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prevent oshan hotspots from spawning directly under the station
#1
it's never fun when you're on oshan (which we have been a lot recently) and the game decides that spawning 2-3 hotspots directly underneath the station is a great idea. moving them is an arcane art that can only be correctly performed by those gifted by the great sages of crungledon, so it more or less is just a permanent problem that destroys your department and makes it uninhabitable within the first 15 minutes. please just... stop them from spawning right under the station. i thought they couldn't before, as i've only seen this happen recently, but apparently it very much can happen and it sucks please save oshan
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#2
At least not stacks, yeah.
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#3
if they are spawning under the station that's a bug, we had this same thread + a fix a long while ago

if this isn't happening commonly, my guess is there is a possibility of getting really unlucky spawns where hotspots spawn outside the station but nearby, are stacking, and are drifting towards the station on round start
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#4
I can't say I've had one 50-60 minute Oshan round that didn't have some department scorched up from hot spots like EVER. They are a serious issue and with how often Oshan has been getting picked recently (Way too much IMO, like almost any round when I'm on) it's definitely something that needs fixing.
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#5
Alternatively - do this but allow traitors to lure the hotspot under the station....
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#6
My understanding of  hotspots are so limited that I don't even know if this is on purpose. 

I've sent out warrants to engineers specifically because I've felt they're creating hotspots under the station.

If this is a case that's completely out of their control, then I'm a huge idiot.
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#7
Unless things were changed pretty recently, I really can't say that this has been a common occurence for me on oshan. Like, rarely there might be a 1x1 fireflash somewhere, but even that hardly ever seems to happen to me.
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#8
Recent Oshan Round on 3 - we had THREE hotspots drift into arrivals within a few minutes of roundstart, then start overlapping and we spent a solid half the shift un-screwing arrivals\customs area.

I don't think they were inside the station on roundstart, but based on their trajectories + timing, they had to have been at most 3 tiles outside of Radio or Arrival at round start.  Made lowpop pretty... FUN for the engineer and almost killed people on arrival.
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