Talk:Chemical Leak/@comment-4650557-20111203144728/@comment-1365289-20111204022802

It's a problem inherent to how the mission is coded. Enemies, which includes only stalkers and agrons, are spawn based on a percentage interval. Every X seconds, there is a chance percentage to spawn either a pair of stalkers or a pair of agrons. Problem is as Squad Rating increases the proportions are thrown out of balance. In low sr games the mission can progress with very few enemies spawning. But once sr breaks about 1850, you start to see pairs of agrons rapidly spawn. Because it's all a game of chance, one game it might go smoothly, the next game 3 sets of agrons spawn rapidly, overrunning and killing players. For only a few experience, its just not worth the potential risk.

The other problem is you cannot fail the mission. If you decide the mission is too difficult and try to flee, enemies will continue spawning until every last player is killed. Saw if there's even a hint of failure, players skip the mission, because it always results in either "we beat the mission" or "we have to remake because we effectively lost the campaign."