The question I would have is when they die does the counter for live/rescued already register the loss. Resuscitate may bring them back, but the score may already be set.
The answer is to not lose any. Don't use mortars, orbital strikes. Grenades, etc in the midst of your civilians. Use single target weapons. Engineers should liberally use medical generators all along the trek to the landing zones at the location where M113s spawn and the civs cower.
Player and forumite formerly known as FEELTHETHUNDER
The question I would have is when they die does the counter for live/rescued already register the loss. Resuscitate may bring them back, but the score may already be set.
The answer is to not lose any. Don't use mortars, orbital strikes. Grenades, etc in the midst of your civilians. Use single target weapons. Engineers should liberally use medical generators all along the trek to the landing zones at the location where M113s spawn and the civs cower.
There is no counter that tracks live/dead. During the escort phase, no as that counter only ticks up as they enter the final zone. And during the pickup phase it only ticks up as each shuttle leaves.
There is no point where it could possibly track them as dead, EXCEPT, when it is the very last one to be picked up by a shuttle. I have seen this exactly once. It originally greened our number as done (27/28) with the dude standing there. Then 10 seconds later the number went up one more giving us credit for him (28/28). He never did leave the zone but we did get credit after that initial lag.
There is no counter that tracks live/dead. During the escort phase, no as that counter only ticks up as they enter the final zone. And during the pickup phase it only ticks up as each shuttle leaves.
There is no point where it could possibly track them as dead, EXCEPT, when it is the very last one to be picked up by a shuttle. I have seen this exactly once. It originally greened our number as done (27/28) with the dude standing there. Then 10 seconds later the number went up one more giving us credit for him (28/28). He never did leave the zone but we did get credit after that initial lag.
When you leave the first phase and your civilians gather to be escorted you have the number alive/number rescued. When you get to the landing zone for extraction this ratio is less if you have fatalities while escorting them. I saw this yesterday in a pug that went horribly wrong because of mortar fire.
If seen civs standing there after the last shuttle on 32/32 as well. Most likely a minor bug and no resuscitation efforts made in those missions
Player and forumite formerly known as FEELTHETHUNDER
When you leave the first phase and your civilians gather to be escorted you have the number alive/number rescued. When you get to the landing zone for extraction this ratio is less if you have fatalities while escorting them. I saw this yesterday in a pug that went horribly wrong because of mortar fire.
I think you're simplyfing phases.
1. tell civvies to go into houses (counter goes up to show how many have gone into a house, dead simply never get counted at all)
2. repair houses (no counters)
3. repel vamps from houses (no counters)
4. escort civvies to landing zone. counter is 0/XX the whole time, only counts up to show the number who arrive at the landing zone. Dead simply don't get tracked.
5. Shuttle Evac. Counter is X/Y and again dead don't get tracked only live escapees.
So there is never a point where you can see if a dead civilian is "restored" via the counter. There's no "currently alive / currently dead" tracker there's just "this many have completed the phase objective".
It should also be noted that currently there is a bug with the Market District or Green Zone with building 4 where the fortifications don't work. Whenever I get that section I usually try to let people know until it can be fixed, otherwise you have people wasting fortifications. Usually just keeping 3 people in that area is enough to cover and usually 2 people to cover building 1 and 2 is sufficient.
Additionally I would add that I use pulsewave weapons all the time, because the salt vampires tend to group up and with a knock back ability you can really take them down quickly, especially if you move into position behind them where you know the wave will effect multiple enemies. It is only when my character gets confused by the Alphas and Betas that a use my melee ability to avoid hitting civilians and teammates.
1. tell civvies to go into houses (counter goes up to show how many have gone into a house, dead simply never get counted at all)
2. repair houses (no counters)
3. repel vamps from houses (no counters)
4. escort civvies to landing zone. counter is 0/XX the whole time, only counts up to show the number who arrive at the landing zone. Dead simply don't get tracked.
5. Shuttle Evac. Counter is X/Y and again dead don't get tracked only live escapees.
So there is never a point where you can see if a dead civilian is "restored" via the counter. There's no "currently alive / currently dead" tracker there's just "this many have completed the phase objective".
Yes, you are correct. It is a count up on the escort phase. But once again, we got 31/31, none resuscitated, and still had one standing there when the last shuttle made it, so it must be a bug.
Player and forumite formerly known as FEELTHETHUNDER
Yes, you are correct. It is a count up on the escort phase. But once again, we got 31/31, none resuscitated, and still had one standing there when the last shuttle made it, so it must be a bug.
Gotcha, yes I've seen that bug too. Unrelated to resuscitation.
I've been getting in game push back that only possessed or players under the influence of vampires can damage civilians. Not true.
Wanted to confirm that pulsewaves and orbital strikes do damage civilians during the herding and pickup phase.
An orbital strike knocked civilians down but we resus'ed them while herding. A teammates pulsewave and another's plasma turret damaged others at the landing side.
With the exception of the third phase (Defend Houses) Vampires seem to damage one civilian at a time (they can turn more than one person/player). Yet, I often have to heal multiple grouped civilians in the last two phases; and in many cases these civilians were once at full strength. However, do not trust my word, please see for yourself.
I've been getting in game push back that only possessed or players under the influence of vampires can damage civilians. Not true.
Wanted to confirm that pulsewaves and orbital strikes do damage civilians during the herding and pickup phase.
An orbital strike knocked civilians down but we resus'ed them while herding. A teammates pulsewave and another's plasma turret damaged others at the landing side.
With the exception of the third phase (Defend Houses) Vampires seem to damage one civilian at a time (they can turn more than one person/player). Yet, I often have to heal multiple grouped civilians in the last two phases; and in many cases these civilians were once at full strength. However, do not trust my word, please see for yourself.
Friendly fire DOES NOT damage civilians or captains unless they are mez'd by a vamp. It only happens when they have the distinct pink haze. Yes, the vamps only attack 1 civ at a time, but that burst mez can effect up to either 4 or 5.
But that is the problem. If someone call down a orbital strike there is an activation time. It may have been all clear when the engineer pressed the button, but during the activation one or two Betas or Alphas do there special, and 4 to 8 get mez'd, the strike hits and all 4-8 are likely to die from weapons minor splash damage and the massive strike damage. I have seen teams where this specific thing plus us of mortars reduce the civ count from 32 to 18 or less during escort. It isn't possible to resuscitate so many during the run.
Player and forumite formerly known as FEELTHETHUNDER
Every time I play mine trap.. someone in my team is always in the wrong team.. and hence my group loses a lot.
Please make it clear which group you belong to.. not everyone seem to read which group belong to .. or take a look where your team mates are located and decided to stay elsewhere.
Don't take me wrong, I have done the same thing. When I have some lag and I never got to read where I belong to .. or when I am killed and resapwn and end up at the other side of the camp.
Omg mine trap is so irritating.:( It has the biggest concentration of leeches on one place! They stay on one place, do nothing, dont respond to team/zone/private messages, and you cant do anything about it :mad: The greatest flaw of the game you cant kick them from your team ! And when everything ends they take the marks and slip away.:(
Omg mine trap is so irritating.:( It has the biggest concentration of leeches on one place! They stay on one place, do nothing, dont respond to team/zone/private messages, and you cant do anything about it :mad: The greatest flaw of the game you cant kick them from your team ! And when everything ends they take the marks and slip away.:(
agreed 100%. Starting to tick me off. there has to be a fix for this.
I'm just wondering if anyone has discovered if the Salt Vampires have a weakness to any type of weapon damage? Plasma grenades seem to work well for their spawn points as the lingering damage hits the spawn and any that come out, but I'd like to know if there's any particular damage type that really hurts them more than another...
As a Tactical Officer I have a small armoury dedicated to the different weapons I need for different opponents and swap out between missions.
I'm just wondering if anyone has discovered if the Salt Vampires have a weakness to any type of weapon damage? Plasma grenades seem to work well for their spawn points as the lingering damage hits the spawn and any that come out, but I'd like to know if there's any particular damage type that really hurts them more than another...
As a Tactical Officer I have a small armoury dedicated to the different weapons I need for different opponents and swap out between missions.
I have not seen any difference with energy types against Species M113. The thing that really makes a difference us using Tac ground buffs. Throw on everything and even Alphas melt fast.
The other thing that makes a major difference is destroying subterranean entrances fast. It reduces the rate Alphas and Betas spawn.
Player and forumite formerly known as FEELTHETHUNDER
Comments
The answer is to not lose any. Don't use mortars, orbital strikes. Grenades, etc in the midst of your civilians. Use single target weapons. Engineers should liberally use medical generators all along the trek to the landing zones at the location where M113s spawn and the civs cower.
Player and forumite formerly known as FEELTHETHUNDER
Expatriot Might Characters in EXILE
There is no counter that tracks live/dead. During the escort phase, no as that counter only ticks up as they enter the final zone. And during the pickup phase it only ticks up as each shuttle leaves.
There is no point where it could possibly track them as dead, EXCEPT, when it is the very last one to be picked up by a shuttle. I have seen this exactly once. It originally greened our number as done (27/28) with the dude standing there. Then 10 seconds later the number went up one more giving us credit for him (28/28). He never did leave the zone but we did get credit after that initial lag.
When you leave the first phase and your civilians gather to be escorted you have the number alive/number rescued. When you get to the landing zone for extraction this ratio is less if you have fatalities while escorting them. I saw this yesterday in a pug that went horribly wrong because of mortar fire.
If seen civs standing there after the last shuttle on 32/32 as well. Most likely a minor bug and no resuscitation efforts made in those missions
Player and forumite formerly known as FEELTHETHUNDER
Expatriot Might Characters in EXILE
1. tell civvies to go into houses (counter goes up to show how many have gone into a house, dead simply never get counted at all)
2. repair houses (no counters)
3. repel vamps from houses (no counters)
4. escort civvies to landing zone. counter is 0/XX the whole time, only counts up to show the number who arrive at the landing zone. Dead simply don't get tracked.
5. Shuttle Evac. Counter is X/Y and again dead don't get tracked only live escapees.
So there is never a point where you can see if a dead civilian is "restored" via the counter. There's no "currently alive / currently dead" tracker there's just "this many have completed the phase objective".
Additionally I would add that I use pulsewave weapons all the time, because the salt vampires tend to group up and with a knock back ability you can really take them down quickly, especially if you move into position behind them where you know the wave will effect multiple enemies. It is only when my character gets confused by the Alphas and Betas that a use my melee ability to avoid hitting civilians and teammates.
Yes, you are correct. It is a count up on the escort phase. But once again, we got 31/31, none resuscitated, and still had one standing there when the last shuttle made it, so it must be a bug.
Player and forumite formerly known as FEELTHETHUNDER
Expatriot Might Characters in EXILE
Gotcha, yes I've seen that bug too. Unrelated to resuscitation.
Wanted to confirm that pulsewaves and orbital strikes do damage civilians during the herding and pickup phase.
An orbital strike knocked civilians down but we resus'ed them while herding. A teammates pulsewave and another's plasma turret damaged others at the landing side.
With the exception of the third phase (Defend Houses) Vampires seem to damage one civilian at a time (they can turn more than one person/player). Yet, I often have to heal multiple grouped civilians in the last two phases; and in many cases these civilians were once at full strength. However, do not trust my word, please see for yourself.
Friendly fire DOES NOT damage civilians or captains unless they are mez'd by a vamp. It only happens when they have the distinct pink haze. Yes, the vamps only attack 1 civ at a time, but that burst mez can effect up to either 4 or 5.
But that is the problem. If someone call down a orbital strike there is an activation time. It may have been all clear when the engineer pressed the button, but during the activation one or two Betas or Alphas do there special, and 4 to 8 get mez'd, the strike hits and all 4-8 are likely to die from weapons minor splash damage and the massive strike damage. I have seen teams where this specific thing plus us of mortars reduce the civ count from 32 to 18 or less during escort. It isn't possible to resuscitate so many during the run.
Player and forumite formerly known as FEELTHETHUNDER
Expatriot Might Characters in EXILE
I've seen friendly fire damage civilians w/o mez'ing. Specifically at the landing site.
Sounds like empirical evidence needs to be introduced.
Please make it clear which group you belong to.. not everyone seem to read which group belong to .. or take a look where your team mates are located and decided to stay elsewhere.
Don't take me wrong, I have done the same thing. When I have some lag and I never got to read where I belong to .. or when I am killed and resapwn and end up at the other side of the camp.
agreed 100%. Starting to tick me off. there has to be a fix for this.
As a Tactical Officer I have a small armoury dedicated to the different weapons I need for different opponents and swap out between missions.
"I'm not Picard" - Sisko
I have not seen any difference with energy types against Species M113. The thing that really makes a difference us using Tac ground buffs. Throw on everything and even Alphas melt fast.
The other thing that makes a major difference is destroying subterranean entrances fast. It reduces the rate Alphas and Betas spawn.
Player and forumite formerly known as FEELTHETHUNDER
Expatriot Might Characters in EXILE