2/2
Footnotes:
- Since this is a rework, I have been comparing the waveset and found that the main threat of the rework was split in between naval and air units compare to the current one (which was mainly on air units and land cluster).
Here's my recommendation about what's to tweak about:
• Change the retusa spawns to crawlers.
(I kind of get that they are t1 support units and maybe the author want to introduce it, though the healing and the speed to which these units is probably doing, will make players be caught off guard even though there's an opportunity to block them on the shallow parts.)
• Reduce the per spawn value of horizons from .25 to .20.
(This is the thing that makes the entire waveset having a spike higher than the guardian itself. Since there's two enemy spawns fairly far from each other, I recommend to slow down the pace to which one gets added. This may be not a problem to people who are re-playing the game, but for people who just got out of craters, dealing with air units at this current scale is tricky, much more now that there's naval spawning).
• Add 15~30 seconds to wave spacing. (It's a double spawn, slow people can only do so much and expect people to explore new things)
- In terms of terrain and other stuff here's my recommendation:
• Boulders. Where are they?
• Reposition the coal patches a bit farther from the spawn radius since it's kinda of unusable if players decided to do some heavy barricading. It makes alot of difference to have a starting defense set especially on a split incursion scenario.
• Add more derelict structures, add 4 containers in the map to be specific. This is for those who wants to tinker around scrap processing and it's use.
(The absence of some of the derelict structures makes the name of this map a lot less sense. Add it on the empty parts of the map, bottom right in particular)