This will be in 5 posts in this thread, 5th Summary of Conclusions first followed by 4 parts later showing how I came to these.
IF YOU WANT SIMPLE TLDR STUFF, DO NOT READ OTHER 4 POSTS LATER.
THIS HAS BEEN TLDR’d TO DEATH AND IS STILL NOT FIXED PROPERLY AS I WILL ILLUSTRATE, THOSE TLDR RESPONSES DID NOT AND WILL NOT WORK.
I have heard of this ‘Respawn Issue’ before I bought MW5, problem is all mentions were very simplistic. When you want something fixed, you have to be as detailed as possible not because ‘I say so’ rather that is how many things including games are fixed provided the developers actually respond (some do, others do not).
Part 5 Summary
Part 1 Conclusion
Difficulty rating systems within the same Mode (Campaign, Instant Action, maybe Career) are not the same based off whether you are doing a Random or Scripted mission resulting in some missions at the same rating winnable while others are less so, maybe not.
Part 2 Conclusion
Difficulty rating systems are different between Modes (Campaign & Career vs Instant Action) but there is no rationale for this.
Part 3 Conclusion
The 4 offensive mission types are easier than the 2 defensive ones so if you have a rough patch, check if you have done defensive missions and stop doing them until things get better.
Does not change the fact this should NOT be happening as the Part 4 proves.
Fix bug to be mentioned in later post.
Part 4 Conclusion
Compared to previous MW titles that appear to follow a rough design for balance in choices of number and tonnage of opponents, MW5 throws the gates too wide open forcing fights against too many Mech units alone before counting non-Mechs and the tonnage difference is not close enough to what a player would bring thus creating a big imbalance here.
Part 6 Conclusion
Certain mission conditions cause enemies to be spawned right near player start.
Suggested Fixes
1 – Difficulty system should not produce big differences in opponent numbers between Scripted and Random missions.
2 – Difficulty system needs standardizing in the whole game, no reason for two systems but not sure how easy this is to do.
3 – All 6 mission types at the same rating should produce almost similar enemy numbers and type, there should be no reason defensive ones force more enemies than offensive.
4 – Both Scripted and Random missions need smaller opponent numbers with Mech tonnage closer to what a player would bring at that Difficulty as seen in previous MW titles, this was part of their design that made them good in the series.
6 - Either change enemy spawns away from player start for missions meeting these 2 conditions (Small Map, mission type without Dropship start) or prevent these mission meeting both conditions from being created.
Edited by Wildstreak, 14 June 2021 - 04:08 PM.