Hare Collective

<-Back to PvE

Goal
Prevent wave of enemies from bringing device to endpoint.

Lines on the map show which routes the enemies can take to the endpoint.

Resources
Enemies drop resources on death. Resources disappear if not collected for 10 sc.

Player spawn
Only a single spawn room available, located at the endpoint.

Enemy types and behavior
Enemies have a very large main spawn, followed by two smaller side spawns. Most enemies spawn through the main spawn, but some enemies travel to the side spawns to avoid the players.

There are at most 3 EMP devices, that are carried in by the enemies. If EMP device is dropped, subsequent enemies traveling to its location will pick it up. Enemies carrying the EMP are slowed.

Have two main types: light robots and heavy robots. The heavy robots are much larger, have much higher hp, are slower, and usually travel alone. Light robots usually travel in groups of 10 to 20.

Light robot types
Hoppers - fast, low hp, melee attack

Clangers - fast, low hp, hitscan shotgun attack

Stompers - medium, medium hp, rocket attack

Gunners - slow, high hp, continuous beam attack

Gunners move more slowly when firing weapons.

Luggers - slow, medium hp, projects shield in front of itself.

Patchers - medium, medium hp, heals single target

Patchers usually enter healing a single target.

Snipers - medium, low hp, hitscan shot headshot

Once player in sight, sniper stops moving forward and begins targeting the player.

Burrowers - fast, medium hp, teleporter

Burrowers travel alone. Once the burrower has traveled at least 20m from spawn or the furthest teleporter, it sets up a powerful turret, followed by a teleporter. From then on, any enemy that would spawn at the spawn instead teleports in at the teleporter.

Heavy robot types
Always larger versions of hoppers, clangers, stompers, gunners, luggers, and patchers