They should respawn by increasing the region score.
This you can do by killing random machines.
Destroying rivals on the other hand reduces the region score.
I’m also playing on playstation and the bases in my world keep on spawning and upgrading faster than I could destroy a fully upgraded base.
There was no change on the flares.
The Flare can be used as an effective distraction to divert attention away from the player(s). However, it can be negated by any other form of loud noises (ie: gunshots) and will cause machines to target in the direction of the noise.
Emergency Flare | Generation Zero Wiki | Fandom
Really?
Vanguard increases damage resistance by 25%.
Haven’t seen that it reduces the amount of health gained per medi kit, yet.
Maybe it’s just a mathematical or visual thing which let’s you think that its amount is reduced?
Keep in mind that the health always is show in percent. 100 percent is full, but don’t isn’t Always the same. Let’s say initially it’s 100hp.
With the skills for health amount you can increase the HP to up to 130 (+30%), but it’s still shown as 100%.
Health packs should heal a certain amount of percentages, so it shouldn’t matter if we have 100 or 130hp in total. A Standard first aid kit should always heal the half.
@SR_Carni does it really heal 50% or 50hp?
Now we don’t really know how vanguard techically works. Its description says “damage resistance by 25%”. But what if healing just is doing negative damage, like using health ammo? If that’s the case, vanguard could probably also reduce the amount of health you gain as it could reduce the negative damage.
Following this theory, without having skills for increasing the healing amount of first aid kits, a Standard first aid kit should be affected in a way that reduces its amount to 37,5% of healing.
If that’s proven, it should really be fixed. Can you link to the video?