AuthorA more intense version of DL Blitz. Waves are now even faster, as well as additional pressure waves being added.
Chart editorThe middle difficulty of the new series by Zeta (Blitz, Maelstrom, Helldive). 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. Maelstrom falls cleanly in T6 with a 60 nitra cost typical of this tier and wave and swarm timers comparable to FC / Interstellar.
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):
- Enemy damage multiplier
- Max active enemies
- Max active swarmers
- 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)
A more intense version of DL Blitz. Waves are now even faster, as well as additional pressure waves being added.
- Differences from DL Blitz:
- Resupply cost changed from 40/50 to 40/60
- Spawn cap at 4p increased to 240
- Enemies gain Haz 7 speed & attack cooldown modifiers
- 65% more max stationaries compared to DL Plus
- More intense extractions
- Significantly reduced the wave intervals for swarms, ambient waves & the grunt WS
- Enemies with small HP scaling will also gain stun resistance
- Oppressors & Leeches now move 1.5x faster
- +10% promotion chance to Grunts
- +2.5% promotion chance to Oppressors
- Grabbers now gain 1.35x more damage threshold
- -10 spawn cost to Praetorians compared to DL Plus
- Bulks now move 1.35x faster & -20% spawn cost
- Added a Disruptive WS that spawn a few enemies from the disruptive pool periodically
(v1.7 changes)
- Reduced the stun cooldown for all modified small HP scaling enemies from 2 to 1 secs
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About tier T6
These difficulties push the pacing requirement to the limit, with high nitra costs and dangerous constant wavespawners of many kinds of enemies. You will need very good fundamentals and coordination to beat these without bunkering. All mission types have been beaten with fire comp for all entries in this tier.
Comments
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