AC difficulty randomness

Discussion in 'NOTD Discussion' started by stanK, Jul 29, 2017.

  1. stanK

    stanK Member

    After Alpha update years ago, it became quite the challenge. However, challenge seems random. Sometimes AC seems impossible at 2300 rating, sometimes 2450 is a joke. Two things create this mess:

    1) The ambient spawns are recreated fast, and depend only on the supply cap. What this means is if you pick a team with rifles, commandos, smms, and maybe random assa - you will kill enemies fast, and you will get MORE enemies to replenish the ones you killed. If you pick a team with say 1-2 DPS classes, rest support, u wont be able to kill enemy supply fast enough, so not much will be spawned.

    2) The lower the sq rating, the easier it is to kill enemies. Hence you kill them faster, resulting in more enemies. This is why 2400+ Alpha REALLY IS EASIER than 2300+ Alpha. In 2400 you can't kill enemies fast, so the trigger doesn't replenish them.

    To make calculations fun sq rating determines spawnfactor, that in turn determines randomized number of enemies to spawn.

    If anyone has a suggestion how we can make challenge translate better to game rating, pls write it.
  2. ozzy

    ozzy Member

    the supply maximum can depend on the rating
  3. stanK

    stanK Member

    That wouldn't solve the randomness still. And I would avoid introducing yet another factor into the system, we should reduce number of factors, simplify things.
    To clarify lets compare sec/ac spawns.

    STC2 Ambient Spawns - start at chapter 2 of sec, occurs every 5.7 seconds.
    if supplies used < 90,
    1 in 8 chance for Strangler (2), if fail
    1 in 4 chance for Agron (3), if fail
    1 in 5 chance for Wraith (2), if fail
    1 in 4 chance for spawnfactor number of Seeker (1), if fail
    stalker (1)

    AC Ambient Spawn - starts after stalker wave at AC start, occurs every 2.7 seconds
    if supplies used < 100
    1 in 16 chance for spawnfactor number of Wraith (2) / Muta (2), if fail
    1 in 31 chance for spawnfactor number of Devourer (2) / Agron (3), if fail
    1 in 4 chance for 3 * spawnfactor number of Zombie (0).

    You read this correctly guys, burrowed zombies take 1 supply, but unburrowed ones are worth 0.

    As you can see, AC spawns are rarer, but the dice is rolled more often, and when it rolls -- u can get 9 ags or 9 mutas immediately. Or maybe 27 zombies.
    Last edited: Jul 30, 2017
  4. stanK

    stanK Member

    According to AP Zombies having 0 supply is intentional, cos they aren't supposed to affect numbers of advanced zombies.
    Last edited: Jul 30, 2017
  5. rockz
    • Donator

    rockz Well-Known Member

    The only issue here is if zombies come in waves. spawnfactor 9 with 100 supply looks like it will create 100 supply every 20 seconds roughly. Does this show in replays where you don't get zombies spawning?

    I have always been a fan of formulas rather than piecewise functions as well. There should not be a big jump in difficulty between 2399 and 2401 squad rating.
    Last edited: Jul 30, 2017
  6. ChuckWing

    ChuckWing Member

    Needs more difficulty at higher sq. We beat it with an all riflemen comp the other day pretty easily, and half of us hardly play anymore. I realize we are just a lucky team with no skill, but luck shouldn't be able to carry us through that kind of game.
  7. stanK

    stanK Member

    Wow, that's amazing! You guys must be the bestest of the best, right?
  8. Stereo
    • Development Team

    Stereo Paper Boy

    NA vs EU competition plz

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