Galactic war not going your way? Simply break the game and win! Better summary/proof here: • Patrol Spawns 2: Empty... More info here: / lets_talk_about_patrol...
213 feet and 3 1/16 inches or 71,084864392 yards for those of you who want to use antiquated, unnecessarily complex and illogical units of measure instead of the global standard. :)
i’ve accidentally experienced this by just full clearing missions with extract being close to the map edge. 2 minute extracts just hugging it out and diving around like a goofball
Yes, it's SUPER common for it to be within this range accidentally. Especially with 4 players, it happens like every 4-5 games it seems. But it's been a few weeks without a fix, even though there've been many patches...
One easy way is to have extract spawn further away from the edge, so yeah That being said it does make sense in my head, blow up all bases=reletively peaceful extract
I like the chage of pace, thought it was a random occurance and was like cool, some are pure chaos, some are peaceful. Also thought my ninja skills were on point but alas the extracts were close to the border
I don’t think it was intentional but I think it’s incredible. If it was a toxic community it would necessitate a fix but in the 300hrs I’ve banked it’s usually just been people sharing stratagems, emotes (hugging and rock/paper/scissors) or asking questions about guns/spawns/warbonds etc. It’s actually felt social as opposed to a conveyor belt of numbergoup.
Give it a week before they patch it so it always spawns patrols whilst you're waiting for the shuttle. I'd make a small bet they spawn from either the map centre or a "hidden" outpost for that case too.
Even if they patch the Spawn Blocking, being able to know where enemies will be coming from is really useful and allows you to set up defenses accordingly or just avoid them
I mean, holding the evac point is fun, specially once you have your ship fully upgraded and extracting is pointless in terms of rewards, so might as well always give a good fight to players. Maybe turn it off or tune it down if all outposts are destroyed, but not just sitting around just waiting...
@@MrElKabano keep the game difficult throughout a whole run. the less naturally spawned enemies exist, the more patrols will spawn to compensate. otherwise the map will just be devoid of life once you clear all nests, or if it was the other way round, there would be too many enemies at the start.
@@lexlocatelli Maybe not supposed to, but I think it was not rewarding players enough before when they were clearing out the factories. In fact it was punishing them by increasing the spawnrates! I never liked that mechanic. In all other games I've loved "clearing out the map" and I think it hails back to the DN3D/Doom days. If they are left alive, I've not done my job! Having em pop out of thin air is just "busywork".
Even when this bug doesn't happen, if you take out all the outposts, the spawns only coming from the map edge are just REALLY manageable. Especially if you trigger a bug breach before you reach the extraction so it's on cooldown.
this explains alot, because when i heard that clearing outposts causes higher spawns, i was confused because during alot of my extractions, the area would be completely empty even though i cleared every outpost
I've seen this happen on various cases! I'm fairly observant - and often quite accurate in said observations - but even I was questioning if I was seeing a phantom pattern with this stuff. I'm very much against 'breaking' the game as a strategy, both for player honor reasons and because I consider it a bad habit to get used to exploits or bugs that can and probably will be patched out. I've seen players over-rely on this kind of thing and end up struggling once it gets fixed. That said, the information on predicting patrol paths absolutely will be used in mission planning, since that system at least seems to be intended. Fingers crossed they don't change that when / if they fix the spawn blocking shenanigans. Great work, Lex & crew! Knowledge is power, and you've just granted us quite a lot of it!
Thank you! While you can definitely try to exploit it on purpose for the whole match, it’s really only easy to do at Extract. I’d only bother on something like a level 9 where the extraction spawn rate gets pretty brutal, and even then I’d only do it if I’m trying to extract a TON of samples and don’t want to risk it. Otherwise just have fun murdering things!
In HD1 we used to abuse the max amount of units on screen (keeping 1 immobilized cyborg IFV alive or ~5-ish cyborg privates for example) to prevent further spawns of a particular unit or patrol. I know in HD2 the amount of enemies might be ridiculous, but that's due to stationary mobs and breach/drop ones joining. I wonder if patrols are limited as well. A little bit difficult to test, I understand, but still, care to find out? :D Keep doing what you're doing! Yes science!
Whenever I get a quiet mission, usually the ICBM one, I always thought the map loaded in a “stealth” seed that encourages stealthy play over all out war. During these missions the cherry on top is finding a radar tower that highlights all of the points of interest. You get an achievement for extracting with more than 15 common sampled
This doesn't even feel like breaking the game. More like sensible behavior. If you destroy every nearby enemy outpost it only makes sense that there would be fewer encounters after that. I like being rewarded for putting in the extra effort.
I hope they fix this in a way that keeps them spawning in the direction of holes/fabricators. It would be interesting if there was a meta where you would destroy all but 1 hole/fabricator so everything always spawned in that direction. That way you could control where enemies were coming from but could no longer bug the game to stop spawning enemies.
Honestly if you go through the trouble of destroying all the fabricators/bug holes, extraction _should_ be easier. It doesn't make sense to me that doing this increases patrol volume when the enemy has less assets to commit.
It should, but it shouldn't break completely like this. It should just be easier than if you hadn't cleared any bases at all, like maybe spawns come in half as frequently, I think that would be good.
Think of it like an RTS game. If the enemy destroys your barracks, wouldn’t you send troops there to reinforce? I honestly prefer the action over a running simulator. Sometimes I cringe when I have the most distance traveled because I’m the only one picking up the samples dropped by other folks
I think of it as the enemy high command/hive mind directing assets to your area of operations in response to your streak of destruction. Because Helldivers are dropped deep behind enemy lines, it would make sense for enemy forces to reassign garrison details or any available forces to respond to a deep strike
You know, I was hesitant to cheese this game. But I’m not getting the medals from Major objectives. My game crashes at the very end of 40 minute missions. Infinite loading screens. Clipping through the bottom of the map, getting stuck on invisible terrain, being unable to use weapons after diving, the list goes on and on. I’ll be using whatever exploit I can to play this dumpster fire. Speaks to how fun the game is that players don’t just abandon it
I’ve definitely had the infinite loading issue more and more lately. I wonder if that bug was added in a recent patch accidentally? I don’t remember it happening before then.
@@lexlocatelli I got only a handful of crashes since release. As of the latest patch, I get multiple crashes a day and multiple infinite loading screens a day. I only play 6 matches max in a day so those odds are terrible
I play on PC and I average around 1 crash per ~8 hours or so 🤔 I do have a monster PC to be fair but still, is not that bad. For example, Baldurs gate 3 gave me 10x more problems.
@@xThexMasterxProx yeah, I’ve got a monster PC too. Play everything from Cyberpunk 2077 to Halo to Total War, and often find myself with 150+ mods to boot. Playing this game vanilla is an awful experience, and there’s plenty of documentation of all the bugs if you only look for it, instead of relying on your own anecdotal experience
@@Pyromaniac77777 If you weren't going by anecdotal evidence you'd probably know the medals are just delayed, you'll still get them. The game isn't nearly as broken as some make it out to be. Some are experiencing more issues than others and that sucks, but on PS5 I've gotten maybe 3 crashes in around 120hrs, so it depends where you're playing.
I just notice game is designed for more players. More players easier it gets. May spawn a lil more if u have 2, 3, or 4 players. But isn't 2x 3x or 4x.. especially if u stay together
Quick question, if you don't mind. Does this logic also apply to the fabricators located in/around secondary objectives? An example would be Automaton Enemy Artillery. That is marked as a "red spot" until you either get close enough or ping it, and destroying the mortars is all that counts towards the secondary objective completion (same thing with stratagem jammers, detector towers etc.). You mentioned that the "random bugholes" didn't count but as far as I'm aware only one objective can have those as opposed to Automatons where MANY side objectives have additional fabricators, so I just wanted to clarify!
my guy, you cant put up a black censor bar to block your name or level and then every other place in your ship and in the strat picking layer it says what you name is level is.... Cmon man.
Ah, that explains it... So when there are outposts left then patrols will spawn ~150m out in that direction, if there aren't any outposts then they spawn based on the nearest edge of the map. Here's a question, will they spawn 150m away in the direction of the nearest edge, or at the edge of the map? For instance if you have one player on that rock blocking the spawn then a second player at least 300m or so using scout armour and pinging the area near the first player, then the player on the rock blows themselves up, will the patrol on player 2 spawn at the edge of the map, or closer to the player? I'll definitely look at this if I notice extractions further from the edge of the map with scout armour after clearing the outposts because I'm not intentionally positioning at the closest edge and from memory the extraction point has not always been near the edge when I had no-patrol extractions. If they spawn at the edge of the map rather than 150m that might explain that patrols did spawn but they just don't reach the extraction in time. I will put down some pings the next time I have a more central one. Also, at extraction where I have left several outposts up I have noticed more patrols incoming and from multiple directions. It does feel like leaving outposts alive with different vectors to the extraction point result in more difficult extraction battles or a harder time stealth avoiding the patrols until the Pelican arrives. So if you don't have time to clear off all outposts, it can help to clear off ones leaving just one approach angle.
It's 125m in whatever direction their orientation target is. When multiple outposts are available, each spawn randomly chooses one as their orientation target which is why you get the "Coming from multiple directions" behavior during extraction with outposts still active
@@Gergination Yep, ran through a number of missions today which was interesting. Central extractions well away from the side of the map were bringing in patrols at the 125m or so pretty reliably. In one case alternating from two opposite sides, though the extraction was close to center on a small map and I was alternating to engage each patrol so the next was likely spawned in when i was last on that side. Interesting mechanic, so I guess if you leave 1 outpost standing, extraction patrols should always come from a single direction? (not picking between outpost and nearest edge?)
@@stevepy6758 Correct, with one outpost alive, all patrols will spawn with that as their orientation target. Which can be really useful as you can set up defenses on the one side that needs them. Makes stuff like turrets and Tesla towers a lot more attractive.
I'm confused, should we destroy fabricators/nests or no? Your video from a few weeks ago said not to because it will increase spawn rates of patrols. In this video you destroyed all the nests and there were no more bugs spawning.
Two completely different pieces of information. The patrol mechanics are a proper part of the game, including the rates that spawns increases. Destroying all the bases increases the spawn rate. This video is about a glitch, where spawns stop on the edge of the map. It’s not meant to happen, and will likely be patched out. Then the game will revert to being exactly like the Patrol video.
You definitely should be, yes. Even though the patrol rates may be faster, the fact they come from the borders of the map make them a lot more manageable and less likely to to even spot you.
But honestly though, it makes more sense that clearing outposts should reduce patrol spawns regardless. On a related note, how are patrols spawned on a timed out mission, if any? I notice that often has little to no spawns at the extraction as well.
@@Gergination So it counts as a normal extraction where patrols spawn and move towards the players position at that point in time (which usually isn't at extraction)?
@@sinteleon Correct. I'm not sure if the extraction beacon generates noise at this time but even if it does, it won't matter until you're relatively close to it
So, if a player is on one map edge, the patrols dont spawn at any map edge? Wouldn't the patrols just spawn on the edge not in contact with the player bubble?
Basically, if a Patrol is trying to spawn on the map edge and the whole area they are attempting to spawn in is covered by a Player's Safety Bubble, the spawn fails. There's all sorts of configurations you could potentially be in to do this. Patrols will attempt to spawn for a particular player at that particular player's closest map edge meaning as long as YOU are at the map edge, YOUR spawns are blocked.
@@lexlocatelli can you please clarify - the patrols spawn at the edge of the map, but can they also spawn within the map? If not, why do the players need to be linked by the 75m radius?
@@TastyGreenLemon if the players are farther than 75m apart, they’ll get their own spawns at their own nearest edge of the map. That nearest edge of the map probably won’t be blocked by the other players, and allows spawns.
@@lexlocatelli ? probably? I mean if the safety bubble works, and it only spawns at the closest edge, then just having 1 player standing directly on the closest edge will stop all spawns
This is amazing. But it has a really quick fix. Just have the enemy spawn from two points. The closest and farthest edge of the map. So once the devs become aware, this won't last for long. But in the mean time, going to have fun with this!
One clarification: I keep hearing you say that you need to be 65m from the map edge but in the diagrams, the bubble is 85m? Did you mean 85m or is there some reason for the 65? Or is the bubble actually 65? I've also seen you use 75 when it comes to chaining player bubbles, so it's a little confusing whats with the different values.
The Bubble extends to ~85 meters BUT the Eligible Spawn Space extends out to the sides a bit so in order to completely engulf the spawn space at the edge, you need to be closer to the edge than 85. The range at which we were able to start and stop spawns was consistently 65m. The 75m discussed is the range at which players are considered a single player group. As long as players are within 75m of another player, they will be considered a single group and only receive a single patrol spawn. Strictly speaking, you don't even need to be a single player group to Spawn Block but it does make it easier. I hope that clears it up, it's a lot of details.
@@Gergination Ah yea that does make a lot of sense. 85 just means the edge of your bubble touches the edge of the map, but there's still room to spawn to the immediate sides of that. So it's not necessarily "65 is when they stop spawning", it's "65 seems to be around when your bubble covers up the edge and leaves no room for the spawn area to be on the map". The 75 being player groups just totally slipped my mind lol, ty for the reminder. This does clear things up.
Honestly this is very cool but I don't think I'll actually use it. Actually extracting is completely pointless for me and has been for months. That said it's great tech to use when I'm playing with my friends.
It seems boring as hell to take advantage of this during play. Not only that, if you are capable enough to clear all the outposts you can probably handle anything else the game throws at you.
Cool, but that sounds awfully boring. Honestly, who is playing the game like this? "Let's tediously position our whole team so that we get to stand around and do nothing during the extraction..." Fighting bugs and bots is the whole fun of the game, so why purposefully take that away? Just do the helldive missions. If you fail, oh well, you tried, and probably had some laughs along the way. If you succeed, then you felt like you actually earned it and have a huge sense of accomplishment. Where is the fun in cheating the system to take away the main gameplay mechanic of the game? I did get something out of the video though. Now I know what not to do when we accidently get an extraction with no enemies. We had no clue why before. Now we can make sure we avoid doing it accidently, so thanks.
Honestly I do this by accident alot, I try to head off patrols before they get extraction so bug breaches and bot drops happen farther away from extrac. edit:Also feels like a nice benefit for 100% the map I wonder if they will keep it or not