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Marteau de guerre 40,000 Marée noire – Horde, Spécial, and Monster Spawn Times

Posté sur 12/08/2022 Par Combine00 Aucun commentaire sur Marteau de guerre 40,000 Marée noire – Horde, Spécial, and Monster Spawn Times
  • Titre: Marteau de guerre 40,000: Marée noire
  • Date de sortie: Novembre 30, 2022
  • Promoteur: Gros requin
  • Éditeur: Gros requin

Spéciaux

The max amount of same type enemies that can spawn:
Mutants: 3
Chiens de variole: 2
Scab Bomber : 3
Pox Burster: 2
Scab Trapper: 2
Scab Sniper: 2
Scab Flamer: 2
Dreg Flamer: 2

Disabler target chance vs alone players:
Il y a un 50% chance Scab Trappers will target the alone player, un 75% chance for hounds to target the alone player and a 25% chance a mutant will

The specials that will coordinate a strike:
Chiens de variole, Scab Bomber, Scab Trapper, Mutants, Flammes

The specials that spawn for rush prevention
Chiens de variole, Mutants

The specials that spawn for speedrun prevention
Chiens de variole, Mutants, Scab Trapper

Special Pacing
Sédition (Étage 1):
10% chance for coordinated strike, with with 120 quelques secondes à 160 seconds between strikes. A strike will have 2 enemies attacking at once.

Specials cap at 3, and spawn with a 140 quelques secondes à 300 seconds range

Time between rush prevention is 150 quelques secondes à 250 secondes, and happen after 80 units of distance.

There is no speedrun prevention (from what I saw)

Soulèvement (Étage 2):
10% chance for coordinated strike, with with 100 quelques secondes à 120 seconds between strikes. A strike will have 2 enemies attacking at once.

Specials cap at 3, and spawn with a 120 quelques secondes à 280 seconds range

Time between rush prevention is 80 quelques secondes à 120 secondes, and happen after 60 units of distance.

Speedrun Prevention has a 20 à 40 deuxième temps de recharge, checking for a distance of 12 units every 5 seconds and is triggered after 4 checks.

Malice (Étage 3):
12.5% chance for coordinated strike, with with 80 quelques secondes à 100 seconds between strikes. A strike will have 3 enemies attacking at once.

Specials cap at 4, and spawn with a 110 quelques secondes à 250 seconds range

Time between rush prevention is 60 quelques secondes à 100 secondes, and happen after 50 units of distance.

Speedrun Prevention has a 20 à 40 deuxième temps de recharge, checking for a distance of 12 units every 5 seconds and is triggered after 4 checks.

Hérésie (Étage 4)
:
15% chance for coordinated strike, with with 80 quelques secondes à 160 seconds between strikes. A strike will have 4 enemies attacking at once.

Specials cap at 5, and spawn with a 90 quelques secondes à 230 seconds range

Time between rush prevention is 50 quelques secondes à 80 secondes, and happen after 45 units of distance.

Speedrun Prevention has a 10 à 20 deuxième temps de recharge, checking for a distance of 12 units every 5 seconds and is triggered after 4 checks.

Damnation (Étage 5):
15% chance for coordinated strike, with with 70 quelques secondes à 140 seconds between strikes. A strike will have 4 enemies attacking at once.

Specials cap at 6, and spawn with a 70 quelques secondes à 200 seconds range

Time between rush prevention is 30 quelques secondes à 50 secondes, and happen after 40 units of distance.

Speedrun Prevention has a 10 à 15 deuxième temps de recharge, checking for a distance of 12 units every 5 seconds and is triggered after 4 checks.

Hordes

Horde Pacing
Sédition (Étage 1):
Max active enemies is 90, il y a 17 seconds between horde waves and they spawn between 300 et 450 secondes. Ambush hordes have 1 wave and top at 50 active enemies, other hordes have 3 flots. Il y a un 150 unit to 190 unit distance travel requirement for horde to spawn.

Trickle hordes spawn between 40 seconds and 45 secondes, with a travel distance between 90 et 180 unités.

Soulèvement (Étage 2):
Max active enemies is 90, il y a 15 seconds between horde waves and they spawn between 260 et 420 secondes. Ambush hordes have 1 wave and top at 50 active enemies, other hordes have 3 flots. Il y a un 120 unit to 170 unit distance travel requirement for horde to spawn.

Trickle hordes spawn between 40 seconds and 45 secondes, with a travel distance between 70 et 140 unités.

Malice (Étage 3):
Max active enemies is 100, il y a 10 seconds between horde waves and they spawn between 230 et 400 secondes. Ambush hordes have 1 wave and top at 50 active enemies, other hordes have 3 flots. Il y a un 80 unit to 130 unit distance travel requirement for horde to spawn.

Trickle hordes spawn between 40 seconds and 45 secondes, with a travel distance between 40 et 90 unités.

Hérésie (Étage 4):
Max active enemies is 110, il y a 10 seconds between horde waves and they spawn between 210 et 340 secondes. Ambush hordes have 1 wave and top at 60 active enemies, other hordes have 3 flots. Il y a un 50 unit to 80 unit distance travel requirement for horde to spawn.

Trickle hordes spawn between 40 seconds and 45 secondes, with a travel distance between 40 et 75 unités.

Damnation (Étage 5):
Max active enemies is 120, il y a 10 seconds between horde waves and they spawn between 140 et 280 secondes. Ambush hordes have 1 wave and top at 70 active enemies, other hordes have 3 flots. Il y a un 40 unit to 70 unit distance travel requirement for horde to spawn.

Trickle hordes spawn between 40 seconds and 45 secondes, with a travel distance between 40 et 75 unités.

There are different types of horde: Embuscade, Far Vector, Trickle and Flood.
They are self explanatory: Ambush are the ambush hordes, Far Vectors are the horde waves you see just ambiently around, Trickle are enemies that spawn in groups that « trickle » in to keep you entertained, and Flood are the hordes that have the warcry.

This is meant to be more esoteric and not really meant as something that really matters unless you really want to minmax pacing or are purely curious about the pacing settings

Monstres

Sédition (Étage 1):
Range of 0 – 1 Patrons
0 Witches
Fléau ogryns pause horde pacing for 60 secondes, trickle horde pacing for 40 seconds and specials for 50 secondes
Beast of Nurgle pause horde pacing for 60 secondes, trickle horde pacing for 40 seconds and specials for 50 secondes
Daemonhost will despawn when you move 65 units away and it is passive.

Soulèvement (Étage 2):
Range of 0 – 1 Patrons
Range of 0 – 1 Witches
With an empty boss trigger, there is a chance that it is replaced with a patrol
Fléau ogryns pause horde pacing for 50 secondes, trickle horde pacing for 20 seconds and specials for 20 secondes
Beast of Nurgle pause horde pacing for 50 secondes, trickle horde pacing for 20 seconds and specials for 20 secondes
Daemonhost will despawn when you move 65 units away and it is passive.

Malice (Étage 3):
Range of 0 – 1 Patrons
Range of 0 – 1 Witches
With an empty boss trigger, there is a chance that it is replaced with a patrol
Fléau ogryns pause horde pacing for 20 secondes, and specials for 15 deuxième. Does not pause trickle horde.
Beast of Nurgle pause horde pacing for 20 secondes, and specials for 15 deuxième. Does not pause trickle horde.
Daemonhost will despawn when you move 65 units away and it is passive.

Hérésie (Étage 4):
Range of 0 – 2 Patrons
Range of 0 – 2 Witches
With an empty boss trigger, there is a chance that it is replaced with a patrol
Fléau ogryns does not pause pacing.
Beast of Nurgle does not pause pacing.
Daemonhost will despawn when you move 65 units away and it is passive.

Hérésie (Étage 5):
Range of 1 – 2 Patrons
Range of 0 – 2 Witches
With an empty boss trigger, there is a chance that it is replaced with a patrol
Fléau ogryns does not pause pacing.
Beast of Nurgle does not pause pacing.
Daemonhost will despawn when you move 65 units away and it is passive.

Patrol Comps (Gale)

Sédition (Étage 1):
Comp A:
4x Scab Shotgunner
6x Scab Stalker

Comp B:
3x Scab Gunner
6x Scab Shooter

Comp C:
3x Scab Mauler
6x Scab Bruiser

Soulèvement (Étage 2):
Comp A:
4x Scab Shotgunner
6x Scab Stalker

Comp B:
3x Scab Gunner
6x Scab Shooter

Comp C:
3x Scab Mauler
6x Scab Bruiser

Malice (Étage 3):
Comp A:
4x Scab Shotgunner
9x Scab Stalker

Comp B:
5x Scab Gunner
8x Scab Shooter

Comp C:
5x Scab Mauler
8x Scab Bruiser

Hérésie (Étage 4):
Comp A:
4x Scab Shotgunner
11x Scab Stalker

Comp B:
6x Scab Gunner
10x Scab Shooter

Comp C:
6x Scab Mauler
10x Scab Bruiser

Damnation (Étage 5):
Comp A:
6x Scab Shotgunner
8x Scab Stalker
2x Bulwark

Comp B:
8x Scab Gunner
6x Scab Shooter
1x Bulwark
1x Reaper

Comp C:
8x Scab Mauler
6x Scab Bruiser
2x Crusher

Patrol Comps (Linguette)

Sédition (Étage 1):
Comp A:
4x Dreg Shotgunner
6x Dreg Stalker

Comp B:
3x Dreg Gunner
6x Dreg Stalker

Comp C:
3x Dreg Rager
6x Dreg Bruiser

Soulèvement (Étage 2):
Comp A:
4x Dreg Shotgunner
6x Dreg Stalker

Comp B:
3x Dreg Gunner
6x Dreg Stalker

Comp C:
3x Dreg Rager
6x Dreg Bruiser

Malice (Étage 3):
Comp A:
4x Dreg Shotgunner
8x Dreg Stalker

Comp B:
5x Dreg Gunner
8x Dreg Stalker

Comp C:
5x Dreg Rager
8x Dreg Bruiser

Hérésie (Étage 4):
Comp A:
4x Dreg Shotgunner
12x Dreg Stalker

Comp B:
6x Dreg Gunner
10x Dreg Stalker

Comp C:
6x Dreg Rager
10x Dreg Bruiser

Damnation(Étage 5):
Comp A:
6x Dreg Shotgunner
8x Dreg Stalker
2x Bulwark

Comp B:
8x Dreg Gunner
6x Dreg Stalker
1x Bulwark
1x Reaper

Comp C:
8x Dreg Rager
6x Dreg Bruiser
2x Crusher

C'est tout ce que nous partageons aujourd'hui pour cela Marteau de guerre 40,000: Marée noire guide. Ce guide a été initialement créé et rédigé par Combine00. Si nous ne parvenons pas à mettre à jour ce guide, vous pouvez trouver la dernière mise à jour en suivant ceci lien.

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  • Titre: Marteau de guerre 40,000: Marée noire
  • Date de sortie: Novembre 30, 2022
  • Promoteur: Gros requin
  • Éditeur: Gros requin

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