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Rapporter et problem med oversettelse
The underground serves well as a base for zombies due to its tight corridors and access to the whole map (you can use the green teleporter in the spawn room to reach the best zombie spawn area).
They don't have to have a massive presence, but they tend to pester the winning faction, which helps to vary things up a bit.
As for other things, manhacks are a good way to get rebels to use rooftops, iNPC helps here as it lets manhacks use the map's strider nodes as well as improving NPC tactics in general.
As for starting the battle. I tend to give the combine multiple spawn pads which all use the same 'global squad' (I think it's in the 'other' section of the pad's tool menu). This allows combine scouts such as scanners to call for help when they find rebels.
For the spawn pad locations, I personally use:
For rebels: 3rd floor of the hotel, specifically the room with ammo crates
For zombies: the bottom of the underground (use green spawn room teleporter to reach)
For combine: the Citadel's armoury (room with ammo crates/ chargers)
for manhacks/ scanners: in the fenced of ruins in front of the Citadel's entrance
Hopefully this helps!
At some point I'll likely put the save I use on the workshop,
though it could work differently based on your mods
Its in the description
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=107821465
I've used the same spawn room for the Combine, but I've typically just spawned rebels in the teleporter room in the hotel since it's the one the red spawn teleporter dumps you in.
More recently I've just been using an area NPC spawner (zippy's global spawner, to be specific) because it's better at varying NPC routes.
the forcefields would make a great spot for combine.