Difficulty Scaling
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Hazard Levels
Hazard levels, along with player count, determine the amount of enemies present in a mission and during swarms, as well as an increase to the amount of damage they can absorb and the amount of damage they deal to players. Hazard Levels contribute to a Hazard Bonus, which determines the rewards at the end of the mission.
Normal Scaling
Depending on the selected Hazard level and the amount of players in a game, the difficulty is dynamically adjusted through several factors:
- Increased Hazard Level increases enemy, environmental and friendly fire damage, as well as decreasing available health after a revive.
- Increased player count increases enemy damage even further.
- Additionally, Hazard 5 reduces the maximum health the player will regenerate to, from 15% to 10%.
- The Hazard Level will also affect wave modifiers, such as "time until the next wave" and enemy composition.
- Increased Hazard level affects the number of enemies present in a mission, particularly during swarms. For more information, see Creatures.
Below is a table listing several modifiers for each Hazard Level ( x / x / x / x denotes the amount of players in the game).
1 Player (Solo) / 2 Players / 3 Players / 4 Players | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Hazard Icon | Hazard Level | Hazard Bonus | Enemy Damage | Enemy Attack Rate |
Enemy Projectile Speed |
Enemy Movement Speed |
Friendly Fire[1] |
Environmental Damage |
Revive Health |
Max Health Regeneration |
Point Extraction Scaler |
1 — Low Risk | +25% | 0.50 / 0.50 / 0.50 / 0.50 | 0.80 | 1.00 | 0.80 | 0.10 | 0.75 | 0.60 | 0.15 | 0.70 | |
2 — Challenging | +50% | 0.70 / 0.80 / 0.90 / 1.00 | 0.90 | 1.00 | 0.90 | 0.20 | 1.00 | 0.50 | 0.15 | 0.80 | |
3 — Dangerous | +75% | 1.20 / 1.30 / 1.40 / 1.50 | 1.00 | 1.00 | 1.00 | 0.30 | 1.00 | 0.40 | 0.15 | 0.90 | |
4 — Extreme | +100% | 2.00 / 2.15 / 2.30 / 2.50 | 1.25 | 1.30 | 1.00 | 0.40 | 1.33 | 0.20 | 0.15 | 1.00 | |
5 — Lethal | +133% | 2.80 / 3.00 / 3.20 / 3.40 | 1.50 | 1.70 | 1.15 | 0.70 | 2.00 | 0.10 | 0.10 | 1.10 |
Resistance Scaling
Shown below is a table of multipliers for enemy count and enemy damage weakness. (Separated by size classification), only affected by the amount of players and hazard level. The enemy damage weakness is a modifier to all damage dealt to enemies by players.
Damage dealt to enemy = Damage of Weapon / Modifier.
For damage resistances:
- The following are neutral creatures and don't scale at all: Loot Bug, Golden Loot Bug, Maggot, Silicate Harvester, Cave Vine & Naedocyte Cave Cruiser
- The following are normal enemies: Glyphid Spawn, Glyphid Swarmer (Frost Glyphid Swarmer, Radioactive Glyphid Swarmer), Glyphid Grunt (Frost Glyphid Grunt, Radioactive Glyphid Grunt), Glyphid Grunt Slasher (Frost Glyphid Grunt Slasher, Radioactive Glyphid Grunt Slasher), Glyphid Grunt Guard (Frost Glyphid Grunt Guard, Radioactive Glyphid Grunt Guard), Glyphid Exploder (Radioactive Glyphid Exploder), Glyphid Web Spitter. Glyphid Acid Spitter, Carnivorous Larva, Nayaka Trawler, Mactera Spawn, Mactera Tri-Jaw, Mactera Brundle, Naedocyte Shocker, Naedocyte Hatchling, Naedocyte Roe, Cave Leech, Deeptora Honeycomb & Fester Flea.
- The following are large enemies: Glyphid Praetorian (Glyphid Frost Praetorian, Radioactive Glyphid Praetorian), Glyphid Warden, Glyphid Oppressor, Glyphid Bulk Detonator (Glyphid Crassus Detonator), Glyphid Menace, Q'ronar Youngling, Q'ronar Shellback, Korlok Sprout, Korlok Healing Pod, Mactera Grabber, Mactera Goo Bomber (Mactera Frost Bomber), Naedocyte Breeder, Glyphid Brood Nexus, Spitball Infector & Huuli Hoarder.
- The following are extra large enemies: Dreadnought, BET-C (Xynarch Charge-Sucker).
- The following are extra large 2 enemies: Korlok Tyrant-Weed.
1 Player (Solo) / 2 Players / 3 Players / 4 Players | |||||
---|---|---|---|---|---|
Hazard Level | Enemy Count | Normal Enemy Resistance |
Large Enemy Resistance |
Extra Large Enemy Resistance |
Extra Large 2 Enemy Resistance |
1 — Low Risk | 0.15 / 0.25 / 0.45 / 0.65 | 0.70 | 0.45 / 0.55 / 0.70 / 0.85 | 0.20 / 0.40 / 0.60 / 0.80 | 0.20 / 0.40 / 0.60 / 0.80 |
2 — Challenging | 0.25 / 0.35 / 0.65 / 0.80 | 1.00 | 0.65 / 0.75 / 0.90 / 1.00 | 0.30 / 0.40 / 0.70 / 1.00 | 0.30 / 0.40 / 0.70 / 1.00 |
3 — Dangerous | 0.50 / 0.50 / 0.80 / 1.10 | 1.10 | 0.80 / 0.90 / 1.00 / 1.10 | 0.50 / 0.55 / 0.90 / 1.20 | 0.50 / 0.50 / 0.90 / 1.10 |
4 — Extreme | 0.75 / 0.75 / 1.15 / 1.35 | 1.20 | 1.00 / 1.00 / 1.20 / 1.30 | 0.70 / 0.75 / 1.00 / 1.60 | 0.70 / 0.70 / 1.00 / 1.30 |
5 — Lethal | 0.85 / 0.85 / 1.25 / 1.50 | 1.20 | 1.20 / 1.20 / 1.40 / 1.50 | 0.75 / 0.80 / 1.20 / 1.70 | 0.70 / 0.70 / 1.00 / 1.30 |
— Tough Enemies 1 | 0.85 / 0.85 / 1.25 / 1.50 | 1.20 | 1.80 / 1.80 / 2.10 / 2.25 | 1.125 / 1.20 / 1.80 / 2.55 | 1.05 / 1.05 / 1.50 / 1.95 |
— Tough Enemies 2 | 0.85 / 0.85 / 1.25 / 1.50 | 1.596 | 2.10 / 2.10 / 2.45 / 2.625 | 1.3125 / 1.49 / 2.10 / 2.975 | 1.225 / 1.225 / 1.75 / 2.275 |
There is only a small increase of enemy spawns between Solo and 2 Player to compensate for the loss of Bosco.
Hazard 5+ modifiers
The stats listed here for Hazard 5+ modifiers are relative to Hazard 5, not relative to the base values. For example, Aggressive Enemies level 1 adds x1.1 Enemy Projectile Speed on top of the x1.7 of Hazard 5, resulting in a total of x1.87 relative to base.
Aggressive Enemies | Enemy Projectile Speed | Enemy Attack Rate | Enemy Movement Speed |
---|---|---|---|
x1.1 | x1.33 | x1.23 | |
x1.2 | x2 | x1.32 |
More Enemies | Enemy Count | Max Active Enemies | Max Active Swarmers | Special enemy pool | Disruptive enemy pool | Veteran Chance |
---|---|---|---|---|---|---|
x1.2 | x1.2 | x1.2 | - | +1 | - | |
x1.5 | x1.5 | x1.5 | +1 | +2 | x1.15 |
Player Vulnerability | Enemy Damage | Friendly Fire | Environmental Damage |
---|---|---|---|
x1.5 | x1.43 | x1.25 | |
x2 | x2.14 | x1.5 |
Tough Enemies | Extra Large Enemy Resistance | Large Enemy Resistance | Normal Enemy Resistance |
---|---|---|---|
x1.5 | x1.5 | - | |
x1.75 | x1.75 | x1.33 |
Deep Dive Scaling
Deep Dives include three additional Hazard difficulties custom-tailored for Deep Dives.
The numbers 3.5, 4.5 and 5.5 are loose shorthands meant to give a general idea of where the difficulties are relative to the options for regular missions. They are not "real" difficulties in the sense that the developers at GSG do not refer to them by those numbers internally.[2]
1 Player (Solo) / 2 Players / 3 Players / 4 Players | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Hazard Icon | Hazard Level | Enemy Damage | Enemy Attack Rate |
Enemy Projectile Speed |
Enemy Movement Speed |
Friendly Fire[1] |
Environmental Damage |
Revive Health |
Max Health Regeneration |
Point Extraction Scaler |
3.5 — DD Hazard | 1.50 / 1.60 / 1.70 / 1.80 | 1.15 | 1.15 | 1.00 | 0.30 | 1.15 | 0.40 | 0.15 | 0.95 | |
4.5 — DD Hazard | 2.30 / 2.45 / 2.60 / 2.80 | 1.35 | 1.50 | 1.10 | 0.55 | 1.66 | 0.20 | 0.15 | 1.05 | |
5.5 — DD Hazard | 3.00 / 3.20 / 3.40 / 3.60 | 1.50 | 1.70 | 1.20 | 0.70 | 2.20 | 0.10 | 0.10 | 1.15 |
Deep Dive Resistance Scaling
1 Player (Solo) / 2 Players / 3 Players / 4 Players | |||||
---|---|---|---|---|---|
Hazard Level | Enemy Count | Normal Enemy Resistance |
Large Enemy Resistance |
Extra Large Enemy Resistance | |
3.5 — DD Hazard | 0.60 / 0.60 / 0.90 / 1.20 | 1.10 | 0.85 / 0.95 / 1.10 / 1.20 | 0.60 / 0.65 / 0.95 / 1.40 | |
4.5 — DD Hazard | 0.80 / 0.80 / 1.20 / 1.40 | 1.20 | 1.10 / 1.10 / 1.30 / 1.40 | 0.70 / 0.75 / 1.10 / 1.60 | |
5.5 — DD Hazard | 0.85 / 0.85 / 1.25 / 1.50 | 1.20 | 1.30 / 1.30 / 1.50 / 1.60 | 0.75 / 0.80 / 1.20 / 1.70 |
See Also
References
- ↑ 1.0 1.1 Some weapons, such as throwables, may have their own modifiers that reduce friendly fire further; usually 50%
- ↑ Developer stream on Mar 9, 2023
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