Doom Wave Changes:
-On some maps, Dooms could get stuck at spawn and never attack players. Stuck Dooms will now be detected, removed, and respawned. If the Doom Wave is only the size of one, this will accidentally spawn the next wave as well.
-Attack scripts have been reworked to be more aggressive. Dooms will not stand around so much after reaching their objectives.
-Dooms have all been given long range cruise missiles. These missiles track, and can strike all surface units, even submerged. Can be stopped by TMD.
-Fatboy Dooms always seemed a bit weak compared to its peers. The Fatboy has been given a health boost and has the most lethal new cruise missile system.
Support Bases:
Bug where Bases would spawn HARMS on land has been corrected.
@Utopian
Thanks for the feedback! The 800 rating was a guesstimate, and from before I added Rifts and other changes that increased the challenge. Rifts add such a random difficulty, it is hard to even say how much more difficult it makes the mod.
I'd greatly appreciate suggestions on changing the defaults for new players. I tend to test play with players who almost exclusively play survival, so their ranks do not accurately reflect their ability.
I did watch a replay of yours to see how it went. Some things I noticed:
-10 km map. Smaller maps are generally harder, as waves reach players sooner. Also had fewer starting mexes than most maps we like to play for survival. What map people play has a huge impact on difficulty.
-It was 2 humans and 3 bots versus the HQ. The bots count as players and therefore increase the wave size calculation. While I use bots in testing, they make terrible survival allies. They don't build proper defenses or respond correctly to artillery and T4 units. And they build structures, like T3 artillery, that can trigger retaliation scripts.
-Being new players to the mod, you started building the special defensive units included in the mod a little too late. That and the AI allies actively obstructed you by taking up some of the best areas for PD and defensive buildings.
-I did balance the survival play while using other mods that make things easier. 50% AirCrash Damage, 50% AntiNukes, and 1.5x ACU Boost, which make a big difference in difficulty.
What aspects of the survival did you feel were the most difficult for players new to the mod?