![]() Some authors just don't bother, or don't add anything significant.Yet all the shieldbugs and other harvesters, including the big pile by the north rocks, appear even on Normal. ![]() Mission 7/Timor Station: 2 harvesters at the beginning.Mission 5/SynTek Residental: Many parasite & xenomite holes in the left half of the map.And 2 mortars at the final defense, adding to the many explosions from tripods. Mission 4/Rydberg Reactor: 3 packs of parasites when going back south after the first objective.Mission 3/Deima Surface Bridge: the second shieldbug inbetween the cutscene one and the last hack, the one I thought of when writing about skippable shieldbugs.Mission 2/Cargo Elevator: 2 parasite packs fall from the roof during the elevator ride, one at the beginning and one at the end.Valve decided for their Jacob's Rest that Easy to Hard use the same spawns, and that Insane+ is where extra spawns activate.Here's a few examples (spoilers I guess): Typically you can expect changes since either Hard or Insane, but few of them actually matter (who cares for a bonus shieldbug somewhere you can easily ignore it and just run past it?). These are programmed for every map individually (and may be not programmed at all), and thus vary wildly between maps, campaigns and authors. Map authors can also add difficulty-dependant spawns. Most bullety weapons really feel this and so does my FPS, grenade launcher and chainsaw not so much.Īlso yes, rage-filling all empty marine slots w/ bots after a mission failure only makes it harder, especially if not controlling the bots in any way. Aliens grow stronger, stopping at 4th marine, and become more numerous, up to 2x drone spawns at 8 marines. The second primary factor is the number of marines (not players) when starting the mission. Wish someone remade that guide with proper English. The closest you get to a spreadsheet is, in the section "The drone". Generally it's alien stats (health, damage, speed) that's the biggest thing, speed to be considered in relation to ping.
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