Introduction to the logic of patrol refresh in "Jedi 2"

Jun 05 2025

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The patrol team in "Jedi 2" is a very troublesome special enemy in the game. Once the players have a distance of more than 175m, the patrol team may be swept outside the safe area. The refresh position of the patrol team will move behind the player with the initial direction that has not been demolished on the field. What is the refresh rule of the Jedi Soldier 2 patrol team? This game reinforcement refresh logic is that there is an absolute safe zone of 175m near each player, and reinforcements will not be refreshed in the safe zone. Safety zones can be stacked together. Once the players have a distance of more than 175m, outside the safe area, the patrol team may be refreshed. The refresh position of the patrol team will be not currently on the field.

The patrol team in "Jedi 2" is a very troublesome special enemy in the game. Once the players have a distance of more than 175m, the patrol team may be swept outside the safe area. The refresh position of the patrol team will move behind the player with the initial direction that has not been demolished on the field.

What is the refresh rule of the Jedi Soldier 2 patrol?

The game reinforcement refresh logic is that there is an absolute safe zone of 175m near each player, and reinforcements will not be fired in the safe zone. Safety zones can be stacked together. Once the players have a distance of more than 175m, there may be patrols outside the safe zone

The refresh position of the patrol team will move behind the player in the initial direction from the undemolished stronghold on the field. Once the patrol team is generated, the movement route will not change. So it will appear that you may look like a patrol team when you move towards the stronghold

Patrol refresh speed increases as the number of strongholds you demolished/main mission completion/remain time remaining

When you trigger the evacuation beacon, the patrol team's refresh speed will be directly maximized, and the refresh logic above is also followed, except that the direction of progress will directly change from behind the player to the evacuation point, so when the evacuation point is in the center of the map, it is easy to have strange situations in all directions

When you demolish all the strongholds on the map, the direction of the patrol refresh will become the edge of the map to move towards the evacuation point. Because the evacuation point is in the center, it is impossible to ensure that the patrol refreshes the position. At this time, it is recommended to keep a stronghold and not demolish it to ensure that the patrol will not brush around.

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The refresh logic is the same when the evacuation point is at the edge of the map. The initial direction is preferred by taking the strongholds on the map. You can also use the method of leaving a stronghold to control the refresh direction of the patrol team.

When you finish the entire site on the map, the patrol will refresh at the edge of the map. But at this time, a special situation will occur, that is, no longer the patrol team will be swept. This is generally divided into two situations:

1. The player's safe zone (175m) covers the maximum refresh location at the edge of the map. The edge of the map also has a circle of patrol teams outside the player's penalty boundary. If the player's safe area covers this range, the patrol team will not be able to flash it

2. When there are special terrains on the map boundary, such as sea surfaces, mountains, highlands, etc. that cannot pass directly, patrol teams will not be able to escape

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The only thing I can't say at the moment is the refresh speed of the patrol team and the maximum number of patrol teams. The previous version of the patrol team and reinforcements will share a population upper limit. You can also understand this population upper limit as the maximum number of units currently on the map. Once the previous version triggers the reinforcements, it will occupy a large amount of population, resulting in the number of patrol teams on the map being reduced or not being flashed directly, and even the number of monsters in the stronghold will be temporarily eliminated. Therefore, the previous version of the teammate will almost encounter any monsters. But I don’t know if the arrows separate the reinforcements from this version. Even if your teammates get the alarm and get beaten up, you will still beat the patrol team. The monsters in the stronghold will remain the same.

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Add a basic mechanism. This game is divided into fixed monsters and temporary monsters. Fixed monsters refer to strongholds and monsters with interest points. These monsters will be fixed and will retain damage and will be temporarily wiped out, but in general, they are fixed

Temporary monsters are patrols, reinforcements, and small monsters that you trigger the nest/builder at a certain position. These monsters only exist because of the existence of players, and will be wiped out once they are far away from a certain distance (many people die suddenly when they go to the single and die because of this because of this. I can't tell the specific distance, it may be 250 meters)

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There are 3 conditions for not brushing the patrol team:

1 No strongholds marked on the map (full Qing map)

2Evacuation point is at the edge of the map

3 There are terrain obstacles at the edge of the map near the evacuation point or the player's 175-meter safe area covers the maximum patrol team refresh location on the edge of the map

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In settings, you can turn the opening map from pressing and pressing, so that you can view the small map while running

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This is the specific refresh location, so you will encounter the situation of sweeping monsters behind the scenes

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If the patrol team does not brush, it is probably the logical map that is cleared. When the patrol team cleans up the blue dot, or if there is a special terrain in the blue dot, it will cause no monsters to be brushed at the evacuation point

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Another patrol team was obviously blocked by the terrain of the evacuation point and bypassed. I don’t know why you ignore it. I encountered all the patrol teams that were not discovered even if they were not found at the evacuation point (this is also why there is a large number of patrol teams when the evacuation point is forced to evacuate)

You can clearly see in this picture that the patrol team on the right first goes to the evacuation point and then walks upward

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This is the direction of the patrol team that I just fought. When I was not discovered throughout the whole process, they first targeted the evacuation point. After not finding the person, they left the upper right and lower right. Moreover, there was a very far base on the upper left of the map.

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The location of the stronghold and the player determines the patrol's direction of action and refresh point. If the player does not see it on the road, he will continue to move in this direction until the distance disappears. The refresh point is the junction of the player's safety area and the stronghold's ray. When the evacuation point is pressed, the generated point is still the circle of the player's safety area, but the movement direction will become to go to the evacuation point first and then follow the default rules

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It is basically like this if the evacuation point is not sweeping monsters. Someone is close to the edge of the map and his security range covers the edge of the map. The patrol team cannot sweep it out at all. The teammates bombarded the pursuers who had been chased before, and the pursuers would not be surprised after they cleared

This guy also encountered a bug that the specimen of the Super Fortress fell from the ground and couldn't be picked up. I can only say when will the messy bug be repaired?

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After a single-player test, it was concluded that the patrol team's appearance distance is about 150m and the disappearance distance is about 160m-180m. The robot route is what I said above, but it will not pass directly by the player. It is probably based on the safe distance of 30-50 meters around the player as the tangent line.

I was surprised if the bugs directly locked the player

Because it was a passive test using the Detective A, it was not accurate, but it was probably that's it

In addition, I encountered the problem of two consecutive patrol teams being generated at the same time

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Probably that's it. The robot doesn't seem to be directly facing you. He will have a safe distance. The bug is fixed to the player (the arrow says that the bug can smell the scent of the snare soldiers). I wore the reconnaissance armor in N10 for 20 minutes. No patrol team passed by my face directly. It seems that the arrow is still kind.

The test found that if you and your teammates are more than 300m away (that is, there is a gap between two 150m safe areas), the patrol team can swipe between two players

Therefore, blocking the edge of the evacuation point in advance cannot completely block the patrol team's refresh

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Arrow updated the patrol refresh logic in the May Heart version. Now if you are closer to the edge of the map than the stronghold, you will give priority to using the edge of the map instead of the previous one using the stronghold.

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