Isn’t Maelstrom harder than Auric HISTG? Judging by the rewards for successfully completing missions, it seems about one and a half to two times harder
rewards don’t mean when it comes to estimating a difficulty and neither should they as to not lure unprepared people into to high a setting.
some maelstroms feel reliably “clutchy” such as I II V E G, I II, A II or C I VI
then there’s dogs/mutants D I VI IX G and the whole E/J gas modifiers that got surpassed by the latest event in terms of mob density and boss spawn probabilities.
so a good cartel flavour could end up with more action than the next I II
and if fatshark ain’t willing to make events in maelstroms too, that’s “bad balancing” in my book.
these are the last somewhat fun matches you can ignore team composition or people in general if they f-up and not be tied to meta-expectations and people going 2mph through the whole match.
Makes sense, seeing as how Auric is High Intensity by default that Maelstrom would be the next tier in modifier difficulty by default.
That said, Mutie/Hound waves on top of the Specialist density of Shock Troop Gauntlet sounds like a headache. Sound cues are already highly inconsistent in Shock Troop Gauntlet…
camp the tiniest nearby room, hide behind a doorway, wack em’ all and pray a Burster doesn’t somehow spawn less tham 5m away I guess.
They should probably nerf the damage and knockback specialists do to each other then, I can’t believe the flamers still do explosive barrel damage when they go off, like at this point tox bomber and trapper are the only dangerous ones because you can easily game free CC off the rest…but Maelstroms do have no tempo concessions like Havoc, the slowed spawns that make it easier for a team to recover and get those pick ups. Nothing really additional for premade, but then again they never want anything in the way of friction regardless. Just keep purgustus’ing entire screens in taunt bubble shout support groups.
Auric HiSTG is the following modifiers:
“mutator_waves_of_specials”,
“mutator_add_resistance”,
“mutator_increase_terror_event_points”,
“mutator_reduced_ramp_duration”,
“mutator_auric_tension_modifier”
it seems like they’re trying to differentiate malestorm by making it spam specials, whereas havoc spams elites. yeah tho malestorm needs a mod rework and to always have beefed up spawns. also make it monstrous like 50% of the time, alternating :).