#Make mission enemy spawning non-linear/tone down on the moving anomalies

3 messages · Page 1 of 1 (latest)

tawdry siren
#

After playing a bit, I have taken 2 missions in the northern part of the small area, which were right next to each other. Upon entering the radius a new kind of anomaly has spawned - a floating electro, which was kind of weird because it wasn't there before (so possibly a bug). Upon entering the mission area I have noticed, that there is such setup that:

  • a floating electro is blocking a retreat from the mission area, making seeking cover quite tricky
  • there are 5 spawns lurking around (I have killed 2 off-recording)
  • 2 hunters
  • practically no cover
    I feel like this is a bit too much, given how soon it is in the game - I have just a Makarov and a sawed-off. It feels more like a circus (or hardcore-arcade) than a lifeless/twisted zone, so a completely different dynamic from the first game. If any of these points would vanish, then the challenge would still be there, just not so much. I feel like the game should either
    a) look-up if the player accepted a mission nearby, and multiply the amount of spawned enemies by 0.5, instead of adding them linearly (6 enemies can be twice as hard than 4 enemies, simply because of the mass)
    b) the moving anomalies should be tuned down a little. In itr1 you could secure a perimeter and slowly wither down such groups of enemies. Moving anomalies make such gameplay impossible.

Ofc, there is also skill issue 😛

uneven hinge
#

The enemies are kind of dumb just aggro them and run back, they will follow you and you can just kill them as they come.