I am not commenting on any other difficulty because I’ve stopped playing them, but in my opinion, and the opinions of others I’ve played with, the difficulty settings of these missions are way off.
This is my reckoning on the situation. I’m sure others will chime in.
Blackwood Shipyard:
Round 1: Fine. All ships and ranks appear viable here, though it is preferred to bring fighters or frigates
Round 2: Enemy waves spawn a little too close together. There should a longer pause between them.
Round 3: Fine. Light ships not recommended, but in theory they can be used. Tends toward frig balls for maximum chance of success.
Captured Dreadnought:
This has been a problem for a while now.
Round 1: Enemies spawn too fast. If one player dies you’re going to really struggle to get the bots off you long enough to cap. If two die it’s all over. Frigballs mandatory.
Round 2: Enemies spawn way too often. Unless you are stacking kinetic-resists all the way even a relatively strong frigate can be torn apart by a sudden swarm of bots. Frigballs mandatory.
_Round 3: _Again, enemies spawn way too often. Frigballs not as mandatory, but when you have to use it for the first two rounds…
Crimson Haze:
Round 1: Fine. All ships viable.
Round 2: The corridor section is a bit buggy, but overall fine.
_Round 3: _Fine.
Pirate Base:
_Round 1: _Enemy waves seem to spawn a little fast, but it’s doable. Enemy damage might be a bit too high for T4 to handle though.
Round 2: Seems fine.
Round 3: Boss 1-hit-kills every ship in existence. That’s really not on. He needs a nerf.
Ice Reef:
Round 1: Enemy spawn rate makes this more difficult than it should be. Tends to force LRF spam because people dare not leave spawn.
Round 2: Enemy spawn is a little quick, but not too bad.
Round 3: Boss is too strong in my opinion - can kill a lot of ships in 1-2 shots.
Processing Rig:
Round 1: This one is hit and miss. Honestly can’t call it, but I’ve seen fighter-inty squads succeed so I’m declaring it fine.
Round 2: Again, if there’s a problem it’s with the bot spawn rate.
Round 3: Tentatively saying it’s fine. Bot spawn isn’t too bad providing you keep on top of it.
So the big issue lies with the bot spawn rates, and how there is a tendency to force people toward Frigballs to succeed. The spawn rate needs to come down on some / all missions so players can actually have some breathing room between attacks unless they’ve got a maxed T5 Guard with infinite pulsar.
Crimson Haze has become my favourite mission because it’s doable with just about anything. It’s probably the only PvE where you could bring four Interceptors and have a chance of winning!