
Scout RNG, one attempt we had 6 scouts before reaching the generator. ensure enemy spawns aren't unfair for 205 doorĪside from the bugs on this map like the audio bug on the extract, our sentry's being able to wall bang us through a Cfoamed door the time my scanner stopped working.

shorten the first half to be more of a quarter We eventually died with 2 guys trying to kite and pick us up (2 trackers both downed). Before we could even get back to the turrets to scan (needed maybe 6 seconds), there were about 10 that had gotten past and we met them 3/4 of the way back. I haven't tried all the strats yet, but if you're going to spawn 20 of them, they should be forced to spawn farther back than the next room over to buy a bit more time: We put 2 sentries at the sec door of 201/204, ran back to do the scan, and seconds after we hear the door break in the previous room.

Secondly, the invisible enemies are a bit unfair to deal with depending on RNG. Maybe make it so that the branches can be rushed faster? If that whole section was cut out, the players wouldn't be missing much. It's not particularly hard to get the cell, but with the scouts, it's added tedium, and the strategy to deal with them is just more of the same as you continue into 201 to get to the 204 door. Like the whole branch off into 202/3 could be removed and I'd probably be happy with that. I like the challenge, but it simply takes too long.

I wouldn't mind the difficulty so much if it didn't take long to get to. Offhand (and this is just a spitball balancing suggestion) I'd say either remove the invisible enemies, or shorten the defense durations of the terminals and alarm doors, or make the invisible enemies only randomly show up possibly once or twice. There's a large open room, you need to chase the scan circles, even if you have three turrets there's no way for one person with a biotracker to keep scanning the entire room even if they don't chase scans, the tracker just doesn't have the range, and the room is large enough to spread out the shadows. Just from my perspective, I don't think I'd have any issue with it if the invisible enemies weren't used in such abundance. You need to make your way to the first terminal, and that usually involves 2-3 scouts and rooms full of enemies then you defend against waves of invisible ones, then you have an alarm door and MORE invisible ones, then there's an aggro door behind that one, two more 's like two or three missions strung together into one throwing everything it can at you. The issue with C1 is that it's a ridiculous slog that just. I think that would be appropriate, and I say that at someone who finished every mission on the previous rundown over ten times each.

How would you feel if we patched it to make it a little less impossible? Originally posted by Simon Viklund:Yeah C1 might need some tweaking.
