So, after like a year of waiting or so, I finally got communion of apocalypse spawned, followed by outpost since I prioritised researching next tier cultist asap. I expected them to be similar to "standard" cult missions and progression, but oh boy I was so wrong.
Despite playing on beginner (my first run with the mod so yeah), in the two forest maps these battles took place there were more enemies than trees. Literally! For 4 basic cults maybe their hqs on superhuman come closer to similar density of enemies...
And the biggest irony is that since I had to wait for so long I already have cyberarmor and lasers and between how standard and even uac firearms fare against it and the density of targets I suppose this looks hardly different from a standard shooting range training I imagine my soldiers periodically go through... Okay they can still sometimes pose a threat with incendiary grenades, earned a couple of serious injuries but nothing chempistols with extinguishing ammo can't fix. And if I had the patience and really wanted to avoid this I could just spread out instead of squeezing as many shots as possible from TU pool.
I wonder why it was made this way - why cult of apocalypse missions are so densely packed up with enemies, and especially compared to every other cult mission? Even the engine looks like it wasn't made for such scale, map scrolling lags a little, turns take a lot to process and even soldier movement is drastically slowed (I imagine because the game processes all this unit spotting etc given how many enemies appear or disappear from field of view with each step).
Technical issues aside, from the gameplay perspective it seems it's either you have armor strong enough to be invulnerable (which leads to boredom quickly), or don't even bother - if I had to care about not getting hit, how could I do so with enemies covering the whole map separated by literally 5-10 tiles max? How do you take cover in such situations if you're surrounded on all sides and the enemy is in almost melee range? There's nowhere to hide from them, no flank is safe, hell you can't even do a single thing without triggering tons of reaction shots. This paragraph sounds like exagerration, but I swear I don't, these missions are that ridiculous.
Any chance of Cult of Apocalypse being brought to the same state as other cults in terms of population numbers?
P.S. Just finished an outpost mission, 82 enemies. And only one of them was a cleric needed to progress further (and according to data viewer it's always only one regardless of difficulty!), it's a miracle it didn't get killed by other enemies once they started panicking near the mission end. For comparison, red dawn hq is 114 enemies + 3 armored cars in the worst case scenario on superhuman, but drop down difficulty to genius and the worst case scenario becomes 77 enemies + 3 cars.
Let that sink in: a freakin' hq of a highly militarized organization having two units less in case of worst RNG roll and on second highest difficulty than a random outpost of loose satanic cult on beginner.