IS UTTER BULLCRAP. PLEASE MAKE IT EASIER.
Converse with fellow players
analyze the tools you have been given, observe your surroundings, familiarize yourself with enemy attack patterns. Be like water
@NextTime000 you coulda just posted this lol
The point of a challenge mode is that it provides a challenge. It's not supposed to be easy. It's optional, so if you can't do it, just don't.
Done at 1st try with full pugs. Got a TE on each group for healing and deband, and the rest in a variety from scions to attack/ranged.
It's not that hard if everyone know how to play their class of choice and survive while doing damage and/or providing buffs and heals, or at least how to stay in a corner and not dying (this option is not very good during the timed mission)
Threads like this make me sad. Something that’s designed to be a challenge, instead of putting in the time, effort and practise to get better, I’ll go complain on the internet that it’s hard and needs to be easier.
It's not that hard, it's just that even after all this time, people still don't know how to time their dodging.
Yes, you're going to die now and again from a sucker punch from an enemy behind you, but it you don't go all in and be a little bit more cautious and wary of your surroundings, you'll limit those deaths.
its difficulty is subjective, its easily soloable in comparison to cm1/cm2 where you have to vr manage heavy. you only lose vr here if you die so take your time. go in with a smaller party instead of trying to pug an 8 man to learn and take your time. dw about your score, just play well to clear if that's your goal. not sure where your level of experience is with base game or cm in general but if you have any other questions feel free to ask, i'm sure people will be willing to help you but don't nerf yourself by convincing yourself its too difficult.
It's supposed to be difficult since it's called challenge mode.
But the only thing I wish they would have done with this is have more loadouts for the other starting weapons for classes.
They could have set the loadouts to all different levels, given different PAs/Techs, and used weapons with potentials or units/weapons with S-Grade Augments to make the loadouts more varied if the issue is the damage difference between the weapons.
Once you get to intermission you will have another weapon you can trade for the others anyway (assuming you didn't drop it for someone else), so I wish they would have just made multiple loadouts for each class for the weapons they can use.