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Alertness & target selection

An enemy being alert, remembering you, and actively targeting you are different states. Losing one does not always clear the others immediately.

Current target
1.0×
New target
0.9×
Ranking distance
0 at 50 m

Alert state vs target knowledge

Making an enemy alert is not the same as giving it your exact position or making you its active target.

Code confirmed

A nearby alert does not automatically reveal your position

One confirmed 20 m relay can raise nearby enemies' alert state without giving them your identity or exact coordinates.

Detection, memory, alert, and target-selection mechanisms
Mechanic Range / condition LOS required? Carries exact target/location? What it does Player implication
Hearing propagation Sound's base range × enemy/live modifiers No LOS test in examined path Sometimes source + event position; sometimes position only Updates hearing/perception information and listener response strength. Walls can break sight without blocking hearing.
Nearby alert relay 20 m 3D sphere No No Raises a qualifying nearby alert state without supplying a target position. Nearby enemies can react through cover without being handed your coordinates.
Shared squad knowledge Group/perception-owner relationship; not a single radius N/A Uses shared target information Several enemies in the same AI group can use the same stored information. Shared information does not force every enemy into the same alert state or target.
Target-reconsideration relay One confirmed producer uses a 25 m member gate Not established as a general LOS rule No copied target record Makes the recipient reconsider target information it already has. An enemy can suddenly act on information it already had.
Other group relays Confirmed ranges include 8, 10, 20, 25 and 30 m for different reactions Path-dependent Path-dependent Different group reactions use different distance limits. There is no single universal 'shared aggro radius'.
General target priority Choosing among already-known targets; distance factor reaches 0 at 50 m N/A Selects among targets the enemy already knows about Uses distance, facing, current-target advantage, and other validity checks. 50 m is not a universal de-aggro distance; it is one ranking factor.
Projectile Danger Closest trajectory distance d relative to warning range R No ordinary LOS test in recovered calculation Can be entity-backed + cached position; distinct from direct visual confirmation Full contribution at d ≤ 0.5R; linear falloff to zero at d = R. Strong Danger can trigger a direct under-fire response on enemies configured to return fire. A quiet near miss can make some enemies react to an attributed source before normal visual spotting completes.
Breaking LOS Visual channel only Yes for visual sensing Visual loss clears the visual channel, not the whole source record If no other usable way to track the target remains, its priority becomes 0. If another tracking source remains, the target can stay eligible. Breaking sight can make an enemy switch targets, but only after it loses its last usable way to track you.

Alert modes

The state machine has ordinary awareness modes plus specialized return-fire/contact modes.

Current functional map of alert behavior
Mode Current functional meaning What distinguishes it
Baseline Unaware Can transition through suspicion, investigation, nearby alerts, or a direct under-fire response.
Suspicion Visual spotting in progress Accumulates visual spotting progress before ordinary combat awareness.
Investigation Checking a remembered source position Can be driven by hearing or lower Danger without requiring a currently visible target.
Combat alert Standard combat awareness Can be reached through direct confirmation or relayed alerts, so it does not mean the enemy currently sees the Helldiver.
Search Last-known-position search Uses remembered position, returns to combat alert on fresh evidence, and eventually falls back toward investigation.
Direct under-fire response Urgent return-fire behavior Available to enemies configured to return fire after sufficiently strong attributed Danger.
Relayed under-fire response Urgent peer reaction A nearby enemy can relay its own endangered state and position without directly transferring the original shooter coordinates.
Post-contact persistence Extended return-fire persistence Can persist after fresh evidence is lost. Its confirmed 16-second threshold is conditional rather than an unconditional total duration.
Code confirmed

Under-fire responses are separate from normal combat alert.

Strong Danger can trigger a direct under-fire response on enemies configured to return fire. Nearby allies can enter a relayed response, and some enemies can remain in a longer post-contact persistence mode after fresh evidence is lost.

What the under-fire and post-contact modes establish about source knowledge
Mode What source information is established Important limitation
Direct under-fire response Danger can install an entity-backed source record with a cached source position even without ordinary direct-perception evidence. A selected perception source should not automatically be described as a continuously visible weapon target.
Relayed under-fire response The relay builds a fresh source record from the nearby state-5 ally's entity ID and position, then installs that ally as the receiver's active perception source. The transition does not copy the original shooter's source record. A later replacement through ordinary perception and target ranking remains unresolved.
Post-contact persistence All three captured state-7 enemies retained an installed selected entity source while the ordinary direct-perception flag was absent. A generic source-property flag and the separate state-7 timer gate are functionally proven, but their original internal names remain unresolved.

The direct under-fire response can begin from low awareness without completing normal visual spotting. Danger can retain an attributed source and a cached source position, so the enemy can react to incoming fire without continuously seeing the Helldiver.

The direct and relayed under-fire responses use an 8-second timeout threshold. Post-contact persistence uses a 16-second threshold, but another confirmed condition can hold its timer at zero. Fresh direct evidence returns these modes to normal combat alert; timing out returns them to search behavior.

Group-reaction ranges

Each range belongs to a specific reaction. There is no single shared “aggro radius.”

8 m
10 m
20 m
25 m
30 m
0 m 30 m
  • 8 m: one direct-alert and coordination path.
  • 10 m: another short-range coordination relay.
  • 20 m: the confirmed nearby alert pulse.
  • 25 m: one target-reconsideration trigger.
  • 30 m: additional coordination and membership gates.

Target reconsideration

It rechecks its own known targets; the sender does not copy a new target into it.

Distance term
0–10 m

Linear from 1.0 at 0 m to 0.0 at 10 m.

Facing term
0–180°

Linear from 1.0 at 0° to 0.0 at 180°.

Score
distance × facing

Highest strictly positive score can be installed as the selected source.

Source set
Existing records only

This relay does not copy a new target record from the sender.

One target-reconsideration relay has a separate 25 m membership/proximity gate. That trigger distance is not the same thing as the 10 m source-scoring curve inside the recipient.

Distance × facing score

This calculation ranks already-known target information. It is not the formula for whether an enemy initially sees you.

Distance factor 0.600
Facing factor 0.750
Combined score 0.450
0.600 × 0.750 = 0.450
Facing angle
Distance

Brighter cells have a higher calculated score. The marker shows the current slider values.

Distance factor = max(0, 1 − distance / 10). Facing factor = max(0, 1 − angle / 180). The relay score is their product.

Target ranking

The game first checks whether a target is still valid, then applies distance, facing, current-target advantage, and other factors. If a required check fails, that target's priority becomes zero.

Code confirmed

Current targets have an 11.11% priority advantage

The current target receives 1.0 while a new target receives 0.9. A new target therefore needs more than 11.11% better scoring from the other factors to replace an otherwise-valid current target.

Confirmed target-priority factors
Factor Input Priority factor Evidence note
usable target information at least one usable way to track the target remains 1.0 The target remains eligible. Sight is only one possible source of information.
usable target information no usable tracking information remains 0.0 Priority becomes zero even if this was the current target.
valid target target is valid for this enemy 1.0 Otherwise its priority becomes zero.
current-target advantage already the current target 1.0 The current target keeps the full factor.
current-target advantage a different target 0.9 A new target needs more than 11.11% better scoring from the other factors to replace an otherwise-valid current target.
large target class mapped large-unit classes 0.5 Mapped large-unit classes halve target desirability. Ordinary Helldivers do not receive this penalty in examined samples.
3D distance ≤ 5 m 1.0 Full distance priority.
3D distance 25 m 0.8 Priority falls gradually from 5–25 m, then more quickly from 25–50 m.
3D distance ≥ 50 m 0.0 Distance contributes zero here; 50 m is not a universal disengagement distance.
facing angle 0° / directly ahead 1.0 Maximum facing priority.
facing angle 45° 0.9 The first defined facing step.
facing angle 180° / directly behind 0.8 Facing changes preference but does not hard-exclude a target.

The number of tracking sources is not added into a threat score here. A target either has usable tracking information or it does not. Damage, noise strength, weapon visibility, health, armour, stance, and recent attacks do not directly change this target-priority calculation.

Distance weighting

Priority stays full through 5 m, falls slowly to 25 m, then falls faster to zero at 50 m.

Target priority by distance
Distance Priority factor
≤ 5 m 1.000
10 m 0.950
15 m 0.900
20 m 0.850
25 m 0.800
30 m 0.640
35 m 0.480
40 m 0.320
45 m 0.160
≥ 50 m 0.000

Priority stays at 1.0 through 5 m. It falls by 0.01 per metre from 5–25 m, then by 0.032 per metre from 25–50 m. At 50 m, distance contributes zero to target priority.

This is a target-priority boundary, not a universal combat, memory, or disengagement distance.

Facing weighting

Facing changes priority gradually, but much less strongly than distance or the 0.5 large-target penalty.

Target priority by facing
Relative direction Angle Priority factor
Directly ahead 0° 1.000
45° off-axis 45° 0.900
Perpendicular 90° ≈ 0.867
135° behind 135° ≈ 0.833
Directly behind 180° 0.800

A target directly ahead receives 1.0. At 45° the factor is 0.9, then it declines gently to 0.8 directly behind. At equal distance, a new target directly ahead can only overcome the current-target advantage once the current target is more than 45° off-axis.

Target persistence

Losing visual contact removes sight as a reason to keep you targeted. Other usable tracking information can still keep you eligible.

What happens to target priority after visual contact is lost
Situation Current target Other target Result
Current target can still be tracked 1.0 priority factor 0.9 priority factor A new target must overcome the current target's 11.11% advantage through distance, facing, size, or another factor.
Current target loses sight, but another tracking source remains Still eligible × 1.0 Eligible × 0.9 The current target can remain preferred despite no direct visual contact.
Current target loses its last tracking source 0 score Any positive score Any other valid target with a positive score wins. It still receives the 0.9 new-target factor during that update.
No target has a positive score 0 score None The selected target is cleared. The enemy can still remember information or continue investigating separately.
Code confirmed

Memory is not target eligibility

When sight is lost, visual tracking can disappear before the enemy forgets you entirely. If no other usable tracking source remains, target priority becomes 0 and the current-target advantage cannot save it.

A replacement target still receives the normal 0.9 new-target factor during that update. Any positive score can still beat the former target's zero score. Once selected, the replacement becomes the new 1.0 current target.

If no target has a positive score, the selected target is cleared. The enemy may still remain alert, investigate a last-known position, or remember information about you; those states are separate from actively targeting you.

A target switch is not guaranteed on the exact frame that vision fails. The confirmed update paths refresh every 0.25 s or 1.0 s depending on an unresolved state, so a short delay can occur.

Lure Mine perception

Alertness-relevant special case
Case Established result Important limitation
Lure Mine The deployed Lure can appear as a real target. The confirmed 2 m / 90° values control detonation, not the distance from which enemies are attracted.

Unsupported claims

Common alertness interpretations compared with the mapped mechanics
Common claim What the evidence shows
Enemies share your exact position inside 20 m. The confirmed 20 m relay raises nearby enemies into combat alert without carrying the Helldiver's identity or coordinates.
There is one shared-aggro radius. Different group reactions use 8, 10, 20, 25, and 30 m ranges for different purposes.
50 m is the de-aggro distance. 50 m is where distance stops contributing to one target-priority calculation. It is not a memory or disengagement boundary.
Breaking line of sight always makes an enemy change targets. Losing sight removes visual tracking. If another usable tracking source remains, the current target can stay eligible and keeps its 1.0 priority factor.
Enemies keep targeting a hidden Helldiver because of the current-target bonus. If the hidden Helldiver loses every usable tracking source, target priority becomes zero. The current-target advantage cannot keep a zero-priority target selected.

Open questions

Highest-value remaining alertness questions
Question Why it remains unresolved
When is a known target forgotten entirely? Losing the last usable tracking source can remove target eligibility before stored information about that target is deleted. The full forgetting process is not mapped.
What determines the 0.25 s versus 1.0 s target-update interval? Both timing values are confirmed, but the state that chooses between them is not yet identified.
Does the relayed under-fire response later identify the original shooter? The initial relay identifies the nearby endangered ally. A later transfer of the shooter identity has not been proven.
How does the Lure Mine attract enemies from farther away? The Lure can become a target, but the mechanism that creates long-range interest has not been isolated.

Evidence standard

How the OTL separates code confirmation, controlled live testing, and behavior that remains unresolved.

How the OTL rates evidence

The OTL rates code evidence and live-game evidence separately. A mechanic can be clear in code but still need a controlled gameplay check for hidden state, ordering, or another runtime factor.

Confirmed Direct evidence establishes the claim in that channel.
Supported Evidence is consistent with the claim, but an important condition is not fully isolated.
Not tested No independent evidence from that channel has been documented yet.
Unresolved The available evidence is insufficient to make the claim safely.
Contradicted Direct evidence in that channel conflicts with the claim.

Live confirmation means controlled gameplay or instrumented runtime observation, not player impression alone.