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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 and environmental damage; friendly fire; 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 the enemy composition.
Below is a table listing several modifiers for each Hazard Level ( x / x / x / x denotes the amount of players in the game).
Hazard Icon | Hazard Level | Hazard Bonus | Enemy Damage | Enemy Attack Speed |
Enemy Projectile Speed |
Enemy Movement Speed |
Friendly Fire* |
Environmental Damage |
Revive Health |
Max Health Regeneration |
Point Extraction Scaler |
---|---|---|---|---|---|---|---|---|---|---|---|
1 — Low Risk | 0.25 | 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 | 0.50 | 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 | 0.75 | 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 | 1.00 | 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 | 1.33 | 2.80 / 3.00 / 3.20 / 3.40 | 1.50 | 1.70 | 1.10 | 0.70 | 2.00 | 0.10 | 0.10 | 1.10 |
*Explosive friendly fire is reduced by a further 50%
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 (Radioactive Glyphid Swarmer), Glyphid Grunt (Glyphid Grunt Slasher, Glyphid Grunt Guard), Glyphid Exploder (Radioactive Glyphid Exploder), Glyphid Web Spitter. Glyphid Acid Spitter, Nayaka Trawler, Mactera Spawn Naedocyte Hatchling, Naedocyte Shocker, Cave Leech & Deeptora Honeycomb
- The following are large enemies: Glyphid Praetorian* (Radioactive Glyphid Praetorian, Glyphid Frost Praetorian), Glyphid Menace, Glyphid Warden, Glyphid Bulk Detonator, Glyphid Brood Nexus, Mactera Goo Bomber (Mactera Ice Bomber), Mactera Grabber, Naedocyte Breeder, Naedocyte Roe , Spitball Infector, Q'ronar Shellback, Q'ronar Youngling & Huuli Hoarder
- The following are extra large enemies: Glyphid Dreadnought, BET-C (Xynarch Charge-Sucker) & Parasites
*When spawned via Mixer Interactivity they count as normal enemies.
1 Player (Solo) / 2 Players / 3 Players / 4 Players | |||||
---|---|---|---|---|---|
Hazard Level | Enemy Count | Normal Enemy Resistance |
Large Enemy Resistance |
Extra Large 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 | |
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 | |
3 — Dangerous | 0.50 / 0.50 / 0.80 / 1.10 | 1.10 | 0.80 / 0.90 / 1.00 / 1.10 | 0.50 / 0.50 / 0.90 / 1.20 | |
4 — Extreme | 0.75 / 0.75 / 1.15 / 1.35 | 1.20 | 1.00 / 1.00 / 1.20 / 1.30 | 0.70 / 0.70 / 0.90 / 1.60 | |
5 — Lethal | 0.85 / 0.85 / 1.25 / 1.50 | 1.20 | 1.20 / 1.20 / 1.40 / 1.50 | 0.70 / 0.70 / 1.00 / 1.60 |
There is only a small increase of enemy spawns between Solo and 2 Player to compensate for the loss of Bosco.
Deep Dive Scaling
Deep Dives include three additional Hazard difficulties that may appear within a Deep Dive.
Hazard Icon | Hazard Level | Enemy Damage | Enemy Attack Speed |
Enemy Projectile Speed |
Enemy Movement Speed |
Friendly Fire* |
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 | 1.05 | 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 | 1.15 | 0.70 | 2.20 | 0.10 | 0.10 | 1.15 |
*Explosive friendly fire is reduced by a further 50%
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 / 0.60 / 1.00 / 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 / 0.70 / 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 | 0.70 / 0.70 / 1.00 / 1.60 |
See Also
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