Tested the rank points for increased spawns and it's interesting the way it works. Bear in mind the varying levels of 5, 6 or 7 enemies only affect certain types and others will always spawn the same amount whether 4 or 8 etc. I'll add more to this post if I play around with more testing. This is based on default difficulty and M2 gadget rank numbers (scale of 8-255) at default difficulty.
Stage 1: Zone A is locked to 6 spawns. You can see this from the very first enemy waves. Even if you die or adjust the rank to 0 you will still get 6. So it's not possible to roll down to only 5 spawns until a later stage.
The rank point at which you would get 7 spawns is 64/255. Of course it's impossible to actually get this high during normal gameplay.
Stage 2: Still untested . . . Probably safe to assume it works similar to stage 1.
Stage 3: The 7 spawn rollover is still at rank 64 and it is possible to hit this by the beginning of the third stage if you do full milking of Golden Ogre and King Fossil and use 30 hz auto. It's not a huge point gain, maybe 15k depending on the stage, but if you add this to the points from both boss milks you'll come out close to 50k ahead.
Stage 4: Here the rollover for 7 spawns jumps up to rank 97. So you will roll back to 6 spawns even if you had 7 during stage 3. Here you may roll back to 5 spawns if you are playing a rank controlled run.
Note: Still need to determine the rollovers from 5 to 6 spawns. More relevant for low rank nonauto runs.
It's unlikely (need to test if it's even possible) to hit rank 97 by the beginning of this stage. You actually don't want 7 spawns in Zone J as it would break the scoring in 2 places and result in less points and losing a bomb pickup.
Stage 5: The rollover to hit 7 spawns remains at 97. On a high scoring run you can be getting 7 spawns all the way through from here to the end.
Stage 6: The rollover for 7 spawns jumps back down to rank 64. It's not possible to have only 5 spawns at this stage even if you artificially lower the rank way down. So the 6th stage behaves much like the 1st. This was likely meant to help maintain the late stage difficulty even for players who had died or continued and lowered the rank.
Stage 7: Still untested . . . A high scoring autofire run will already be at max 255/255 coming into the final stage.
As you will see on high level runs in routes like V, Z and V' 30 hz is used but rank is controlled by being very deliberate about only shooting when necessary. This is totally counterintuitive bc it's much easier to control rank by simply switching to normal shot when you are shooting down zako or don't actually need 30hz.
It's easy to ask the question: "If they're always using 30hz why are they also so meticulous about not wasting shots to control rank?" But using this method while also doing both boss milks will get you to 7 spawns by the beginning of the third stage. Holding down 30 hz constantly will be overkill, but intermittently switching back to normal shot won't do enough.
On runs going through Titanic Lance like W, X and Y rank is constantly boosted by 30hz auto and all bosses are stalled out to the 4 min mark in order to get his durability up on the respawning turret section. It's juuuuust possible to hit 255 if even the first sections of TL are drawn out to the last minute. (Time is a major contributor to rank boosting.) So this priority overrides any consideration of the spawns which are a relatively small contributor to scoring.
Counting enemies can be a good way to gauge generally where you're at if you're trying to play low or high rank and aren't playing with the rank gauge. These enemies called "Mirage" are one of the best to count. They explode and give off a burst of 5 red destructible shots which makes them quite noticable compared to some of the strings of tiny zako.
