CD2 · TIER 1

Dave's Junior

T1CD2Pubbable

AuthorBased on true Haz 5.5x2, should be much more beginner friendly and feels a touch easier than 6x2, but still has a WaveSpawner for a bit of extra pressure.

Chart editorThe easiest of David's Dave series, this diff sits at the higher end of T1. It might be too hard for complete beginners to modded but it makes a nice bridge between 5x2 and 6x2 and it is the easiest diff that introduces the concept of enemy wavespawners from CD2.

Enemy packs

No enemy packs needed Uses vanilla enemies only.

Based on the version you picked.

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
1.81.92.63.15
Enemy damage multiplier
1P2P3P4P
3.053.3253.553.75
Max active enemies
1P2P3+P
90120180
Max active swarmers
1P2P3+P
90120180
Resupply cost (nitra)
First 2 40After that varies by mission type etc.

Enemy pool changes

Enemy pool

+XED_Trash_Breeder_JrED_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 *** * * * * * * * * * * * * * * * * * * * * * * * * * * * This difficulty uses Darth's 'Actual Hazard 5.5x2' difficulty as a base, but includes many features from Dave's Double (wavespawners, elite guards, etc.) True Haz 5.5x2 plus: -------------------- - Grunt/Web/Acid (70%/15%/15%) WaveSpawner on 80s interval - Starts at 20s for most missios, 300s for PE, 200s for Refinery/Salvage - Difficulty = ((-20 + (60 * DwarvesAmmo)) * (1.25 [if depo nitra >= 180])) - Stopped if anyone is down - Menace/Grabber/Goober/Bulk (32%/32%/32%/4%) WaveSpawner on 100s interval - Starts at 20s for most missions, 300s for PE, 200s for Refinery/Salvage - Difficulty = 1 - Stopped if anyone is down - Headbounces removed for CD2 enjoyers - StationaryDifficulty upped from (175-225) to (225-250) - StationaryDifficulty reduced (150-175) for all hot drop missions (Egg/Refinery/PE/DeepScan) - StationaryEnemyCount/Diversity upped from (5-6 & 3-5) to (7-7 & 7-7) - ECM * 1.2, 1.3, 1.1 DuringExtraction for Default, PE, and Salvage - Refinery ECM is increased slightly during certain phases, RefiningStalled is the largest @ 15% - Younglings/Stalkers removed+ - Trash Breeder Jr. (denoted by Elite status) added to enemy pool, bulk rarity - VeteranLarge (Oppressors) chance left unchanged, but swaps to 0 if 2 or more Opps exist - Speed boost (+0.25) given to bugs DuringDillevator - Barragers: SpawnAmountModifier: 0.5 MaxSpawnCount: 1 (2) - 0 (1) for Escort Only - Leeches copied from Double, with 75% speed - Added elite leeches, slow and slightly tankier with a long reach - Exploders replaced with variable speed exploders @ 0.8 0.9 1.0 and 1.25 normal move speed - Guards spawn as Elite at (IWsLeft/150)% chance - 25% weaker than Double variant - Oppressor speed buffed halfway between normal and Double - Copied Brain's D2 XED_DreadHelper descriptor and wavespawner (difficulty 250 > 60) to make elim more fun - Salvage Changes - Bulks no longer have meatballs on Salvage only - Scan duration 2 > 1 second - Repair duration 10 > [10,20,30,40] seconds ByPlayerCount - CoopUseMultiplier = 5 (to promote teamwork) - Required Legs: Random between 2-5 - Uplink/Refuel CoopUseMultiplier = 5 - Uplink/Refuel scales @ (1.0 + ((EnemyCount - 80)/200) when > 100 enemies are alive - Message sends when a resup becomes available (and notes how much the next will cost) - Message sends when a trash breeder spawns - Removed bulks from escort encounters - Revive/Regen HP - 20% + 5% per mercy stack - Mercy Stacks accumulate every time a player downs up to 4 stacks Lose a stack every 30 seconds without a player down - Treeders removed from encounters - Treeders nerfed a bit - Added sound cue on Treeder spawn (refinery complete sound) - Banned warnings/anamolies - Pitjaws unchanged (for now), only exist in Ossuary - Scrabs promote into scrabs, grunts, and swarmers @ {50,25,25} weight - Reduced bug speed boost during DeepScan drill portion - Added mission start message with resupply cost info 3.72: ---- - Activated 2 main wavespawners on HE

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About tier T1

The difficulties listed here are either a gentle step-up from Hazard 5 or a modified version of Hazard 5, and are a good introduction to modded gameplay. They have relaxed nitra costs which don't force the pacing and tend to be easy enough to be pubbable with vanilla players.

← 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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