CD2 · TIER 7

Dave's Combo

T7CD2Pubbable

AuthorDave's Triple plus two extra wavespawners.

Chart editorA pubbable difficulty from David, the base of which is his Dave's Triple but with two wavespawners that act as extra pressure. Where difficulties would normally add pressure with enemies such as grunts or mactera shooters, these wavespawners pull from the whole pool and end up being quite unpredictable as a result; in addition, the smaller of the waves has a 15 second interval which is really fast even for send-it-style difficulties, and pushes the pacing in anything that's not mining/eggs/PE to the maximum. A particular challenge in this difficulty are refinery missions and escort refuels.

Enemy packs

No enemy packs needed Uses vanilla enemies only.

1 enemy ID(s) aren’t in this site’s reference list

They may be vanilla enemies from a newer game update or enemies from another mod. We don’t guess; the raw IDs are: ED_Spider_ExploderTank_Escort

Stats at a glance

Numbers read directly from the code file. Fields that change during a mission are only marked “dynamic”; we don’t compute them. Fields the file leaves out fall back to vanilla and aren’t listed.

Base hazard
Hazard 5
Enemy count multiplier
Dynamic (Mutate)Base values (then multiplied by in-mission conditions):
1P2P3P4P
2.3752.6253.3754.125
Enemy damage multiplier
1P2P3P4P
3.33.653.94.1
Max active enemies
1P2P3P4P
120150210240
Max active swarmers
1P2P3P4P
120150210240
Resupply cost (nitra)
First 2 40After that varies by mission type etc.

Enemy pool changes

Enemy pool

+XED_Trash_BreederED_Spider_Exploder_Variable_Speed

−ED_Woodlouse_YounglingED_Spider_StalkerED_Spider_Exploder

Stationary enemies

+ED_CaveLeech_Elite

This version’s notes (from the file, original language)

--------------- Version: 3.72 --------------- * * * * * * * * * * * * * * * * * * * * * * * * * * * *** Host requires CD2 update 18 or newer *** * * * * * * * * * * * * * * * * * * * * * * * * * * * Everything from Dave's Triple, plus: ------------------------------------ - 2 additional wavespawners that are always active and pull from the full enemy pool - 10 difficulty, 15 second interval, 4 locations - 300 difficulty, 120 second interval, 2 locations 3.72: ---- - Activated 2 main wavespawners on HE

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About tier T7

A step-up from T6 but generally still doable on all mission types consistently if some fire comp weapons are substituted for better alternatives. Combat pressure will be slightly harder and the missions will be more sensitive to cave layouts and general spawn RNG.

← Back to all custom difficulties

Difficulties and codes belong to their authors; this site only collects the original files. For the mods you need, see Getting started with CD2.

Comments

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