Empyrion - Galactic Survival

Empyrion - Galactic Survival

Reforged Eden 2 Beta
Legacy spawner HP
I started a new game recently and was running the new abandoned assembly yard in the Alpha system and got to that section at the start of the bottom level with the 3 or 4 rooms with spawners on one side and the kitchen on the other. I did find that the respawn speed was a little challenging, by the time I healed and dealt with the infections and other debuffs, I had another dozen infectors and abominations to deal with; no biggie take out the spawners... Full clip of a T2 assault gun, not enough. T2 combat SG, not enough. Laser rifle, just enough. Explosive charge 50/50.

Not sure if I just 'lucked out' coming across one of the tougher abandoned sites in the Alpha system, but combined with the damage output of the weapons available, and the games overall punishing reload or weapon swap speeds it became a death-loop cheese of a suicide run to drop a demo charge on a spawner a couple times just to thin the herd.

I can see wanting the legacy stuff to be tougher than the run of the mill equivalents but 3-4x the effective HP combined with a fairly rapid respawn rate (I have seen some spawners start spitting out new enemies in the time I started shooting it and it being destroyed) can be really punishing for a player building resources before they are capable of taking on shielded targets.

I'm not saying that any of the individual aspects (multiple spawners in proximity/hardened targets/rapid repspawn cycle) are overly aggressive, but all three combined can be painful. Having enough time between swarms to take out one spawner and reload, or being able to destroy one while still having some ammo to deal with the respawns would help.

The abandoned power plant has a similar section, but the player has a path to retreat if needed, whereas the assembly yard has you drop down from a crouched duct above trapping you in the process.
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This is definitely one of the more difficult POIs overall. I ran it myself more than a dozen times.
I absolutely understand your point. Especially those three aforementioned aspects coming together.

First of all, I think you cannot raid this POI without Minigun / Flamethrower and Rocket Launcher. Maybe possible with level 1 mobs, but the more difficult ones are a nightmare. You need at least improved medium armor with armor upgrade(s).

Best tactic is for me:

- Fully reload Minigun before dropping down.
- Take out Overseer slightly to the left when exiting the room you dropped into
- Take out first wave with headshots. Headshots are imperative to conserve ammo.
- If you did well with the HS you have enough ammo to take out the first spawner
on the right with your Minigun. Do not switch back and forth to and from other
weapons
- Run back to where you started and reload Minigun in the process. You will the
have a short window to heal. Just ignore status effects for the time being.
- Take out next wave and go after the next spawner
- Run back down the hallway to your starting position. Reload/Heal.
- Rinse and repeat.

After taking out the first four spawners you can catch a breath, because it seems
the next spawners do no react until you get closer to them.

Take a left and go around the remaining dungeon clockwise.

Personally I think it is challenging. But I wouldn't adjust the difficulty, as it would
become to easy. Adjusting and augmenting loot would be preferable - for example
double the Quantums. But I don't know if that is possible.

I really love those redone RE2 POIs. At times there was a sadist at work here for sure.
Have all of the original ones been redone by Ravien / Vermillion?

I can only praise the work that was done for RE1 and 2. That must have been
thousands of hours the two devs have put into it. Thanks for a great gaming
experience!

Cheers
Last edited by Polydeukes71; 20 Jun @ 6:53am
Dyspayr 20 Jun @ 8:44am 
Don't get me wrong, I think they are awesome POIs and have run them myself several times. Its just that I recently restarted and am still in the Alpha system so I am experiencing it as a new player with out all my toys. Granted it could be that I am just not adapting to the loss of power I was used to having at my disposal in my previous game, but this is the first abandoned base so far that I've had to rely on cheesing the deathloop mechanic to get past a single section. The Power station has a similar hall complete with a turret to deal with, let alone the final room with indestructible spawners. The biggest difference between the two is the power station has a path of retreat compared to the assembly yard that locks you in a short corridor with a dead end on one side and more spawners on the other.

My personal thoughts would be (one of the following) to restrict the Assembly yard from the starting systems, or at least Alpha and Beta. Second would be to extend the hallway if possible to give more space to kite the abominations. They have wonky hitboxes up close and hit ranges that don't always line up with their animations (not to mention walking on each others shoulders and slow death animation that continues to bullet sponge before you know they're dead). On top of all that, a broken bone, laceration and infected wound is not that easy to ignore and heal through on top shooting and reloading. Or finally to reduce the effective HP (not sure if high HP blocks, or high resistance) of the spawners themselves. A normal spawner takes 2-3 (T2) shotgun shots or 4-5 sniper/laser shots to disable. In most cases the horror spawners take at least a full magazine or more to take out. Dropping them to even 2x the durability of a normal spawner could make a significant difference to the pacing without turning the encounter into a cakewalk either. Of course the spawners could have wonky hitboxes too as I've noticed that explosives are not a guaranteed kill, especially if placed on the side?
I really get, where you are coming from. The first time I cleared this POI it took me ages with mulitple deaths involved. Even with improved Heavy Armor and Minigun.

I don't think they can be efficently run without recommended gear or with Shotguns, ARs or whatever low-level guns, especially with level 2 plus enemies. Explosives work well in destroying the spawnpads (never had any dodgy behavior), but leave you vulnerable to spawns and consume to much time. Thats why I am only using the Minigun for everything. Never had problems with broken bones, I don't know if heavy armor mitigates them. Backpedaling and shooting usually keeps them at bay anyway.

Personally I find the mixing in of Infected much more annoying, but doesn't apply to your specific situation.

I agree, that the Abandoned Assembly Yard might be to difficult for starting systems. But I assume it would be to much of a hassle getting them out of the aforementioned systems. They are easily avoided, bookmarked and come back to later. On the other hand clearing a couple of lower level Zirax POIs will yield enough loot for a Minigun and at least an improved Medium Armor.

I doubt that the devs will change anything, as they have repeatedly stated having a certain vision of progression in their scenario. So the design of this specific POI seems consistent with their philosophy.

Cheers
Vermillion  [developer] 20 Jun @ 5:44pm 
Reduced Legacy and Large Spider Nest spawners' HP for the next update.
I also reduced the number of infesters spawned in the Assembly Yard's drop-down section and fixed a few issues with the POI.
I am very surprised!

By how much will you be reducing spawn number and spawner HP?

I think any greater reduction would make this section of the POI trivial.

Cheers
Vermillion  [developer] 21 Jun @ 4:53am 
Biopod HP from 3000 > 1750
-1 infester spawn from 3 pods.
Last edited by Vermillion; 21 Jun @ 4:53am
That means you can now take out 2 spawners after every wave. I think this will considerably reduce the difficulty of the section and certainly the difficulty of the entire POI.

I really liked the challenge. But you will have your reasons for adjusting it.

Cheers
Dyspayr 22 Jun @ 8:08am 
Originally posted by Vermillion:
Reduced Legacy and Large Spider Nest spawners' HP for the next update.
I also reduced the number of infesters spawned in the Assembly Yard's drop-down section and fixed a few issues with the POI.
Thank you. That section was a bit of a brown-pants moment when I was fully geared and just running them for the fun of it, but felt like a brick wall as a new character (before being able to effectively deal with shielded POIs) and relying on Abandoned POIs to gear up and loot some of the more exotic materials.
What worked well for me is to get into the kitchen and take out spawners with a rocket launcher. you can destroy two (or three?) of them with indirect damage through the little gap that lets you into the kitchen. The downside is that it is rather tricky to squeeze back out into the corridor.

Edit: I'm not sure if the info panel at the entrance tells you that you can take out the spawners. Since I first ran the power plant where they are indestructible, I thought these were, too, and only found out by chance that I could damage them.
Last edited by moth hunter; 22 Jun @ 10:33am
Vermillion  [developer] 22 Jun @ 5:10pm 
The next update removes the invincible spawners from the ceiling of the reactor room in the abandoned reactor.
However, the abandoned powerplant had multiple destructible spawn pods before you got to the reactor room.
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