On some maps (Relay Station and Ascension Riser come to mind right away) the enemy density during the end events feels really low (I’m playing on Aurics and Auric Maelstroms). I expect these final moments to be the climax of the mission, but instead it’s usually just a few scattered groaners and some occasional specials.
It’s even more noticeable when the mid-event is intense and challenging – like on Ascension Riser – which makes the rest of the mission feel like it’s winding down instead of ramping up. It ends on a whimper rather than a bang.
So here’s my question: Do you also feel like the enemy spawns during end events should be increased? Am I the only one noticing this?
I’ve heard that the enemy spawns during most end events are not underwhelming by design. Supposedly it is a glitch that causes the weak enemy spawn in most end events. If that is the case, then it’s simply a matter of time before they’re patched, and we finally get challenging end events.
I’m not sure the exact reason, but event spawns have been broken for over a year at this point. I don’t believe they are getting g fixed anytime soon.
And it’s not just end events, it’s all events. For example the mid events on Excise Vault and Han Dreyko spawn a pathetic amount of enemies, even on Havoc. It’s a very strange that these sort of “highlight points” are basically rest stops at this point, and the only challenging thing is actually getting to them.
I know FS has said in the past they want to front load difficulty on maps, since losing near the end of a map feels like a gut punch, but I think you can do that while still making events engaging and at least somewhat challenging.
I think the hardest points should be everything up until the end event. It should be a relief and allow players to coast to the finish line, I prefer not to get all the way to the end to lose because someone wasn’t covering someone carrying an energy cell or playing the objective.
What I do not understand about it is that the Consignment Yard Hl-17-36 mission (the one where we have to defend the train at the end) always spawns a boss at the very end. To me, this means that the developers do have a way of setting what type of enemy spawns in end events. And also, Dark Communion has a boss that always spawns in the mid event, which makes it all the more confusing.
How can some events not work if there are missions that have events that very much DO work how they are supposed to? It doesn’t make too much sense to me, unless I’m misunderstanding the issue at hand.
Every event has some guranteed spawns, and a set list of what can spawn. That’s why Ogryns can never spawn during any event. Usually either Gunner or Shotgunner packs.
Again events have been busted for awhile. I don’t know how or why they are the way they are, but it’s been an issue for awhile and it’s depressing it hasn’t been fixed or addressed at all.
Most reworked end events also did have their spawns redone a bit, like the Hab Dreyko tree end event when it was freshly reworked, smelter has followup ranged waves after doing an objective after the format of the end event was changed and enclavum baross did have more elite waves that did include ogryns, but over time the number of waves has noticeably gone down overall.
Yes, Hab Dreyko mid event is another big offender. It’s a lot of walking with a cogitator, but very few enemies on all difficulties.
It’s a very strange that these sort of “highlight points” are basically rest stops at this point, and the only challenging thing is actually getting to them.
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I know FS has said in the past they want to front load difficulty on maps, since losing near the end of a map feels like a gut punch
Well, that’s an understandable design choice. Still, I play the game for the challenge and I want 30 minutes of pure adrenaline, I want the gut punch. But I understand why FS chose not to do this.
These might be annoying for somebody, but at least they are challenging enough (however, Silo Cluster becomes boring again when you just wait at the gates for the extraction). But
refinery delta 17
is just annoying, you run up and down, people separate because of the confusing stair system and very little happens
imagine feeling challenged having to do the corruptor minigame or carrying the special ammunition vials thats giving me payday 2 ptsd
refinery delta 17 just rerout all the roamers that you left behind and spawn them in your face after the last airlock, then it can have odd spawns when you open the last door to exit
I still think there is a better compromise than what we have now. You can have the end of the map be easier without it spawning Malice levels of enemies. It’s the climax of the mission, even if it’s not the difficulty climax, it should feel like one.
Tbf I’ve never had trouble with the Refinery delta end event. Yeah the passive spawn jump down after the air lock is a bit weird, but it’s easy enough to get to the main arena and kite them around. And ever since they nerfed the enemies in the final tunnel it doesn’t really spawn much more than a couple of shotgunners and maybe a specialist in my experience.