So. Refuel the Homebase (RtH) got the Deliver the Bomb treatment (sort of). I'd say it was about time.
Previous RtH
For those that do not remember Refuel the Homebase mission: previously, you would load up on the map and have several objectives active. The mission ended after 20 minutes, or until there were no more objectives (I never saw that scenario though, I just read it could happen in this platform). You could choose whichever objective you liked, defend it for 1 wave (~1 minute), and then you had the option to defend another wave or collect the "waves". You could defend up to 3 waves per objective, but if you lost the objective in any of those 3 waves, you earned no waves at all (say your objective is destroyed at wave 3, it is as if you did 0 waves). For the mission to be considered successful you had to complete a total of 6 waves, but you could do 20+. You could also do 2 objectives at a time if you had a friend or were crazy enough, though often on public lobbies a bunch of people would defend the same objective even when the modifiers were very easy.
This is a bit of a simplification of the gameplay of the mission. As far as I remember, the general sentiment with the mission was that of abhorrence due to:
- Mission took too long. The mission usually lasted 20 minutes, or collect 6 waves then purposefully fail the rest of objectives.
- Expensive to run. Each objective is 1 tile wide 2 tiles long and 2 tiles tall, to fully cover it you need 14 tiles or 140 building materials. Then you have to upgrade the 6 lower walls and the material cost could rise to +120 (T2) or +300 (T2+T3); for a total of 260-440 building materials per objective.
- The waves were usually easy and quick enough that T2 structures could sustain the damage if you had the firepower.
- We are ignoring the cost of traps or structures you place to place traps.
New RtH
Now, Refuel the Homebase has been updated. There is no longer a timer, instead, the mission now ends after 4 in-game days or until you finish 8 objectives. The success criteria is still left at 6 "waves", except this time each objective takes 90 seconds to defend, and each wave is counted for every 30 seconds of defense (so, 3 waves per objective). However, losing the objective does not mean losing all the waves, that is to say, if you successfully defend the objectivefor 61 seconds, and then it gets destroyed, you earn 2 waves instead of nothing.
An important thing to note is that you no longer can do more than 1 objective at a time. Instead, the mission behaves more similarly to Destroy the Encampments, in which you have to do 1 objective and then jump to the next one. At first I was not a fan, but after the 3rd objective I shifted to thinking it could be good.
Supposedly every wave after the minimum boosts your chances of finding a bonus loot cache. I assume this refers to the orbs/triangles that mini-boss drops
Now, this I mentioned is in the update notes: v41.10 StW Update Notes (or if you prefer to read it on reddit). In any case, I decided to check the rework, so I did a PL 124 RtH solo (since I am PL ~130, I was overleveled). Now let's go with a few missing details from the update:
Enemies spawn almost on top of the objective. They spawn roughly 1 or 2 tiles away from each objective. This doesn't break the walls, but it does give you very little space to kill them.
Similar to Destroy the Encampments, the difficulty increases with each objective. However, the first 4 objectives are very easy and with little added difficult between each other. I only got to see a few lobbers and propanes spawn, with maybe 1 or 2 mist monsters (specifically smashers). However, the jump in difficulty from the 4th to the 5th objective is almost diabolical. I got a wave of smashers and propanes, and since the spawn is so close, you don't have much answer for them. I was only able to reach 1 wave before having it destroyed. Then the next objectives kept throwing me propanes with smashers. Since I had the bad experience with the 5th, I was able to prepare a bit more, but I still got close to losing an objective at least twice. I didn't see a flinger wave, but I assume they could happen.
In any case, I was able to finish the mission after roughly 1 in-game day and a half after rushing as much as I could. I thought it was gonna take me much longer. So, with a competent team of players, this mission could be finished much sooner probably.
About the loot cache... Let's just say that I found nothing.
Review
Overall, I think it is better. However, the mission keeps having some of the same issues as before:
- Mission takes too long. While the overall timer to finishing the mission has been reduced drastically (each wave only taking half the time), when you do the math, the mission now ends in a minimum of 12 minutes (90 seconds per objective * 8 objective = 720 seconds = 12 minutes). And this is ignoring prep time, moving from objective to objective, etc. So, the final time is still very close to 20 minutes.
- Objectives are still expensive to defend. While you can mount a cheap defense for the first 4 objectives, the last 4 are brutal.
It also adds a few issues:
- Stall is too strong. Stall is already the meta due to how timers work, but in this reworked mission even more so, as you only have to defend each objective for 1 minute and a half, and even when the 5th+ objective the enemy goes on the hyper-offense, you just have to prioritize eliminating propane husks and smashers (and possibly flingers).
- Purposefully failing. After you get the minimum 6 waves, what is stopping us from failing the rest of waves to finish sooner? No mission should allow for this.
Improvements
The biggest improvement we could add to this is reducing the total amount of objectives to 6, with the first 3 being easy, and the last 3 being brutal. This would reduce the minimum time to 9 minutes, and total time is closer to 14-16 minutes. It is still too long (IMO), but definitely much more doable. This would also reduce the building costs of finishing the mission.
On that same concept of reducing time, add a kill count threshold per objective. That is to say, if you kill a certain amount of enemies, the objective is finsihed, you get your 3 waves, and you can move on to the next objective. You can increase the required enemies to be killed for each objective. This would not only reduce the time spent in the mission, but should also encourage the use of more offensive strategies, instead of just relying on stall. At least for the first few waves.
Loot caches should be guaranteed after the minimum amount of waves is reached. This incentivizes actually doing the mission instead of failing it just to get it done. I think 1 loot cache every 3 waves above the minimum is good enough. That would give us a maximum of 4 loot caches per mission.
TL; DR: I like the new RtH, but I think there is still a lot of room for improvement.