right as the creature died he got alerted for no reason. Reactions to movement through bulkhead doors that are still in their opening animation seem to have a very lengthy delay where-in movement is undetected until enemies on the other side suddenly register it (and often wake up). The game on the host's end may be loading a lot of movement at once, so sleepers might suddenly see all of it at once while they're glowing and wake up.Įntering rooms is an issue I've experienced that seems to have something to do with bulkhead doors specifically (possibly all doors). Generally speaking, veteran players don't really have issues with inconsistent enemy behavior (they're very predictable), so it's probably something unspecific you're doing. New players also tend to be really bad at judging distance from enemies, and tend to bump into sleepers while maneuvering around them. In my experience, newer players tend to wake things up by inching (barely tapping movement keys while something is glowing) or standing up and crouching down either repeatedly or at bad times. If you recorded it, it would probably be very easy to identify what's going on. ![]() we are still wondering if the team is causing it or if there is an actual problem with the game. If we can swing our melee weapon right next to an enemy without alerting them, but also have a 50/50 chance of alerting them while rotating in place, then nothing is consistent enough for us to pin-point what we are doing wrong. We also can't figure out what actually generates noises. ![]() We could go four or five rounds with issues only to not have any issues for a round or two. However, all of these experiences are not consistent. We have conducted experiments where we are all crouched and not moving:ġ) One person rotates in-place which causes an otherwise un-alerted enemy to immediately be agro'ed.Ģ) We are all lined up for a coordinated silent melee attack and far enough away from our respective enemy to not have them touch us.ģ) We have also had experiences where enemies are not glowing or otherwise in any alerted state and all we did was walk into the room making sure we were crouched, no lights on, etc. I would like to say that it's us being dumb and causing it, but we have been wondering if that's truly the case here recently. This in turn usually causes us to fail and die later on because we spent all of our ammo trying to fend off a wave that we shouldn't have needed to use our guns on. We could all be crouched and not moving, but then it never fails that we somehow provoke one enemy which causes the whole room to agro. These issues tend to be when we enter a room with more than five enemies, and all of the enemies are taking turns going in and out of their 'searching for noise' state (the glowing). One major issue my friends and I run into is alerting enemies without really doing anything to provoke them (from what we can tell anyways).
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