Can someone explain to me why the game simply disables spawn of elite enemies at the end of missions?
The ending of missions is what should bring you the maximum dose of adrenaline, but the only thing you see is a crowd of poxwalkers and the desire to press alt + f4.
Probably because a sea of Carapace armor getting into the gunship or elevator while the team waits for that one knocked down player (who is deathly allergic to Coherency) to die would be a very bad day.
But yeah, I can see where you’re coming from. Habzone Dreyko is usually the best in terms of providing that mission ending adrenaline rush, it never fails to spam Elites and Disablers like no tomorrow during that final stretch.
I’m not asking to make sea of carapace, but the game completely disables their spawn. It’s just stupid.
This. I’ve had missions where we all died together in the last race. But even when I lost the mission, I didn’t feel angry or annoyed, because the ending of this mission is the best in game. You feel tension that you need to get to the evacuation plane, not just get into the damn elevator.
Because of their cowardice and desire not to make the players uncomfortable, they simply devalue all the pleasure of winning. The mission finale turns from a pleasure into a routine.
If you’re so afraid of players being upset by a defeat so close to the end, just disable elite enemy spawns on difficulties lower than Gold, and ensure adequate enemy spawns on Gold.
End of missions, and many “events” still have this issue. We have plenty of discussions around how limited the AI director seems to be, and how this affects perceived difficulty and pacing of missions. I believe this was the reason which lead to the birth of Havoc, as Fatshark was tired of our ceaseless complaining about lack of enemies in HISTG and Mealstrom missions.
This is just some bs.
It’s because the end of a lot of missions is a tight tunnel with a straight shot to the end, especially in earlier released maps, and with increased spawns some maps would just spawn a wave of bulwarks and crushers in a tiny tunnel, and it became a problem that you’d fight through the whole level only to be hit with a wave of carapace and bulwarks, and with regularity turned into essentially a 50-50 chance to end your run without any chance to beat it at all the moment they spawned, even worse odds on maps where there’s a drop down or a long run at the end, sometimes guaranteeing a loss the moment you got to the end of the mission, like literal 100% guaranteed spawn of crushers and bulwarks, so they tuned it down.
Sure maybe some elite spawns or tweaking would have been better, but it definitely wasn’t whatever you were projecting here.
Just think before posting some stuff like this please.
How about we think about reducing the difficulty if bulwark and crashers make you hysterical? Because of people like you, I don’t see any enemies in the finale.
The only map that has appropriate elite spawns at the finale is the Phage Tree and maybe Gloriana.
On other maps it’s just like a couple of gunners/shotgunners/ragers for scripted spawns and endless special train.
Not sure it was FS’s reasoning, but to me personally it makes sense in a way. I would definitely prefer to have most heaviest fights with high chances to lose mission to happen up to the middle of mission’s timeline - with last minutes being relatively simple. The reason is, it’s much less frustrating to lose when you haven’t yet invested too much time into the match.
But overall, it’s not true, many missions have elites being spawned up to the very end. Dark Communion is one example.
I thought this was about scoreboard. nevermind
The real reason is because these are scripted events from way before all the power creep and remain unchanged.
I grutting love Hab Dreyko!
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