Maybe it sunk in the sea of bugs...
To be fair, we did just go into summer not that long ago (as a strong nightly thunderstorm is currently demonstrating, very loudly... to the lamentations of my ears), so there's still a bit of time to go for it.
Not related to reply - I had my first go at Hard operations just now, and I'm... not particularly impressed.
Is it difficult? Perhaps, if not yes. However, I'm not such a fan of it just being the same uber tanky conflict zone NPCs for the on foot part, except instead of there being squads of up to 6 in a wide area, where NPC allies will take their attention from just you, you can have 10 of them flood you all at once in narrow, enclosed quarters, and if you survive those long enough to clear them out the game can just immediately toss another spawn of 8 into the same room, 4 from a door up front, 4 from somewhere behind you (fun, isn't it?). For a team of three not-exactly-incompetent players with high level and/or engineered gear, it frankly just devolved quickly into a torturous experience of not getting swarmed and slaughtered within seconds, repeatedly, by bots that spawned at least as fast as you could just kill them. Nevermind holding the data download room where it's like you need a rocket lawn-chair (launcher) just to defeat the flood of zombies with guns coming through the door.
Grenades? Do you know how impossible it is to make those things behave predictably when they float and bounce everywhere until they decide to go off? Unlike the bots, we don't have perfect knowledge of those patterns. Or their seeming lack thereof.
And just... the inclusion of the Enforcer enemy with their pinpoint accurate rocket aim that WILL always either one shot you or your shields, in some very enclosed spaces where it is nearly impossible to dodge their projectiles, while they will take at least 3 body shots from a G5 executioner (I'm not much good at headshots in the clunky Odyssey gunplay, give me a break) to break shields and deplete their main health pool - while they will be quick to whip out their pistol that does a frankly obscene amount of damage for a long-range enemy, if you do close in - is just... I don't think it works, and they don't need to be there.
Feel free to disagree, but it's already difficult enough without them to deal with such a tank in scenarios where enemies will flood you for the smallest missed shot. Unless of course you bring complete brute force of nothing but rockets yourself. Which is boring, eventually. Feels like it was designed for more than just 4 players with the spawn rates and enemy health pools/damage, to be honest. All of us died at least twice, my two teammates... a lot more than that. And it was just Biohazard Takedown, the supposed "easiest" of the Operations. Trying to merely ignore the flood of spawns or push through them to not get bogged down every time in nearly every room got really annoying, very quickly.
A third death can also be attributed to me having to grenade my feet because NPCs trying to get to my hiding spot behind a console pushed me through the floor, and out of the playable area. Oops.
The other of our two attempted runs was Terminal Prosecution. Ok, fine, tougher enemies can eventually just be chewed through. I didn't have a problem with that. The constant incessant and nearly unavoidable missile spam of practically every NPC if your shields ever dared drop, on the other hand, was just obnoxious and about as fun as having your teeth pulled (much like the entire Biohazard Takedown above). How I ended up "defeating" the Kestrel wasps in the second wave, refusing to stop spamming missiles at me, was by flying away and dropping my heat level/using silent running to make them lose track while continually boosting. They jumped out, and apparently that counted as a "kill" for the progression of the mission. Fine with me.
Now the general... take two already battered ships and one (probably) intact Kestrel. Now create the scenario where the swarm of escorts is so ridiculously over-the-top that your only realistic possibility of any victory is to try luring the general away without drawing his helpers (good luck doing so), or just completely brute force through his hitpoints with absolutely no strategy involved, to end the scenario. And not care that you will get completely shredded in about 30 seconds by his equally extremely missile-happy mob of minions. Are you having fun?
I don't think this is particularly good or engaging game design. I think the "mob swarm" surrounding the effective 'raid boss' could use a little tuning down from allowing practically only one viable option.
(No my combat FDL is not a paper build with no hull to speak of, didn't matter anyway, and I'd already lost a third to the ridiculous Kestrel missile spammers that are nearly impossible to destroy when they only want to target you, coupled with shield loss of clearing the first wave of enemies.)
Should Frontier "remove" hard or tune it down, I'm not sure. Personally, I believe the ideal solution would be providing something that sits between the Easy setting, which becomes somewhat trivial for three experienced players with appropriate gear, and the just not-at-all-fun (for a trio) zerg rush of bullet sponges that Hard creates. Because, it seems, some people do enjoy the current level which that difficulty sits at. Even if I don't understand it.
... also, why are these "merc coin" weapons so expensive AND then also require you to separately engineer them from G2-5 as well?
I can imagine why, but I'm still going to call out that it is a bit much
On the bright side, didn't have any issues connecting to said friends today, unlike the passed Tuesday to Wednesday night.