Havoc game mode - artificial difficulty

I don’t consider upping shooter speed and eliminating our toughness grace period difficulty - I call that artificial difficulty. Literally everyone and their mom has complained about shooters since the games release. What do they do on this new “game mode”? They give shooters even more damage while removing mechanics that have been in the game since release. Thus giving us even less of a chance to defend ourselves against the single most complained about enemy in the game. Oh, they also reduce our toughness and health - lol.

What’s laughable is this forces people into VERY specific builds - a veteran with voice, a zealot with chorus along with a psyker that has some type of shield is almost a necessity unless you want to be walking from cover to cover for 45 minutes. Wow. So basically they try and force you into specific builds just to have a chance at earning more currency because their idea of difficulty are aimbot NPC’s that laser you from 100+ yards while spawning 20+ of them in a 360 degree area around you. Soooo fun.

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I like the taste of Havoc… and especially gunners (that deleted me yesterday at level 30 in 2 seconds)
It forces you to move carefully. It forces for more cooperation and I feel a lot less confortable when leaving the coherency. And that’s great!

However, I would like, instead of conditions, that we have an Havoc taste.
Something that starts at havoc level 1 (malice, no modifier) and where the things change little by little until level 30.
From 30 to 40, it should be difficulty about conditions, spawning, enemies HP etc.
But between 2 to 30, it should be a progression with lot of modifiers:

  • reduced toughness
  • reduced health
  • no toughness grace period
  • shooters shoot faster
  • etc.

I like that they change the rules and that Havoc seems different. But I want to know what I will face.
However, I would like that any modifier does not impact too much the gameplay of a class. I can understand an ammunition penalty. But here, when you pick an ammo box and get few ammos… you feel desperate if you use a veteran with an IAG.
Such things that impact too much classes should be removed. Again, I am not against an ammunition penalty, like I am not about a peril penalty, enemies that resist more against melee etc. But nothing that is so important that it breaks a class or a gameplay.

I pointed this here:

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I wouldn’t call it artificial but that’s just a semantics thing, I agree it’s a cheap way to scale it. The latter point definitely is true. It’s beatable in other ways too but you subject yourself to spawn RNG and map RNG that make it torturous and unfeasible to actually try it (you’re gonna derank if you do). Its difficulty scaling definitely hyper homes in on the current meta things and the rest of the builds/strategies are left in the dust.

as a sidenote Havoc is already kind of dead in my region. Can’t say I’m surprised. At least the ~20 players in this game who actually play together with 4000 hours in the game have a fun gamemode now. I mean that genuinely, but can’t help being bitter that dev time was put into this.

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In mine, not yet.

Did yesterday speed runs. It was hilarious to fight a chaos spawn, a nurgle beast and 2 captains in the same room (with all the enemies since the beginning that were following them).
Really, I took a lot of fun… until the last game where I was more on floor than on my legs. lol.

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I really don’t consider being deleted in a split second by gunners fun in any shape or form especially when all it takes is a small lapse of judgement to leave cover in the midst of a horde. They got some of it right, don’t get me wrong. The game mode is FUN when I am not being insta downed by 4 gunners that hopped a fence directly behind me after we moved 20 yards forward.

Shooters are a nothing enemy as well as most chaff in the game. The difficulty goes in the right direction, making shooters an actual threat that requires either team management or crutch abilities to deal with them. You can actually die to things in havoc.

They probably applied way too many buffs at the same time to shooters in a single patch but I honestly prefer that over how patches have often been, overly buffing players while making enemies weaker and more of a joke. It’ll probably be a dead mode anyway in a month or two, with pubs being unable to adjust to the difficulty of the game and unwilling to stick around for repeated failures, but it’s a welcoming experience for me.

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Shooters have always been a threat, wtf are you talking about? This difficulty definitely does NOT go in the right direction lol. It isn’t about managing your team, its about bringing a specific build. Join a havoc 30 with no chorus zealot, shout zealot, or shield psyker and let me know how that goes. I’ll wait.

I was deleted cause I have played bad.
It made me think that I had to adapt and to not play like I do in auric.

You have less possibility to commit an error on Havoc. And that’s understandable as it was described as an end game mode.

Not on auric. They are just my breakfast…
I can be damaged, but players delete them by packs.
On havoc, yes they are.

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Right now there are 3 Havoc missions as of typing this for me. 33, 29 and 33. It’s evening after work hours so there should be tons. I checked an hour ago and it wasn’t much different. After refreshing just now a 2 and a 23 popped up too.

I’m not saying that’s not enough to casually enjoy the gamemode for now, but that is incredibly dead for a newly released gamemode in a game that has 11k players in the game right now.

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What region?

Anyways, I have the cosmetics… but still, I would want to complete the penances :wink:

You were deleted because they gave gunners way too much power. It doesn’t matter how well you play - that’s what you fail to understand. Gunners can walk through doors, hop fences and drop from the ceiling. That means unless you are OMNISCIENT, you are NOT going to be surviving every gunner spawn. It’s that simple. If a group of gunners happens to come through a door you moved past and instantly shoots you, you are dead. That isn’t “bad gameplay” or “bad positioning” it’s bad mechanics.

No, seriously, I played badly. After the initial time where I have lost all my life, and thanks to holy revenant I did not end directly on floor, I have not repeated this error in the run. I have paid attention to take cover when needed, to slide when needed, to not try to go through a vast empty room etc.

Did not get that.
But, I really like reapers / gunners and the fact they are really a threat. It makes your move more dangerous and you always risk to end on floor. So, I pay more attention to let enemies between my target and the potential gunners etc.

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Dumb question - but is the “Auric” modifier in Havoc missions the modifier that makes the shooters/gunners stronger? If so - is this modifier ALSO applied to normal Auric missions (non-Havoc) as well?

Maybe I need to play more but I was definitely not enjoying being lasered walking around corners every 20 seconds.

my first havoc 40 clear with friends with 2 zealots, an ogryn, and a psyker. No bubble shield or chorus or flamethrowers, the most we had was shriek and trauma for better crowd control. It’s completely doable and manageable.

Shooters have been a walk through the park especially since patch 13. Zealots can clear the distance and instantly wipe them all, vets can shout and throw shredders and wipe a whole patrol of them, giving him more toughness than he ever loses, gunlugger and bullgryn both melt patrols like nothing and can tank all their shots, psyker has a shriek, a bubble shield, and an ability that makes them immune to ranged damage while they crit farm. They’ve been, by far, the easiest part of this game if you simply disrespect them and charge blindly into them, sliding across the floor to make sure you never take a single point of damage.

No, its a special modifier added only in Havoc - I don’t know the name but there are actually TWO levels to making the gunners harder.

Yes auric modifier
And no, it does not apply in auric. Weird… but true

Well summarized.
They are no more a threat if you jump on them aggressively.

Because Fatshark did a “stealth” nerf of gunners a long time ago and a lot of the community didn’t know. They made it so only a certain amount of gunners can target you at any given moment. If you see a group of 20 gunners and they’re looking directly at you, only 10 of them are allowed to shoot you.

Edit: I don’t know the exact math, but this was their idea of a nerf and thus they made gunners way too easy and here we are.

I’ll just have to play more. I really wasn’t enjoying it from the start but maybe I am just too used to a specific playstyle.

Well, that’s not really a problem. Cause when you reach them, and so are in the melee distance, they try to go away and reposition themselves to shoot at you.
However, with a zealot, this is just a lost cause. Even if they are 32, they will just die one by one (or 4 by 4 depends of the weapon). And the ones that will try to get at distance, will just die a little later.

They cannot react when you get in the melee distance. This applies also on havoc.
However, on havoc they don’t take several seconds to start again to shoot at you. And this changes things.