It depends on the “allocation” of the progress bar - primarily, what the final Interceptor is. EG the Scouts will stop coming a lot sooner if you clean them out while there’s a Medusa about (probably should because it’s dangerous enough on its own), because it will provide a significantly greater in-CZ progress when killed. The effect is less noticeable with a Basilisk but still there. Whereas if it’s a Cyclops, there will be Scouts continuing to spawn in all the way until the bar is nearly completely full, assuming you clean most or all of them up first.
I was there yesterday and saw a different picture.
After killing everyone but Medusa, there was only a little bit left, like a hair thin.
I mean, if even one scout showed up, the zone would be closed. It didn't take into account killing Medusa at all.
Not really - it stays exposed for 45 seconds on all Interceptors, generally. May just seem faster on the Medusa because its armor/hardness stat(forgot what it’s called exactly) reduces the damage of AX multicannons very significantly, and with it not always cooperating to face you it can be a lot more annoying/difficult to get a heart of a Medusa down in that period.
I am not writing about the hardness of the case, but precisely at the moment when the heart is already open, damaged, burning red.
With Cyclops I even with 3 machine guns I can quickly knock it down, with Medusa I manage to damage it only 50 percent with 4 machine guns. I attribute it to the growths that prevent me from hitting it.
I'll try to get my hands on a stopwatch next time.
Neither, technically, the unpopulated controls will simply see more progress applied by a CZ completion due to having a lower difficulty than the populated ones.
Didn't understand the answer.