Venerous Posted June 18, 2014 Share Posted June 18, 2014 As the thread title suggests, I feel that enemy density is just too damn high (as Jimmy McMillan would say). Extermination missions are fine because there are x amount of enemies on a map and they don't just crawl out of holes on all sides of you in groups of 8-10, but on any mission where enemies just spawn in (read: most of them), things seem way underbalanced. This is especially punishing on say, mobile defense missions, where you reach your objective, plug in, and within 20 seconds are surrounded by 30 enemies, or on missions where alarms literally spawn enemies faster than you can kill them to go shut off the 12th alarm that's been triggered this mission by an enemy you didn't even see approach an alarm console, probably in another room entirely. I think it's a problem of the game being balanced ideally for 4 players, so that anyone playing with three faces a hefty challenge and anyone playing with one or two can just feel free to go drown themselves in the bathtub now. If that is the issue, why not just have spawns / spawn times scale with number of players? And something really needs to be done about the "alarm" system. It's a good idea really, gives an incentive for players to prioritize enemies that are specifically going for alarm consoles, But I've gone through entire missions where there's pretty much just always an alarm on, despite the fact that I'm constantly disabling them like a game of "stand there and take bullets while you try to hack the console so you can take less bullets for a few seconds" whack-a-mole. Maybe institute a timer (IE: an alarm can only be triggered every so many minutes), or just make it so there's only one alarm in any given room and enemies can't trigger an alarm in a room a player isn't currently occupying. This maintains the incentive to shoot the guys going for the alarm without alarms just going off constantly because a dude halfway across the ship got a telegram from his grandmother that you were coming and just decided to play it safe and hit the red button then. Another viable option would be to make it so each alarm could only summon so many enemies before the reserves in that part of the ship were empty. If someone really badly wants to play against wave after wave of infinitely spawning enemies there are endless defense and survival modes to keep them occupied (which also seem to suffer from chronic overcrowding in my opinion but there you go). Link to comment Share on other sites More sharing options...
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