CD2 · TIER 7

DL Helldive

T7CD2Pubbable

AuthorThe hardest DL variant of the series. Designed for the most seasoned veterans out there.

Chart editorThe harder of the new Zeta series (Blitz, Maelstrom, Helldive), this difficulty is the spiritual successor of DR. It is fully pubbable and uses only vanilla enemies, except that the nexus spawn grunts instead of swarmers. Visual clarity has been improved with the removal of the elite enemies that were common in the previous versions of DW, DR, etc, but as a consequence the enemy composition lacks HVTs making waveclear builds very important. An interesting mechanic built into the difficulty is that the base enemy speed is Hazard 8 and keeps increasing with every resupply called, making kiting very hard at the end of long mission types.

Enemy packs

No enemy packs needed Uses vanilla enemies only.

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.

Enemy count multiplier
Dynamic (Mutate)Base values (then multiplied by in-mission conditions):
1P2P3P4P
2.12.32.953.6
Enemy damage multiplier
1P2P3P4P
3.33.653.94.1
Max active enemies
1P2P3+P
120225300
Max active swarmers
1P2P3+P
120225300
Max active critters
40
Resupply cost (nitra)
#1 402+ 60

Enemy pool changes

Enemy pool

+ED_SentinelED_Crawler_SwarmED_PatrolBotED_Bomber_ExplosiveED_JellyBreeder_SwarmED_Ossiran_Scrab

Stationary enemiesHas dynamic rules

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

The hardest DL variant of the series. Designed for the most seasoned veterans out there. - Differences from DL Maelstrom: - Spawn cap at 4p increased to 300 - -50% health regeneration - Enemies gain Haz 8 speed & attack cooldown modifiers - 80% more max stationaries compared to DL Plus - Further increased enemy count modifier on certain mission phases & extractions - Significantly reduced the wave intervals for swarms, ambient waves & the grunt WS - Large HP scaled enemies have become immune to fear; other enemies gain further stun & fear resistance - Another +10% promotion chance to Grunts - Another +2.5% promotion chance to Oppressors - Grabbers now gain 1.65x more damage threshold - -15 spawn cost to Praetorians compared to DL Plus - -30% spawn cost to Bulks - Added sentinels & crawlers into the Common WS - Added a 2nd Disruptive WS that spawn even more dangerous HVTs - Tighter spawn intervals between all the WS - All WS no longer pauses when atleast 1 player is downed nor do they increase spawn intervals during certain pressure waves (v1.7 changes) - Increased the min-max stun cooldown for all modified small HP scaling enemies from 1-2 to 2-3 secs

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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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