Difficulty Settings
Published: 10 May 2016 | Category:
Uncharted 4
You can access the game options and change the difficulty anytime you wish. The difficulty modes are Explorer, Light, Moderate, Hard, and Crushing.
To understand
Uncharted 4’s difficulty settings, you should first understand that the game is designed in such a way that the more you struggle through an area (resulting in multiple deaths), the more the game implements incremental stages of assistance to make the challenge a little easier. This assistance complements the game’s difficulty setting. For example, the stages of assistance could be triggered after 6, 9, and 12 deaths, and possibly after 4, 6, and 8 deaths on an easy difficulty setting.
Each stage of assistance tweaks certain aspects of combat to make the task progressively easier. These include changes such as reducing enemy accuracy and enemy rate-of-fire, or increasing ally rate-of-fire, etc. Here is an overview of what is adjusted in gameplay, depending on what stage of assistance is implemented.
Details of Auto Assistance Stage 1
After struggling through an area and dying multiple times, the first stage of assistance will activate. These are the slight changes you can observe:
- Enemy Accuracy slightly reduced
- Time between enemy grenade throws slightly increased
- Time until enemies attempt to flank increased
- Enemy shotgun damage reduced
- Enemy shotgun delay between shots increased
- Enemy sniper target acquisition time increased
- Enemy sniper fire time once locked on increased
- Enemy grenade launcher delay between shots increased
- Enemy RPG delay between shots increased
- Time before ally can apply lethal force reduced
- Time before ally can melee lethally reduced
- Ally melee damage increased
- Time between Checkpoints reduced (45 seconds)
Details of Auto Assistance Stage 2
A second stage of assistance activates if you still continue to struggle through an area (that is, die a few more times). This stage further increases those features that were increased in Stage 1 and further decreases those that were decreased. These are the additional changes you can observe in Stage 2 of game assistance:
- All of Stage 1 assistance features slightly increased or decreased (accordingly)
- Ammo drops increased
- Enemy allies can no longer interrupt player melee to save each other
- Enemies can only land two combo melee hits and enemy melee damage is reduced
- Enemies can no longer melee you when grappled and your melee damage is increased
- Minimum stomps to kick you off a ledge increased to 3
- Enemies can no longer execute a double armbar (holding Drake by both arms and allowing other enemies to melee you from the front)
- Time between Checkpoints further reduced (30 seconds)
Details of Auto Assistance Stage 3
A third and final stage of assistance activates if you still continue to struggle through an area. This stage further increases and decreases (accordingly) the features from Stages 1 and 2. The additional changes applied in Stage 3 are as follows:
- Enemies can no longer shoot bursts while suffering hit reactions
- Allies can no longer be grappled
- Enemies can no longer execute melee combos or counter your melee
- Time between Checkpoints further reduced (15 seconds)
- Combat Checkpoints can now trigger after you kill any six enemies
Difficulty Setting Differences
Now that you have a grasp of how the game adjusts to help you through difficult areas (by implementing stages of assistance), the following section lists the differences you can experience by changing the difficulty settings. Although the guide is written for Moderate game players, the list of features that are increased or decreased are based on the default values of Hard mode—that is, everything is tuned relative to how it compares to Hard.
Explorer (Very Easy)
It is almost impossible to die when the game is set to Explorer mode. Health regeneration is set to 1000% and enemy accuracy is at 5%. However, explosions and melee can still hurt you. Camera and Aim assistance settings are enabled by default.
Speedrun
If you want to get through the game in less than 6 hours to get the Charted!-Speedrun trophy, we highly suggest you do this with the difficulty set to Explorer. For more tips on the Speedrun, see the Extras chapter.
Light (Easy)
Gameplay features that are tweaked depending on the selected difficulty level are listed here. These features are either increased or decreased accordingly as the game difficulty progresses:
- Gameplay Assistance triggers after 4, 6, and 8 deaths
- Enemies take longer to acquire you as a target
- Successfully “sneak away” from enemies more easily
- Ammo drops increased
- You regenerate health faster
- Enemies are significantly less accurate
- Enemies can no longer shoot bursts while suffering hit reactions
- Enemies wait much longer before attempting to flank
- Enemy shotgun damage reduced, and shotgun delay between shots is increased
- Enemy sniper: damage reduced (no longer one-shot kills); target acquisition time increased; sniper fire time (once locked on) is increased
- Enemy grenade launcher and RPG delay between shots increased
- Enemy movement speed reduced
- Time before allies can apply lethal force reduced; allies can no longer be grappled; ally melee damage increased
- Minimum enemy stomps to kick you off a ledge increased to 3
- Enemies cannot counter melee (Heavies and Brutes are the exceptions); enemy support can no longer interrupt your melee to save each other
- Stealth Checkpoints can now trigger after any 2 stealth takedowns
- Breakable edges take much longer to crumble (3x)
Moderate (Normal)
This is the mode used to write this guide. The list of gameplay features that are tweaked depending on the Moderate difficulty setting is the same as those features listed in Light mode. However, if something was made easy in Light mode, it will be more difficult in Moderate mode and so on. We have listed the unique Moderate mode differences here:
- Enemies can shoot bursts while suffering hit reactions (allows fire back hit reactions)
- Enemy sniper can achieve one-shot kills
- Enemy movement speed is the same as on Hard mode
- Enemies can grapple your allies
- Stealth checkpoints can now trigger after any 3 stealth takedowns
Hard
Hard mode is the baseline where all other modes’ features are made easier or more difficult. The list of gameplay features that are tweaked depending on the Hard difficulty setting is the same as those features listed in Moderate mode. However, if something was made easy in Moderate mode, it will be more difficult in Hard mode and so on. We have listed the unique Hard mode differences here:
- Successfully “sneak away” from enemies less easily
- Slightly higher enemy accuracy, target acquisition, and aggressiveness
Crushing
In Crushing mode, the hardest of difficulty settings, there are no automatic gameplay assistance features. Here is what else to expect in Crushing mode:
- Your slide speed is increased (3x)
- Enemy target acquisition time is heavily reduced
- Enemy vision distance is increased
- You no longer have a grace period to land a stealth kill when an enemy first sees you
- You no longer see enemy Threat Indicators
- You can no longer mark enemies
- Successfully “sneak away” from enemies is less easy
- Ammo drops reduced
- Your health regeneration rate is slower
- Enemy accuracy increased
- Minimum accuracy required for enemies to hit you is heavily reduced
- Time between enemy grenade throws is heavily reduced
- Time until the enemy attempts to flank is heavily reduced
- Enemies no longer stagger from explosions
- Enemy shotgun damage increased to the max
- Enemy sniper target acquisition time reduced
- Enemy sniper fire time once locked on is reduced
- Enemy movement speed increased to max
- Time before an ally can apply lethal force is heavily increased
- Enemies can now perform up to 15 hit melee combos and their melee damage is increased to maximum
- Checkpoints no longer occur during encounters
- Time before breakable handholds crumble is reduced to the minimum
http://megapanda.net/14-uncharted-4/778-difficulty-settings