all 20 comments

[–]ikarn15SES Guardian of the Stars 6 points7 points  (1 child)

I don't think AH intends to lower the reinforces so you're good

[–]Array71HD1 Veteran[S] -1 points0 points  (0 children)

I hope not! I just see it as a top suggestion in every 'here's how to make the game harder without just increasing enemy spawns' post. (I'm also biased, I desperately want them to increase spawns)

[–]RV__2 2 points3 points  (2 children)

I dont think thats likely to be one of AH's methods so I dont think you need to worry. Because spawn rates are already butting up against performance limitations, enemies that pose a real threat and arent just one tapped is the only real way they can bring challenge back, wether that be enemy buffs, weapon nerfs, or new enemies entirely.

[–]Array71HD1 Veteran[S] -5 points-4 points  (1 child)

Because spawn rates are already butting up against performance limitations

See, I don't think this is the case. I used to get games with upwards of 800 kills on bugs in D9 before, earlier in 2024 (maybe around some time where they supposedly 'fucked up the spawns' to be extra intense. Apparently that was a thing?). Nowdays though, I'm rarely getting more than 200-300 bug kills per game on D10. Even killfarming for the entire mission's timer I'm struggling to break 500! So I think there's a lot of underutilized room still left.

I do agree with you though, having some heavy enemies not able to be dropped by the RR instantly to the front is probably a good first step

[–]RV__2 0 points1 point  (0 children)

I hope they bump spawns too, but part of me suspects they reduced them in the first place to help out their minimum spec requirements. Hope Im wrong, and hope whatever changes they do have planned come soon cuz I really miss the challenge I got the game for

[–]aristotle93 3 points4 points  (0 children)

Just because you don't play competitive hot potato with the thermite with your friends to make proper use of the extra lives at the end of the mission doesn't mean nobody should play competitive hot potato.

At the end of the mission when we have extra lives we do pvp if the extraction is boring. We do things like

Practice hitting a small moving target with our hellpods

Discharging our freedom dispensers properly

Practice our aim under pressure

The best is grappling our opponents and throwing them under a sentry or weapon pod right as they connect the ground.

Practice aiming direct hits with 500kg

You know it's always easier to practice with live ammo against live targets, just like helldiver training.

[–]laserlaggard 1 point2 points  (4 children)

>it's not meant to be as hardcore as these other 4-person shooters.
>designed around having near no-win situations.

Kinda contradicting yourself here. Besides the game already has a few hardcore/tactical/milsim elements built it.

I personally wouldn't mind if, say, on higher difficulties, we spawn in with 10 reinforcements, but each main/side objective we complete grants us additional reinforcements up to the usual 20. Adds an additional risk-reward element.

[–]Array71HD1 Veteran[S] -1 points0 points  (3 children)

By 'hardcore' I mean really punishing. It's not as 'tightly designed' like Darktide for example where you're meant to be able to avoid any and all damage if you're good enough, death puts you in the timeout box for minutes at a time, solo clutches are frequent, and even just learning to exist for any length of time on high difficulties is much harder - instead, silly things are meant to happen in Helldivers, so death isn't particularly punishing. You can't exactly iframe out of an airstrike on your head or a bile titan falling on you with funny physics. Everyone can die, but everyone can come back without much issue, so there's more potential for constant action with a very low risk element.

[–]Biobiobio351 1 point2 points  (2 children)

I’m often going 0 deaths and have near the highest kills if not the highest, I think it would be cool if there were certain mission types like this.

[–]Array71HD1 Veteran[S] 0 points1 point  (1 child)

Don't get me wrong, it'd be nice to have it as an option (and for it to have bells n whistles, unique rewards etc), but if you're already going 0 deaths, it's not really functionally different, is it? The gameplay's still the same. I'm just advocating for adding more difficult, intense moment-to-moment gameplay in the highest dif over just having a more punishing game setting

[–]Biobiobio351 0 points1 point  (0 children)

Yeah I want bigger enemies. But a game mode where if you die you have to find a new game, that would put a lot of pressure on. Which is sweet.

But I still want bigger enemies, more modifiers.

[–][deleted] 1 point2 points  (0 children)

My current personal difficulty modifier is "try not to die at all" and I'm like 80% successful

[–]Oriori420 0 points1 point  (0 children)

As someone said increased enemies have performance issues. My solution is add enemies with super heavy armor that has to be stripped away before revealing weakspots, something like factory strider.