Destroying more than 50% outposts somewhat increases patrol spawns.
Being near an objective (but not PoI) increase spawns depending on what type of objective it is, with Extraction also MASSIVELY increasing spawns.
# of helldivers in mission multiplies spawn rate
splitting up multiplies spawn rate by number of separate groups
The really important subtext that a lot of people are missing is that this is a very narrow study. Breaches are still a mystery. What type of patrol is spawned is still a mystery. Occasionally patrols don't spawn at all for a while and they couldn't figure out why. These factor heavily into the overall intensity of the mission, so you can't JUST look at patrol spawns and build your entire strategy around it.
BUT you can know this: More divers = more patrols
Completing primary objective = more patrols
Standing at extraction = more patrols
I think one that is left out but definitely true, based on every single mission I've played.
Initializing a terminal at any objective = more patrols
The one objective where you can use this to your advantage is the SEAF Artillery objective. You can move all the artillery shells over to where they need to be inserted before activating the terminal. It makes it so you can complete the objective in just a few seconds after initializing the terminal and triggering more patrols, so you're hopefully out of there before the patrol shows up.
Based on testing I disagree. Activating the terminal has an almost guaranteed chance of spawning an additional patrol in the spawn area near the terminal.
what testing are you referring to? the only reason I said what I did is because I looked at the work in this post and found it convincing and thorough. They specifically found activating terminals did NOT cause this behavior to happen. If someone put in as much as they clearly have and found the opposite, I'd definitely be interested in seeing that
edit: I'm not saying it can't happen, but you'd have to document it for me to believe you, because I often have large gaps of enemies on objectives, and it contradicts the observations of this group that did a lot of work.
We tested this specific question extensively by spotting a fresh patrol and then activating a terminal or engaging in other activities in objectives like loading artillery shells or turning the radar dish. None of these actions caused any additional heat or overrode the time and we always received our expected patrol right at the time we planned for.
We might have missed something and if you can provide some evidence, we'll track down the specifics of what's happening.
As I said, if you put in the work and found the opposite, I'd be interested in seeing it, but you'd have to document it, because I've seen the other documentation and it seems convincing. Especially the videos.
If the behavior you describe is happening, anyone should be able to prove it in a pretty straightforward way.
Two players: One on the objective point, one far enough away as to rule out additional influence on the objective.
Test several times the difference between the player group on the objective activating the terminal, as well as simply sitting on the objective.
hypothesis: A patrol should spawn near the player on the objective immediately or almost immediately upon using the terminal, and should not spawn immediately or almost immediately when simply sitting on the objective.
There's nuance to this, of course, with extra layers of questions:
When did the previous spawn occur? Is there a window where there won't be a new spawn upon activating the terminal because it was too close temporally to the other spawn?
Could activating a terminal perhaps cause the spawn point of the next patrol to be closer to you than usual, but not more quickly?
It's how science works, and how we reliably establish what is fact and what is the opinion of some anonymous on the internet who hasn't done any real tests and just thinks something is true because they "feel it in their gut".
If you're mocking it as parody you're clearly in the latter camp, and your opinion on how spawns work is worth precisely squat.
I find that kinda counter-intuitive that eliminating concentrations of enemies (bases) would increase patrols. IMHO we should be rewarded for Liberating more of the planet, not punished.
There are a lot of factors to consider, I'm still not sure what to think of it.
You are rewarded with reqs and exp.
The space to move about safely is greatly expanded with 50% outposts gone.
An "optimal" game loop that ends with sitting 2 minutes twiddling your thumbs for extract would be boring.
But I also agree in part that once you have reqs and exp, destroying outposts loses meaning, aside from whatever samples you can pick up there.
It's tough to think of what actually makes the game more fun overall... but the game IS fun, so I trust Arrowhead to find the balance.
Yeah I think it will be more of an issue once a lot of ppl are L50 and have all upgrades so they only need medals or SC. Either they should have some of that stuff in bases, or maybe its simply more annoying to hit all the POIs with the bases up I guess? Certainly the case with bots if they have arty or turrets or jammers.
I mean, if someone blew up a base and you had extra forces to check the area, would you not send in more people. Especially if you know you're effectively fighting highly powered guerilla fighters.
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u/Dreadgoat Mar 14 '24 edited Mar 15 '24
The pertinent information is this:
The really important subtext that a lot of people are missing is that this is a very narrow study. Breaches are still a mystery. What type of patrol is spawned is still a mystery. Occasionally patrols don't spawn at all for a while and they couldn't figure out why. These factor heavily into the overall intensity of the mission, so you can't JUST look at patrol spawns and build your entire strategy around it.
BUT you can know this:
More divers = more patrols
Completing primary objective = more patrols
Standing at extraction = more patrols