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I don't get why people do this, though. It's a lot faster to just complete the main objective first and then go back to explore the other caves if needed.
Ah, okay. I'm asking because I've seen people doing that and I just thought... Why? You can also just get nitra along the way too, I usually do it on the first stop.
Just played this modified on a Deep Scan mission.
Scarcity of bugs in the first phase meant that my team and I died several times while searching for the crystals. Lots of fun.
Then during the drill phase, there were so many bugs that the excess volume of sugar entities dropped in such a short period of time caused a massive framerate decrease.
This modifier needs a serious reworking.
personally i would change the health loss to ramp up with time the longer you go without consuming any red sugar. negligible at first, but eventually becoming lethal, but just 1 unit of red sugar is enough to reset the growth
i'd also strongly reduce the amount of red sugar (down to 3hp max) that bugs drop because you can accumulate way too much in missions like salvage or escort and the game becomes a complete non challenge. either that, or make the sugar despawn with time
I'd also like it if the health drain were different. Not so much a constant drain like you suggest but maybe make gaining health restart a timer, after which you start taking the usual damage similar to low 02. This would also make gameplay less distracting from the constant bloody screen effects from taking damage all the time.
If you think there isn't enough healing to go around, consider letting Brood Nexus and Naedocyte Breeder live during that mutator, it's basically infinite healing delivery.
Due to low glyphid spawn on Elimination or Sabotage, i guess just avoid those when they get that mutator.
That's considering the mission does have a Nexus or Breeder, which is often not the case.
It absolutely needs to be adjusted. It's too strong in some missions and too problematic - and potentially mission-ruining - in others. Depends a lot on the mission type and Hazard level.
1. No longer reduces your health below 1 point.
2. No damage overlay when the mutator hits you to avoid the confusion.
3. The amount or strength of the sugar scales with the size/severety of the creature killed.
4. Instead of non-stop swarmers, lesser amount of normal grunts spawns. Some classes or setups have bigger issues to deal with constant spawns of swarmers, compared to others. Being forced to use specific builds for a supposedly "neutral" mutator is just too much.
5. Cannot be rolled on Elimination missions.