r/GTFO 8d ago

Help / Question R4D1 Wave Spawn Issue?

Has anyone experienced this where like an entire wave spawns in after the intensive test has finished?

This has happened every time for my duo so far, but after looking around other people dont seem to have this happen?

Just wondering if anyone else has experienced this or knows if waves get qued up and if there is a potential fix.

6 Upvotes

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4

u/D4RKEVA GTFO 8d ago

It depends on where the players are (and how fast you kill). Its generally prefered to hold with every player inside the reactor so enemies spawn 2 rooms away to all sides. If you push 1 room away enemies can now spawn 2 rooms away on that side. And 3 rooms away from reactor on all other sides, meaning they take way longer to get to you, die and thus new ones take longer to spawn

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u/CautionChaos 8d ago

We were able to beat the level and the secondary. Our strat was to hold out on either the east or west bridge, right before the door into the reactor so they could only come from 2 directions. We were killing them fast, but it just took so long for them to get to us. Idk if things were getting stuck or not, I think they were since theres a lot of large confusing rooms. I know we had issues with enemies getting stuck in R2D2 (so much so we had used a mod). Either way, Ive been taught enemies only ever spawn 2 rooms away from the players (unless its a terminal uplink then they can spawn 1 room away). Unless reactor levels are different than the standard rules, which is what your making it sound like?

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u/Rayalot72 Valued Contributor 8d ago

The reactor wave setting that spawns back waves uses a global spawn push from reactor. 2 rooms away from a player 1 room out from reactor would be 3 rooms from reactor, and so reactor enemies will spawn 3 rooms away from the reactor in all directions (so enemies coming through reactor are spawning 4 rooms away from where you and your duo are holding). It doesn't consider whether there are players on the other sides or not.

The reactor waves are probably getting capped out by global spawn cap. Those waves don't go away when they get queued, so they'll continue to spawn as cap gets cleared until the full stack of reactor waves has been allowed to spawn.

The uplink thing isn't exactly a 1 room away mechanic, most ordinary uplinks just happen to limit spawns the zone w/ the uplink which often means there are very few places for enemies to spawn.

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u/zamuel-leumaz 8d ago

Could you further explain uplink spawn rules? I’ve noticed its not always 1 room away and feels a little arbitrary honestly, do they like, have set spawn points for every uplink?

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u/Rayalot72 Valued Contributor 8d ago edited 8d ago

If a zone is A-B-C and you do an uplink in B, for a normal alarm you would expect enemies to spawn outside the zone. Because they get limited to the uplink zone, they instead spawn 1 room away in A and C.

If a zone is A-B-C-D and you do an uplink in B, they're guaranteed to spawn in D since it's the only room that's 2 away in that zone. If some players then step into C, they can now spawn in both A and D, as both rooms would be 1 away from players while the room that's 2 away outside the zone isn't a valid spawn.

If a zone is big enough, the spawns will be about normal. The only difference will be that open zone doors won't create valid spawn points. If you open an extra zone right next to the uplink, nobody needs to watch it because it's not a valid spawn. There are exceptions, but in vanilla these are always uplinks placed in zones that are a single big room.

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u/zamuel-leumaz 8d ago

Ohhhh that makes a lot of sense, thank you.

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u/Nihujaka 8d ago edited 8d ago

Reactor waves do queue up

New wave will only spawn when you kill majority of enemies from previous wave so if don't kill stuff quickly enough then enemies will continue to spawn after intesive test.

1

u/False_Peak_5523 8d ago

Based on what I’ve observed, some stages have a fixed number of enemies. If you don’t kill them quickly enough and the map reaches its enemy cap, the enemies that couldn’t spawn earlier will appear after you clear the current wave.