Generation Zero’s claim with Adventure difficulty is that it is focused on story over combat. If Generation Zero were a movie or a book, it would not feature the main characters constantly dying and being replaced or otherwise respawning. We all intuitively understand that very few main characters die in a story, and that when Generation Zero says that Adventure difficulty is story focused, that is promising a mode where the average player will very rarely (if ever) die while playing.
This is not remotely true. Heavy machines, especially rivals, are perfectly capable of tanking a rocket to the gas tank and six more to the face without going down, and the reason I know this is because one of the Farmlands quests required me to take one on. It even had a pair of rockets in a nearby house, which would’ve been good design if two rockets were remotely enough to take on the boss machine outside.
Evading machines isn’t an option, because lots of missions (especially in the expansion) require you to destroy machines to progress. Ambush makes no difference, because even heavy ordnance fired directly into the weakspot of mandatory machine bosses does so little damage that emptying another dozen AR mags into them (even when aiming for weakspots) still didn’t bring it down. And this is in a fight where VO starts trying to carry the story, only to have it brought screaming to a halt for 30 minutes while I scrounge around for supplies to try and restock for another go.
The new expansion content is supposed to be an improvement on the early/middle parts of the game - and it places the emphasis squarely on attacking powerful enemy machines, not evading them, with multiple missions that require you to take out specific machines, whether waves of them attacking a fort or specific rivals out in the farms. And if these machines are intended to be fought rather than evaded, then Adventure difficulty makes them way too hard. Probably this specific issue would be mostly fixed if the tank rivals in the expansion mission were swapped out for just regular tanks, those seem to actually explode when you fire a goddamn rocket directly into their fuel source, which seems to me like a pretty reasonable reaction to that course of events, but failing that the HP of Adventure difficulty tanks and harvesters just needs to be tuned way down.
Also this isn’t the exact same thing but related: Solo players should have either significantly increased damage resistance or else spawn adrenaline shots far more often, at least in Adventure difficulty, possibly in Skirmish as well. Adventure difficulty is supposed to be story focused which means deaths should be rare for anyone who’s putting in any effort into playing the game all sneaky like, and it’s easy to get blindsided and overrun even when you have plenty of resources left if you don’t have any mates to help you up after getting flanked by a hunter. I doubt this would be a major issue in a full group of four because odds are fantastic that at least two of you will survive any unexpected trouble and be able to help your mates up and skedaddle, but in solo you can go from 80 health and 50 medkits to dead in literally seconds.