S.W.A.T Challenge Mission Bug

HirntodHirntod Member Posts: 69
edited August 14 in Bug Reports
Hi there,

I just played S.W.A.T and was unable to complete the mission due to a game issue:

My crew already opened the container and mission objective changed to „Kill the Armored Walkers“ - but unfortunately, no Armored Walkers appeared. Presumably, because all possible spawn points were occupied at this moment.

@Lexia may I ask you to investigate? Thank you!

The first screenshot was taken just as my team opened the container to show positions of friends and foes.

The following screenshots were taken in the next round, just to prove there are indeed no armored walkers on the entire map, but mission objective is not accomplished.


Ingame Username: el presidente
Lexia

Comments

  • Stalker20Stalker20 Member Posts: 1,216
    It's not a bug, I had it happen before, if Eugene was below Rick the walker could spawn. 
    HirntodChris7thLegion
  • HirntodHirntod Member Posts: 69
    edited August 14
    So wait - it‘s not a bug because this happened to you before? 

    Please, do me a favor and define what a „bug“ in your opinion is.
    Ingame Username: el presidente
    WastelandMan
  • Stalker20Stalker20 Member Posts: 1,216
    A bug is when something happens that is not supposed to, you've effectively spawn blocked the armoured walker so it is working fine. Just avoid doing this again and you'll have no problem. 
    HirntodATLAS-ZBurmeliinis
  • HirntodHirntod Member Posts: 69
    Sorry, But in my game version there is no „No parking for survivors and walkers at any time“ sign. But it seems you got that special edition.
    Ingame Username: el presidente
  • Stalker20Stalker20 Member Posts: 1,216
    Don't know why you're being so snarky about this, to allow the walkers to spawn there must be a spot for them, like where your Eugene is. 
    Fact is mate you made a mistake and should learn from it like I did 👍 I can understand your frustration as it's pretty annoying to get over there to find out you've goofed 😉
    HirntodATLAS-Z
  • HirntodHirntod Member Posts: 69
    Sorry, mate. But your arguments are none. That‘s why I am „snarky“. And that‘s why I‘m not going to discuss anything else with you. It’s just a complete waste of time. Over and out.
    Ingame Username: el presidente
    Stalker20
  • NoiseratingNoiserating Member Posts: 147
    Something should prevent you to open the door if there is no place for armoured walker to spawn at least 
    Hirntod
  • NoiseratingNoiserating Member Posts: 147
    It's not a bug, it's bad game design 
    HirntodStalker20Burmeliinis打不过就跑
  • ATLAS-ZATLAS-Z Member Posts: 6,427
    I see both sides here. 

    If you know this will happen, adjust and move on. Should it happen? No.

    Is it a huge big deal worthy of devs attention? Probably also no.

    Spawn blocking is a cute thing we've always done and now and then we get bit by bugs because of it. 

    When it works, enjoy your cleverness. When it doesn't, enjoy your bite on the ass. 


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    Stalker20Burmeliinis
  • HirntodHirntod Member Posts: 69
    edited August 15
    if someone knows the exact spawn points and is blocking them to gain an advantage: bad for him if it doesn’t work, agreed so far. 

    But you are arguing from the progamer point of view, atlas-z. Although I played this mission at least 50 times, for me there seemed to be no pattern, where exactly  the walkers spawn in front of the container: They won‘t stumble out in a perfect square as you know. 

    I don’t think that every player has to invent the wheel again, so a fix of this issue would be welcome.
    Ingame Username: el presidente
  • BenjaminTBenjaminT Member Posts: 281
    If you’re clever enough to spawn block the final armoured walkers maybe the mission objective should change to ‘get to exit’?

    But it definitely shouldn’t mean you’re stuck with a mission it’s not possible to complete 
    HirntodNovell
  • HirntodHirntod Member Posts: 69
    edited August 15
    But it definitely shouldn’t mean you’re stuck with a mission it’s not possible to complete 

    …in particular if you needed nearly an hour to dig a tunnel through the walker wall to get there.
    Ingame Username: el presidente
    BenjaminT
  • FuriousMoldovanFuriousMoldovan Member Posts: 2,101
    ↑ this

    and @Hirntod
    SWAT is not the only map like that. It's just how they designed them to complete.

    There are several others that need to have open spawning tiles in order for specific walker to spawn and be killed. Otherwise mission can't be completed.
    Leader of the original TWD guild family (est. 10/2015). We Are TWD 😎
    FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
    Stalker20
  • HirntodHirntod Member Posts: 69
    edited August 16
    Look, this is like if you are getting a penalty for driving too fast but there was no speed limit sign. But the police officer replies on your complain: "There are several other streets where there are no speed limit signs. But you have to know the speed limit nevertheless."
    Most challenge levels 70+ are literally flooded by walkers, sometimes I wonder when the first will start to cuddle on one space. Just mark those bloody spawn areas and everyone knows where to stand and - for my sake - throw some guts so the walkers will stay away.   
    Ingame Username: el presidente
    Noiserating
  • Stalker20Stalker20 Member Posts: 1,216
    On this weeks challenge mission “The Man with No Name " you must leave a space for the armoured walker to spawn. 
    ATLAS-Z
  • FuriousMoldovanFuriousMoldovan Member Posts: 2,101
    Yeah I think it's 3 tiles directly to the left of the van at the bottom (far right below the gate).
    Leader of the original TWD guild family (est. 10/2015). We Are TWD 😎
    FuriousMoldovan's NML Glossary & Guild Wars Difficulty Guide
    Stalker20
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