While I like the idea of the enemies included in the mod their current implementation is problematic for a number of reasons. The bottom line is that they are to difficult, and not in a fun or challenging way. I understand I could just turn them off, but I'd rather just see them rebalanced to not be so problematic.
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Unit HP: Right now I'm looking at biters with 200 HP and infected with 500. This is a melee biter and a ranged infected. That's an insanely disproportionate HP pool.
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Auto Hit Weapons: Obviously the weapons are copy and paste from the engineers weapons code wise, but because they auto hit assaulting a biter base is nearly impossible early game. On foot, tank, or car. Normally you can keep moving to avoid enemy fire, but with the auto hit attack you have to out DPS them which might be physically impossible in some scenarios.
-Weapon Range: At the point in the game where I am just starting to swap over from gun turrets to lasers I am seeing enemies with range ~21. This puts them at the very edge of laser turret, and completely outside of bullets. This phenomena does eventually happen with spitters range increase, but not so early and not nearly as long range. Pairing this range with the excessive HP pool means a small number of infected can destroy what should be solid defense, since; only a handful of lasers will be able to reach.
The enemies might be 'doable' in the same sense that you can win with the rampant mod or death world, but I don't think the colony builder mod should include that level of expected difficulty. I think the easiest solution is a sharp drop in the HP values. If a unit has longer range than the standard biters; then, they should have less HP than a comparable unit. I know this is a long read just to say "Give them less HP" but the other issues with range and damage wouldn't be as big a problem if they weren't such a sponge. And those ranges and damage do make them unique enemies compared to the biters.