About: Enemy Behavior   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

When enemies attempt to engage the player, they will attempt to avoid obstacles (including other enemies) in order to reach them. When hidden by various means such as by the use of Shade, Loki's Invisibility, or Ash's Smoke Screen, enemies will only know the players location by the sound of their weapons. If they are silenced or by using Hushed Invisibility, the enemies may attempt to find cover or run toward the player but still will not know exactly where they are.

AttributesValues
rdfs:label
  • Enemy Behavior
rdfs:comment
  • When enemies attempt to engage the player, they will attempt to avoid obstacles (including other enemies) in order to reach them. When hidden by various means such as by the use of Shade, Loki's Invisibility, or Ash's Smoke Screen, enemies will only know the players location by the sound of their weapons. If they are silenced or by using Hushed Invisibility, the enemies may attempt to find cover or run toward the player but still will not know exactly where they are.
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dbkwik:warframe/pr...iPageUsesTemplate
abstract
  • When enemies attempt to engage the player, they will attempt to avoid obstacles (including other enemies) in order to reach them. When hidden by various means such as by the use of Shade, Loki's Invisibility, or Ash's Smoke Screen, enemies will only know the players location by the sound of their weapons. If they are silenced or by using Hushed Invisibility, the enemies may attempt to find cover or run toward the player but still will not know exactly where they are. Abilities such as Hydroid's Undertow suffer from the inability of enemies to continue to fall into his pool, since enemies that have sunken into the pool at the edge are objects that other enemies can detect, thus will stand directly at the edge of the pool, unable to go in until the enemies at the edge are dead. This kind of pathing issues can be exploited in some ways, however, such as standing on some kinds of boxes or objects in small rooms with doors on either side, as enemies will stop at a certain point and wait until the player comes down, often grouping up in massive numbers in some cases, allowing AoE weapons to make quick work of them. This can also decrease the amount of enemies spawned in Survival missions, as enemies who were targeting this unreachable player will stop wherever they are on the map, unless another player is in view. It can be noted that enemies may become bugged, not moving on upper or lower levels of the mission just aiming their weapon around, or pacing around. It is unknown what causes this issue but it will cause enemy spawn rates in the immediate area to drop significantly in Survival missions, halting progress a bit.
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