This post is made to actualize this
- Give spawning a limitation for strong enemies
For example:
10% of Gatling Gun
15% of Chickenaut
15% of Armored Chicken
15% of Slob
25% of UFO chick
25% of UFO chicken
25% of Coward
25% of Assassin
25% of Toxic
Why?
To get rid of formerly known as “epic” wave. Spamming strong enemies (e.g. 100% Chickenaut wave) can lead to “unfair” difficulty. Maybe some of you find it fun, but it’s bad having a difficulty spike from the expected difficulty range.
Some waves are exception, like Armored Division, Technological Advances etc.
- Let there be variety in previously homogeneous wave
For example, Military Parade or each row/column in Treble Trouble etc. (There’s too many to be mentioned one by one)
Why?
This kind of wave that might be too easy or too hard, with the ban of spawning a wave full of strong enemies, these waves will become easier as only weaker enemies are spawned. This change is meant to let it be harder by introducing variety to the formation.
I found heterogeneous wave like Chicken Geometry more enjoyable than homogeneous “epic” waves.
- Buff ordinary chicken firing rate
This includes chick and its variants, chicken and variants.
Why?
As I said, the biggest contribution to the difficulty of a wave is from strong enemies. Ordinary chickens just didn’t shoot enough egg/waste/laser. That’s why some waves are too easy.
- Coward and Slob rework
The troublesome duo. I’ll make this rework simpler than previous one.
Coward
- Attack up to 2 wastes, at 100% and 25% (was 4)
- Stay at position, start to flee when triggered
- Will back to position after 3 seconds
Why?
Attack nerf makes them less punishing than before, while positioning rework could let them reintroduced in waves where they’re banned.
Cowards won’t show that they’re coward at first glance.
Slob
- Shoot only when it dies
They will be another death bomb.
Why?
One word, consistency. It gives certainty to player, unlike now. With the spawning limitation, there should be no wave full of death bomb again.