DIO wrote:
I wouldn't say exactly "hard", feels rather as if there are too many enemies in one point at the same time(regardless of the number of players), especially when trying to capture their last base, so if you're only a few players it can really take a lot of time. Talking mostly for Moorland Trenches, but actually it happens in most of the maps. As if there is some imbalance between the number of players and the enemy AI's in certain maps.
I hear ya. We don't really have other tools to control difficulty but enemy amounts and accuracy. Accuracy I think is ok, it has been that for a long time, and is a little bit more than the single player campaign hard setting.
So we're left with tweaking the enemy numbers. To make any map last at least a little while (e.g. 0.5h - 4h) when pitting the AI against +10 players, the number of enemy soldiers seems to need to be much more than in single player (having said that, playing SAS Invasion with one player should be largely same as single player campaign, just the +1% AI accuracy). While this effectively mostly avoids the steamroll players and their faction can do, it can feel like there's a crazy number of enemy bots, and that's right, there sometimes is.
To me, it's ok. Such situation plays very differently than anything in single player campaign but it's still fine. It makes deployments more vital in the open maps and it may require players to organize themselves into a siege mode and focus on holding reached positions, advancing one little step at a time.
If there are still unbeatable situations in online, I guess we could introduce some helpers that gradually lower enemy numbers to guarantee a victory for the player faction. E.g. after a map would have been on for an hour, the enemy would start to lose a certain amount of soldier capacity every 10 minutes or so. It does sound a bit like a last resort tho.
Quote:
BTW I haven't played last two days, so I don't know what's happening now........ gonna check right away

I'm pretty sure nothing has changed
