Equipment at the time: T2 Pulse Rifle T2 Shotgun Laser Pistol Medium Armor - Multi Boost, Armor Boost, EVA Boost Thinking back on it, this mission would have been well suited for the minigun or flamethrower, however, this gear was perfectly adequate for dealing with basically everything up to this point. The Zirax radio station and the Xenu Mainframe were perfectly fine with this setup or slightly weaker. But by golly was it not enough for the Derelict Ship-- I really didn't want to have to godmode through it, but I simply decided that moving an inch at a time, listening to monsters screeching in my ears as I slowly cleared out long corridor after room after corridor of dozens of melee enemies was just not fun. It would have literally just boiled down to me running backwards and shooting for goodness knows how long. This combined with the back-and-forth design of the POI itself made it quite painful for me to complete, and I was already flying through walls and ignoring all of the enemies at that point. The following points are just what I think contributed to this: The core combat simply does not support horde-style encounters in spaces this tight where the enemies move so fast that controlling the space is nearly impossible. It's easy to get stuck on furniture or walls trying to back up to go through a doorway or up some stairs, and the fact that the enemies run at what appears to be sprint speed with light armor doesn't help. Player vs. melee enemies is doable with minimal injury with the gear I had, but only against maybe 2 or 3 enemies, after which the shotgun would need to reload and I'd be forced to switch to a different weapon and risk taking more damage. There is little defense against melee other than running away or killing the enemy. Ranged opponents you can just hide behind cover from. There is a lack of checkpointing in the ship itself. Basically every area in the ship spawns monsters or is next to a room that spawns monsters. Since enemies follow you through doors here, you just don't get any room to breathe unless you kill every single thing that shows up (assuming they don't just infinitely respawn, which may be the case, but the spawns are far too numerous regardless). There's no halfway medbay like in the zirax radio station, and pretty much the only safe spot after you pull the lever in the bridge is the bridge itself. This mission is really really hard compared to the ones that come before it. The zirax radio station has much more sparse enemy placement, much safer encounter zones with cover and obstacles. I honestly would have been fine with the idea of having an area that is meant to tell you to gear up better, but the way the ship is designed makes that idea only apparent after you already turn on the danger at a point of no return. (remember, you can't get back to the cargo bay you entered from after you pull that bridge lever until i think you pull switches for ventilation) Having the "start" point for the dangerous part of the mission be at the cargo bay or having an exit from the bridge would alleviate this. I'm just hoping that the difficulty I encountered here was a gross misapplication of combat mechanics (suggest loadouts for this mission) or just a relic of older quests.