Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Explicitly banning any encounters would require a lot of thought, especially when you start talking about combos of more than two. You'd need to make sure the spawn pools were still "filled" even after the exclusions.
I think it's better for the game's health to allow you to encounter any given combination, even if some of them are harder on certain builds than others.
Keeps DRG Interesting, No Matter What Mission Type You are Playing
While there are Much More Threat Options and Enemy Combos Today, I Remember Back when DRG Started- The Only Enemies were Swarmers, Regular Grunts, Praetorians, Exploders, Regular Mactera, Web and Acid Spitters, Spitballers, and Cave Leeches-
Standard Dreadnoughts If You Chose Elimination was the Only Change Up- So Pretty Much EVERY Mission It seemed Like You would have Packs of Exploders, and 1 to 3 Cave Leeches- The Exploders were Less than the Exploder Infestation Mutator, But More than when they RNG Now, so You would be Dealing with them a Lot- And the 'Regular' Setups for Cave Leeches back then made them MUCH More Dangerous than they Currently Are-
A Standard Mission You could sometimes come across 6 Leeches Easy- The Current
Cave Leech Warning Mutator, I'll sometimes See Only Two- Because of the way it was
In the Past, Myself and Many Other Vets have an Ingrained 'Cave Leech Paranoia'
to This Day, and are ALWAYS Scanning Ceilings Every Cave- Nowadays, 99% of the Time there's No Leech, but the Paranoia Is Still a Nice Instinct, and Helps to Locate Any Other Threats, or Spot Objectives, Loot, and Contours of Areas
So Current Enemy RNG- Much More Variety, and can sometimes Give Difficult Combos-
Past Enemy RNG- Predictable, But Was Always Good- And I Strangely MISS All the Exploders and Cave Leeches- Odd, I Know
this is pretty much spot on.
i wouldnt mind seeing it geared to haz level. meaning it should throw less hellfire and damnation spawn combos at you at lower levels vs haz 5 you should get everything the game has. that way theres no reason to whine about rng. if you cant handle it step down the haz.
the spawns on the drops like on refining missions and PE are prob the most chaotic and demanding of any part of the game. at no other point in any mission at any time do you get potentially screwed so royally than during those opening drops.
its also the only time the game proves to be any real challenge on any haz
this is a real thing like PSTD levels. i never enter a cave EVER without scanning the roof. like i will dance in a 2ft square because i havent checked the ceiling surrounding the area no matter how sh*t things get
however, pro strat, when you are on a team of noobs and they just casually enter a cave. sit at the cave entrance. if they dont get sucked up... you good!
https://www.youtube.com/watch?v=tLiX_GJRdWw