AuthorA possible realization of Hazard 8 with 2x enemies.
Chart editorThere are a few realizations of Hazard 8 floating around the modded community and this is one of them. Although this ranking doesn't contain scaling diffs, this version of 8x2 feels closer to the cave madness aspect of other diffs in T4 and it sits right at the edge of the enemy resistances values where fire comp is still effective.
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.
- Base hazard
- Hazard 5
- Enemy count multiplier
- Enemy damage multiplier
- Max active enemies
- Max active swarmers
- Resupply cost (nitra)
- First 30After that 40
This version’s notes (from the file, original language)
Hazard 8x2, based off of Ike's Hazard 6 and 7 scaling progression. StoneMasons edit, credit to MountandDewMe who calculated the base resistances for a Haz 8. Credit to NoSkill who assisted in playtesting and tuning some final beta version numbers, and jpg for assisting with the disruptive and stationary count and diversity respectively.
Preview code
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About tier T4
Introduction to cave madness. This tier is similar to the previous one but the difficulty picks up following the theme of faster waves, the introduction of new modded enemies and possibly higher scalings (ie. Hazard 7 resistances and damage). The pacing starts to be quite important and almost all difficulties listed here contain wavespawners, higher nitra costs and other tricks to force it.
Comments
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