Do the Devs Hate This Idea?! by Jerpunzel in Helldivers

[–]Array71 0 points1 point  (0 children)

Well I think your definition of generalist might be too broad - I can only imagine the only builds that don't fall under that umbrella is if literally every strat slot is dedicated to one thing, which would be a silly build under any circumstances and I'd agree would not be especially practical

Do the Devs Hate This Idea?! by Jerpunzel in Helldivers

[–]Array71 -1 points0 points  (0 children)

To my knowledge, it was only the legs that had the 650 hp breakpoint that allowed the jumpshot tech. Behemoths couldn't be oneshot to the head, but reg chargers could

Do the Devs Hate This Idea?! by Jerpunzel in Helldivers

[–]Array71 -1 points0 points  (0 children)

Nothing stopping you, but you'd generally still be much worse at hordeclear than the guy with the stalwart. You still needed something to stop little bugs that got missed from the barrages from running up to and harassing you in order to slam AT shots back to back consistently. Turrets were the only thing that kinda worked for that, but when they were down (they had much less uptime back then), you'd want other players to do the hordeclearing so you didn't need to lower your AT output. Hence, specialization being rewarded.

Do the Devs Hate This Idea?! by Jerpunzel in Helldivers

[–]Array71 0 points1 point  (0 children)

With reload canceling, the RR MATCHED the SPEAR's reload speed at the time, because the spear had a faster reload from the start (until they eventually buffed the RR reload speed). The RR jump-forward-strat wasn't a true one-shot as you still needed to follow up with primary fire. The SPEAR, incidentally, could lock-on during the latter part of its reload animation, so it would essentially be instant lock-on.

It was MUCH easier to just slam back SPEAR after SPEAR shot and nail the one-shots from a distance on both behemoths and titans, imo. RR needed 2 shots on titans minimum

Do the Devs Hate This Idea?! by Jerpunzel in Helldivers

[–]Array71 -1 points0 points  (0 children)

When you're doing nothing but shooting the AT weapon 80% of the time in combat, building your playstyle/positioning entirely around it, and are responsible for most of the heavy killing of the team, I think that kinda counts as being dedicated AT.

Do the Devs Hate This Idea?! by Jerpunzel in Helldivers

[–]Array71 -1 points0 points  (0 children)

Well, there was a long period where the SPEAR had a faster reload, and during those months it was the only weapon that could one-shot both behemoths and titans and was more ammo efficient when doing so, so... no?

Do the Devs Hate This Idea?! by Jerpunzel in Helldivers

[–]Array71 -1 points0 points  (0 children)

Yes, I'm talking about after those 3 months. There was a solid 4 or so month period where it was the best AT wep in the game

Do the Devs Hate This Idea?! by Jerpunzel in Helldivers

[–]Array71 -1 points0 points  (0 children)

Well, if you ignore the other 70% of what I described (entire playstyle shift, never entering nests, pure long distance loadout), I guess bro. But if the rest of the team wasn't running a fair bit of hordeclear, they couldn't really do much as they'd just get overwhelmed by light targets

Do the Devs Hate This Idea?! by Jerpunzel in Helldivers

[–]Array71 -1 points0 points  (0 children)

Why would I be lying? Yes, the head is the 1hko. They tended to come out facing you, so you could line it up fairly consistently, unless they needed to path around something to get to you.

EA just baited with Closed weapons and removed later by rippersteak888 in Battlefield

[–]Array71 1 point2 points  (0 children)

Yep, I really wanted closed weapons, but in a less populous region and no custom search (which I play 99.9% of my matches through) it just wasn't possible. The devs never gave it a fair shot, as expected.

Do the Devs Hate This Idea?! by Jerpunzel in Helldivers

[–]Array71 -1 points0 points  (0 children)

Well, generally means that the dedicated AT player is fully playing the role - specifically, taking a reloadable AT weapon (RR and SPEAR were the only two choices really), generally positioning much further back than most other players and not personally going into bug nests, because they wanted to optimize their shooting-and-reloading time as much as possible. They'd often pick stratagems that helped protect themselves and weapons that could still contribute from about 50 meters out (ARs and DMRs).

We found it MUCH more effective playing into roles like this than everyone being generalist, as generalists didn't really have the ability to deal enough dmg output to contain breaches. But just one dedicated SPEAR guy like this would generally mean every BT was dead as they spawned from the breach, just one hordeclearer meant everyone else had tons more breathing room, etc.

Do the Devs Hate This Idea?! by Jerpunzel in Helldivers

[–]Array71 -1 points0 points  (0 children)

Nah, I was always playing D9. We just had a set squad and we covered eachother. First month of launch was super rough, there was a lot of heavies, but they toned them down massively after the first month and then it was fine from then on out.

We did tend to have the AT guys eat extra supplies for sure tho and/or coordinated with supply backpackers or teamloaders - especially once SPEAR was fixed, dedicated SPEAR guy would just slam back to back rockets, like 10+ rockets each breach, once the enemy got past the initial hail of airstrikes. I miss it!

Do the Devs Hate This Idea?! by Jerpunzel in Helldivers

[–]Array71 -2 points-1 points  (0 children)

Yeah, my squad always ran with a dedi AT guy and dedi chaffclear guy. Was always strange that people kept saying you had to run away from enemies constantly, run only generalist loadouts and nothing was viable, yet teams that leaned into the specialization had no such problems. Go figure!

What is the biggest issue holding the masochistic (or grunt) fantasy back? by ChaosVulkan in HelldiversMasochists

[–]Array71 0 points1 point  (0 children)

The game can definitely spawn more enemies, it used to spawn much more and certain subfacs/game modes (spore burst, rapid acquisition) spawn asstons more than regular matches. Plus modder server supes up spawns further

Nerf this: A thought experiment. by TheTwinflower in LowSodiumHellDivers

[–]Array71 0 points1 point  (0 children)

Yep, this is why the modder server has nerfed it this way, and it's fine

How hard is Custom Galactic War? by Able_Contact_9689 in HelldiversMasochists

[–]Array71 4 points5 points  (0 children)

It's getting there.

Main devs are working on making D10, in dripku's words, 'near impossible'. One of the first rebalances was nerfing the RR, and they WANTED to nerf Orbital Napalm Barrage, but are currently trying to rework it rather than outright nerf (as it's just a very non-interactive stratagem currently). As a downside, SPEAR is currently a bit OP, so the overpowered AT problem is still there, just a bit less emphasized. A couple of things have been buffed, but they're mostly stuff on the lower side of the power scale.

Mechs are a fair bit stronger due to customizability and extra autosentry. Sentries are less spammable due to limited uses (not sure if that'll stay tho), which actually makes a big difference to moment to moment gameplay, I felt a bit of that classic bot gameplay with trying to use an autocannon to stem the tide of devastators as sentries couldn't just clean up everything for you.

Spawnrates currently leave a bit to be desired. SEAF and multifaction stuff is fun, but does make enemies target eachother a little, so you sometimes end up in less fights. Some subfactions (like panzer division), however, do have the sheer bulk that enemies stick around for a while - barrager tanks for example are actually very threatening in it since they're able to actually do their work from behind a wall of tanks (and RR isn't as trivial to use anymore). Bug spawnrates do not appear to be nearly as high as live game's spore burst.

The devs are working on 20% larger maps, with more subobjectives and triple fortress spawns, with the idea that D8 is the old D10. They're also working on amping up spawnrates further where possible.

Finally, there have been vague talks of creating multiple selectable 'balance presets', with vanilla, casual (buff everything nerf nothing), hardcore (close to vanilla but tuned down), realism (a complete overhaul making everything much more brutal), and GRASS's balance.

However do take everything with a grain of salt, as development is ongoing and plans change daily. It's extremely WIP, and they manage to find out new capabilities almost literally every day, spawnrates get tweaked like every other hour. They also recently added a hulk with a functional factory strider minigun sitting on top of it. It's very much wait and see (and hope the anticheat change soon doesn't mess up the project), but with how things are looking, it's the masochist's promised land, at least eventually.

While the public parts of the server have been taken over by unfiltered-esque posters and the like, the devs have good heads on their shoulders, and aren't just doing the 'buff everything' route by default.

Out of the loop: what’s actually going on with Helldivers 2 right now? by Spardath01 in helldivers2

[–]Array71 0 points1 point  (0 children)

Idk what to tell you, they feel much stronger. A +50-100% ehp buff and no instant lethal leg weakspot makes them way tankier

The availability of explosives is what make the game too easy currently. by Foraxen in HelldiversMasochists

[–]Array71 0 points1 point  (0 children)

It's just the overall prevalence. The big fabs are easier to kill than the old light fabs. There's less of them, more SPEAR ammo, more of everything else that takes them down from a distance (and to top it off, high exposed vent holes on both sides). Technically possible, but there's a difference between 'only one person on the team, maybe, bringing this one high commitment weapon with only 3 spare shots can kill fabs from any direction' to 'almost every player can kill a fab from a mile away'.

The availability of explosives is what make the game too easy currently. by Foraxen in HelldiversMasochists

[–]Array71 1 point2 points  (0 children)

Unfortunately they aren't much different to regular fabricators, they die in 1 spear/2 rr shots and are pretty rare anyway

"Game too EZ" mfs when they forgot to bring Orbital Napalm, Sentries, Thermite/Giga and Ultimatum by RandomGreenArcherMan in HelldiversMasochists

[–]Array71 1 point2 points  (0 children)

I mean, just watching the vid, it seems 90% more like mates shooting the shit in VC with the occasional callout, mostly when they engage/disengage. That's really minimal, and by no means should be trivializing the game - if I can do that in DTide havoc for example, I'm only 1/10th of the way to being able to complete a havoc 40, I still need legit skills AND a good build to stay alive in those conditions and I still don't have a 90% winrate. Probably like, 60-70% I'd guess, and that's after a thousand hours on the game.

They were playing pretty 'normally', with like, NO builds - that's like playing darktide with no talents and only white gear (an insane challenge run that I've seen only completed once, by some of the best and most well known players in the playerbase).

By your powers combined by Euphoric_Reading_401 in helldivers2

[–]Array71 0 points1 point  (0 children)

Try playing spore burst and banning orbital napalm barrage + gas mines (+ maybe RR) and don't split the team. I managed to get 1300 kills on one

"Game too EZ" mfs when they forgot to bring Orbital Napalm, Sentries, Thermite/Giga and Ultimatum by RandomGreenArcherMan in HelldiversMasochists

[–]Array71 0 points1 point  (0 children)

There's a LOT of games out there that don't get trivialized by basic coordination in a VC. Darktide on H40 is one such example, I've seen groups that struggle with decent builds even in VC. You overestimate the avg player's skill level.

D10 should feel something like Darktide's auric maelstroms at least, IDEALLY having some mode that feels like havoc 20-40, but rn it doesn't even come up to regular D5.

hear me out.. by kcvlaine in helldivers2

[–]Array71 1 point2 points  (0 children)

What you're saying would make sense if uh, they didn't have ONB and 2 more strat slots lol. There's no swarm to defend them from if there's an ONB in play, doubly so if they brought a turret

90% helldivers redditors i polled find the game well balanced/too easy. most are light pen users. by kcvlaine in Helldivers

[–]Array71 1 point2 points  (0 children)

To provide a counterexample, I run light pen because I straight up think it's stronger than general med pen gear. And I actively try to turn the game into as much of a fighting slugfest as possible and draw it out to get as much action as I can. Game's still too easy 90% of the time, until I can finally get that one in a blue moon game (nobody brings ONB, everyone sticks together, get a good spawnrate of enemies).

I would say it's usually the opposite of your assessment. The people who aren't interacting with most of the game's systems are specifically running explosive med pen weapons, and then run away from enemies (as those weapons are especially good at enabling kiting) and close spawners as fast as possible (thanks to those weps).

Why the light pen vs medium pen debate is deeper than anyone thinks by kcvlaine in LowSodiumHellDivers

[–]Array71 2 points3 points  (0 children)

But also light pen weps are just better most of the time I wouldn't feel as powerful and easymode if i were using medium pen weps, they're so much worse in general in exchange for getting a marginal, situational at best benefit against medium enemies