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Yes, if you're talking about something like SP survival, maximal enemy spawn rate and quantity are related to the host's computer power (mainly CPU and RAM). In theory, this acts as a 'bottle-neck effect', only spawning as many enemies as the machine can handle at the same time.
The Issue, however, most often comes from the enemy spawn LOCATIONS, which are occuring in rooms next to where the players are. If a team is spread all over the map, each player several rooms away from each other, the spawns occur all over the place as well.
In the Netracells case, I think the spawn rate/quantity is scripted to some extent, so that nobody could/can truly speed run the thing with Speed Novas, Vauban's vortex or Mag's pull.
Granted if everyone isn't within the Netra's zone of killing then yes the spawn is terrible no matter what for that area. Think it's from the game prioritizing spawns on players outside that zone of killing. No idea why they have it programmed like that. Should have been like the Alchemy mode where the enemies spawn and run to that focused area regardless of where the players are.
Missions with enemy spawns occurring periodically in an area works the same in netracells, excavation, etc... where the only thing scripted is the spawn priority being slightly biased towards the objective location, the rate is effected by hardware power and squad size. Similarly how defence will sprinkle in enemies if you go solo but will basically do a pump and dump in full squads.
thank god...
Switch players would literally make PC players lobbies UNPLAYABLE.
Use your brain for a sec.