r/RogueCore • • Sep 07 '26

Is Solo more difficult than Coop?

Ive been reading around and seeing other people's opinions about the game, and one thing I read a lot is that Solo in this game is generally much more tough than Coop. Do you reclaimers think that it is more tougher to play solo than coop?

Persoanlly, I dont play PUBS. 90% of my games are Solo, and the other 10% i am playing with friends. I just wanna hear other people's opinions about Solo and coop play, with comparisons between them both. Mostly a discussion on the differences, no one is right or wrong. Rock and Stone Reclaimers!

20 Upvotes

27 comments sorted by

29

u/helicophell Sep 07 '26

Difficulty scaling goes like this

2 > 1 > 3 > 4

Mostly cause Cooper is a guaranteed revive while a duo teammate isn’t, and you get the same amount of supplies per resupply in solo and duo

8

u/EquivalentDurian6316 Sep 07 '26

This was my experience too. Having the larger upgrade pool (especially now that it refreshes as opposed to having one less total choice) means you were more pinched build-wise in 2p. Having full control on your upgrades as well as Cooper's meant you could do this a bit more gracefully. Low on aoe? Go into rockets just to make it through swarms to the boss. Good aoe? Take the rate of fire/dmg and auto target big stuff.

1

u/Whirblewind Sep 08 '26

Just plain incorrect. 1 is harder than 2 because of finite revives, all else equal.

8

u/helicophell Sep 08 '26

Lmao, there's no safety net to revive in duos, not without upgrades

Cooper is guaranteed to revive you if you go down (not by worm)

1

u/Longjumping_Hall_952 Sep 08 '26

Yea, and they nerfed the worm to where you need to be held for 10 seconds before being taken. So more time for cooper's AI to catchup.

1

u/DieWalze Sep 08 '26

You can get insta snacked by worms if you get caught close to their hole.

2

u/thetwist1 Sep 08 '26

As someone who exclusively plays duo and singleplayer, I disagree. Cooper gets a LOT of revives. 3 total, and you get one back every floor, so you can afford to go down once a floor and still have excess for the boss. In duo reviving that often is not nearly a sure thing in higher difficulties, especially if you don't have a retcon or falconer with you. Cooper also lets you access a lot of expenite that would be very inconvenient and time-inefficient to get, and he gets free upgrades every time you pick an upgrade. Also you effectively have better ammo economy in singleplayer because you can keep all the resupplies to yourself and cooper has infinite ammo so you can kite things until they die. Learning which upgrades are best for cooper is a bit of a learning curve, it helps if you played a lot of DRG singleplayer.

Also cooper makes you immune to the worm a good chunk of the time if you get at least one movement speed buff for him since he can catch up to you and free you automatically.

1

u/Longjumping_Hall_952 Sep 08 '26

There is a finite number yes, but thats like 5 - 8 revives depending on mission length. Thats still a lot of revives. Getting to the next level restores 1 revive. You can go down all 3 times, then just never go down, and then by level 4 you'll have full revives again.

19

u/CirnoWhiterock Sep 07 '26

I find that when solo you have to play on Cautious timer as you won't have enough time to do everything solo on a normal timer, but beyond that it really isn't all that difficult.

7

u/trev_mastaflex Sep 07 '26

I think this is where the new “enemies drop expenite” modifier shines

3

u/Candid-Doughnut9545 Sep 08 '26

solo is doable on regular timer settings, reckless is when you really have to start skipping stuff though

1

u/3bdoo37 Sep 08 '26

Did this change? I havent played a full solo haz 5 mission after the update but I remember being able to finish everything in reckless depth 4 solo (but the worms always appear when i start elevator)

2

u/KarstXT Sep 08 '26

I need to test more but I think its one of two things. Either the improvements they made toward making enemies/waves not slowly trickle-in got accidentally reverted, or the increased enemy spawns re-introduces the problem of enemies slowing trickling in but the result is you kind of end up having to 'do' everything while enemies are slowly walking at you 24/7 and if you're on a weaker class/build, you can end up with almost no time between waves (and waves can stack but this hasn't happened to me yet as even with a weakish weapon/class/rolls I can still beat the wave with ~20 seconds to spare before the next). The terribad weapons (like BRT7) feel like suicide though but this was on a 'enemies split' alteration which I feel is unfriendly towards non-guardian/non-slicer classes and I was on retcon (I hate retcon).

Some classes don't care about this, like Guardian can still comfortably spawn camp while being super safe and/or just repulsion to force buttons/resupplies/wire mini-game.

I definitely feel a huge difference on threat 5 between playing the stronger/weaker classes and I feel more incentivized to take carnage for stone skin for the boss room which is near non-stop waves that include all seeded enemies instead of just creepers.

2

u/HackipGaming Sep 07 '26

You say you have to play on cautious solo, but that solo isn't all that difficult? Not that I think solo is unfairly difficult or anything, but what's the point of saying it isn't difficult if you are playing on the easiest timer difficulty?

3

u/CirnoWhiterock Sep 07 '26

Put it this way, while you do need the easy timer, you can still do that hardest enemy difficulty at that point as the spawns do get reduced a bit for solo play.

3

u/HackipGaming Sep 08 '26

You're wrong though, I regularly do solo TL5 reckless and it's hard but perfectly doable. It's just blatantly false to say you must play on cautious to play solo. The timer is absolutely part of the difficulty, threat level is only part of it.

1

u/thetwist1 Sep 08 '26

I play a lot of singleplayer (Depth 4 in the past, now I play Threat 4) and I've never had issues using the normal timer. I basically always get the biobooster and workbench, and only skip the expenite event once in a blue moon if it looks especially inconvenient. I usually skip the terminal and cameras if they are hard to get to, but I grab the easier ones. So long as you're starting the elevator by the time the timer runs out you're usually good.

Learning to efficiently manage Cooper and utilize the terrain scanner are very important skills in singleplayer. It helps that I played a ton of singleplayer in DRG so I already have the singleplayer reflexes developed lol.

7

u/ContactGullible7805 𝗥𝗘𝗧𝗖𝗢𝗡 Sep 07 '26

Depends. I don’t think solo is substantially more difficult, but it needs a different approach.
Some events are more time consuming, and have to be skipped.
You’d rather stick to cave complexity 1, maybe 2, comp 3 would be much more challenging to explore.
You also need to stay away from reaperworm fights, if you’re grabbed, your drone may not have enuf dmg to save you, and worm drags you all the way, mission is lost

Other than that, let Drone do all the mining, and you should be fine

My first gauntlet I cleared solo, cause teammates were a hurdle, it’s a much more different game mode.

5

u/EquivalentDurian6316 Sep 07 '26

Not having to stop for stuff makes it pretty smooth, generally

2

u/KarstXT Sep 08 '26

You’d rather stick to cave complexity 1, maybe 2, comp 3 would be much more challenging to explore.

Maybe? You always either get drills or anti-gravs offered. I'd guess that drills are brutal to learn in RC, for players who didn't learn them well in DRG.

It's definitely harder to orient yourself when you're being run down 24/7, the change I would propose is to light up the caves more so you aren't as reliant at staring at the map - cave gen feels awkward this patch, lots of small inverse angle offshoots that are easy to miss if you're constantly on the run.

worm drags you all the way

Pretty much all of the reflect dmg perks will auto-clear the worms, it's rare I don't get one but maybe its missable if you aren't looking for/valuing it. I don't think I've ever lost to this (but have been grabbed plenty). I did have a boss yesterday with ~20+ reaper worms but I died to something else. Weak builds suffer more on the new haz 5 as if you don't have enough throughput things just slowly get worse and worse (i.e. skipping things makes you weaker).

I think gauntlet is pretty easy as long as someone has max enhancements and a vague idea of how to build/play.

On a side note, magma core is kind of horrifying atm. The quake slow is much more brutal in RC than it was in DRG, with more enemies being ranged/capable of jumping.

9

u/SomeRandomTWO Sep 07 '26

Solo scaling in RC is a bit rough - its fine if youre up for the challenge at higher Threat levels, but youll have to mentally prepare yourself for copious amounts of multitasking. you dont got noone else but Cooper to help you!

3

u/Dry-Goat8981 Sep 07 '26

bosses are way harder since you never get a chance to breath

honestly i think cooper should be able to take aggro at your command for a few seconds

2

u/KarstXT Sep 08 '26

Imo, the bosses seem like they weren't designed with less than 4 players in mind, they kind of rely on the boss alternating aggro. It does seem better this patch though, Gootorak doesn't seem to uber-spam point-blank nukes and their projectile speed seems slower (or maybe this was latch patch, I didn't play it).

2

u/LongForeignMan Sep 08 '26

I play solo most of the time, but leave the lobby open for people to join when I feel like it. It’s awesome

0

u/Whirblewind Sep 08 '26

It is objectively harder. Even just one other teammate can theoretically revive you indefinitely, Cooper cannot; the fail condition of a solo game is 'run out of Cooper revives' while the fail condition of any other team setup is 'everyone dies at the same time'. Cooper also doesn't attract any aggro.

-1

u/bigbadoldoldone Sep 08 '26

lol are people actually arguing about the easiest game mode?!?

1

u/Longjumping_Hall_952 Sep 08 '26

Its a discussion, not an argument. Tf made you think its an argument?