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"Wandering Enemies"

By default, the maximum amount of enemies that can attack a player is 32 bugs. This means that the game assigns 32 bugs (don't think this includes stationary enemies like spitballers) that are the only ones allowed to actively to attack you. The other bugs are then assigned to other players (in the case of a co-op mission) until that limit is hit again for the other players; then the remaining bugs are left in a "wandering" state where they just wander around aimlessly until they get assigned to a player. At some point[1], the wandering bugs are re-assigned from a wandering state to actively attacking a player. 

[1]Note: the exact step-by-step mechanic of this queue mechanic for assigned bugs on a player is not entirely known. We don't know if you have to kill a currently assigned bug for a new bug to be assigned, or if maybe new bugs are assigned at intervals, etc... But we do know that only a certain amount of bugs can attack a player at once.

So if you're in a solo mission and there is 200 enemies around, only 32 of those are actively attacking you. The rest are wandering around. Obviously, you reach this "wandering enemies" state anytime there are more than 32 enemies. But there is a certain point where it becomes out of control and hard to recover from from. Generally you reach this out of control state when the enemies are spawning faster than you can kill majority of them. 

Typically, this "wandering enemies" state is really only noticeable in solo missions. This is because, as mentioned, once 32 bugs are assigned to one player, the other bugs are then assigned to the other players until each player also hits the max cap for them. So for a full 4-player lobby you basically have 128 actively-attacking enemies, so chances are you won't notice the wandering enemies mixed along with everything else. Even on Hazard 6x2 with its numerous enemies, this is hard to notice on a non-solo mission. But on solo, this is definitely noticeable. In fact, this is even noticeable on regular Hazard 5 vanilla enemy count and spawn cap. Try it: play Scout and start up like a 6/8 egg mission. Pop all the eggs at once; now watch as majority of the enemies are wandering around and only a few are attacking you.

This can be both advantageous and disadvantageous. It's advantegeous because obviously despite numerous enemies around, only a certain amount of enemies are actually attacking you. So it's possible for you to just run through a pack of grunts and not get damaged. 

However, this situation is generally **undesirable** for the player. This is primarily because once you reach this state where it's out of control, you typically cannot or you are very unlikely to recover from this state. If you're running through a pack of enemies, it's hard to know which ones will end up attacking you or not. So your movement becomes very restrictive and you're praying that those group of grunts your heading towards don't suddenly decide to attack you. 

It also leads to inefficiency. Since enemies are all over the place, most of which you cannot control and kite to your advantage, now it takes more ammo to kill them all. Rather than kiting 10 grunts in one area to then spend few ammo to kill them all at once, now you spend a bit more ammo to kill them because they were separated since you can't control them. 

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In conclusion, I do not recommend going above 100-120 enemy spawn cap for solo missions, especially if you're using something like solo scout. Maybe if you're using a build and class that is very aoe heavy and super fast at killing swarms, then you can get away with even 120-150 spawn cap in solo missions. But generally, just stick with 90-100 spawn cap for solo missions with any class.

