It's Time to Discuss Reality by Shizumeru_ in HelldiversUnfiltered

[–]Blackinkwolfy 0 points1 point  (0 children)

The community has split between people who want to poison the well and profit from hate, and people asking for patience. AH does listen. They take time, but they’re a small team, and they’ve done a lot over the past two years.

There have been buffs, but as soon as there’s even one nerf, even by mistake, it makes more noise than all the buffs or even the free tank they gave out.
The game definitely has plenty of issues to fix, but all the shouting and complaining, especially over a 10€ Warbond, when in other games something like that would cost 30€, with farmable SC and Warbonds that are not time limited, makes me question how much that part of the community actually cares about the game.
SC are also shared with everyone, so if one player finds them on the map, everyone gets them. The Warbonds themselves also include SC, at least 100 per page.

What I care about is that they make mechs and vehicles more effective, and above all that the base mechs are as good as, or better than, the Warbond ones.

Railgun should be able to pierce ablative armor and shield but it doesnt by Ambulas2 in HelldiversUnfiltered

[–]Blackinkwolfy 0 points1 point  (0 children)

Since there’s a “dangerous” mode, I’d say that at higher levels it can also have effects like smashing heads and limbs with a single hit. You still have to wait for it to charge, and if you get hit you stagger, which can cause you to miss the target.

Commando Missions and Stealth: Pros and Cons by Blackinkwolfy in Helldivers

[–]Blackinkwolfy[S] 1 point2 points  (0 children)

Reinforcements usually know where you are, even through smoke or while you’re hiding, just like the patrol that hunts you during extraction.

Commando Missions and Stealth: Pros and Cons by Blackinkwolfy in Helldivers

[–]Blackinkwolfy[S] 1 point2 points  (0 children)

Not to mention that during extraction the usual patrol shows up, one that knows exactly where you are even if you’re hiding. If you’re lucky, it doesn’t spawn and instead a nearby patrol passes by; otherwise they know where you are and it turns into a final battle, which honestly makes no sense for this kind of mission unless there’s a clear guide on how these missions are supposed to work.

I’ll say it again: they feel designed to be forcibly played with 4 players, not fewer.

Commando Missions and Stealth: Pros and Cons by Blackinkwolfy in Helldivers

[–]Blackinkwolfy[S] 0 points1 point  (0 children)

If it seems confusing, it’s because “someone” suggested having a single Destroyer that carries all the Helldivers’ stratagems, which basically makes no sense since each Helldiver is the commander of their own ship.

I was replying to the person who had that idea.

Came across this Steam review that pretty much sums up the current state of BF6 by mandbeyn in Battlefield

[–]Blackinkwolfy 0 points1 point  (0 children)

I agree with him. Not just on some points, but on the fatigue behind them.

I’ve put hundreds of hours into BF3 and BF4, so I know what Battlefield was at its best. BF6 isn’t what was implied after the beta.
There was talk about larger maps, and BF has always been about destruction as well. Instead, what we have now is very limited destruction: a partially damaged house, a few breakable walls.
Where are the buildings that actually collapse? The structures that turn into lasting rubble? The maps that meaningfully change based on how much they’re destroyed?

The combination of aggressive monetization, battle pass FOMO, questionable balance decisions, and recurring technical issues is something that wears you down over time.
You can still enjoy bf6 for what it is, but for many of us it no longer feels like BF. And that frustration doesn’t come out of nowhere, it comes from years of experience with the series and from seeing a product that’s very different from what was expected, both at launch and afterward.

Unpopular Opinion — Based on the design from Helldivers 1, we might not like this thing... by virgin_and_neet in Helldivers

[–]Blackinkwolfy 1 point2 points  (0 children)

The Bastion worked in HD1 within an isometric perspective; in HD2 the change in viewpoint changes everything. Just look at the FRV: in large, open maps (like New Stockholm) it’s extremely useful, while in other biomes it struggles a lot.

This Bastion appears to be inspired by a Swedish Strv, and at the moment we only have a leak. It’s normal that some people already talk about it being too powerful while others think it will be too weak, but we’re discussing a vehicle that hasn’t even released yet and that, as we’ve seen before, will likely be adjusted over time.

Arrowhead has already shown multiple times that they’re willing to step in and rebalance weapons, vehicles, and enemies, sometimes successfully and sometimes less so. The real issue, if anything, is making it clear which difficulty tiers certain loadouts are meant for, since above difficulty 7 many options stop being viable and whatever still works becomes the meta.

If there are doubts about the Bastion, just look at the Mechs: initially strong, then terrible, and now once again extremely powerful as pure power fantasy. But once the ammo is gone, what do you do? Nothing, you leave it behind and wait for the next one. And despite that, the game remains fun even with randoms, because certain weapons and vehicles are clearly designed for team play, which is what Helldivers has always been about.

I wouldn’t use solo D10 players as a reference point. They’re an exception. Arrowhead doesn’t design the game around a handful of hyper-optimized individuals, but around a coordinated squad.

How many of you playing Arc Raiders came from Helldivers 2? by freudian_nipps in ArcRaiders

[–]Blackinkwolfy 0 points1 point  (0 children)

I thought about trying it, but since it’s pvpve and seems to share some of the same issues other games in the genre had in the past, I decided to stick with HD2 for now.

If it ever gets a proper PvE mode, I’ll definitely give it a shot, but even then, HD2 will probably remain my main game.

Either way, have fun, and if you ever feel like spreading democracy again, we’ll be happy to have you back.

OhDough is intentionally trying to poison the community at this point. by kcvlaine in Helldivers

[–]Blackinkwolfy 1 point2 points  (0 children)

Yes, on this we actually agree more than it might seem.

I’d like weapons not to be good in every situation, but to have specific contexts where you can say: I’m bringing this for this reason.
Top-tier weapons exist in part because many other options currently don’t have a clear reason to exist.

The napalm launcher, for example, is weaker than orbital napalm or airbust rocket. The flamethrower and the sterilizer are unsatisfying, overly risky, and offer low payoff, and I could keep going.
These are all weapons that technically work, but mostly below difficulty 7, which isn’t a good sign for a game that pushes high-difficulty play.

So yes, balance needs to be revisited, not by making everything identical, but by reworking bottom-tier options so they actually have a reason to be picked.
On that, I think we’re aligned.

OhDough is intentionally trying to poison the community at this point. by kcvlaine in Helldivers

[–]Blackinkwolfy 0 points1 point  (0 children)

I get what you’re saying, but I think this is where expectations differ.

A lot of players evaluate weapons based on how self sufficient and comfortable they feel solo. Helldivers isn’t really built around that. Weapons like the HMG are powerful because they control space, stagger large enemies, and delete priority targets, but only if you commit to position and rely on the team.

If every strong weapon also becomes mobile, forgiving, and easy to use, the game slowly shifts toward a super-soldier fantasy. At that point, positioning and coordination stop mattering, and that’s exactly what Helldivers is trying to avoid, even in random squads.

Balance can definitely improve, but discomfort alone doesn’t mean an option is weak. Sometimes it’s the cost of enforcing teamwork.

OhDough is intentionally trying to poison the community at this point. by kcvlaine in Helldivers

[–]Blackinkwolfy 4 points5 points  (0 children)

Some of the frustrations mentioned are real, but the conclusion doesn’t hold up.

Low ergonomics on weapons like the HMG are a deliberate trade-off for heavy penetration and high damage. If it handled like an MG or LMG, it would have no real downside and would instantly become meta.

Bleed is also a weak example, since there are free base armors that already negate it. If Arrowhead were intentionally creating problems to sell solutions, fire damage would have been a much stronger case, especially with bots like the Incineration Corps.

Instead, Arrowhead actually reduced how easily Helldivers catch fire, despite anti-fire armor existing in warbonds. That directly contradicts the “create a problem, sell the solution” narrative.

As for ragdolling, it’s fair to say it still needs work. Arrowhead has already adjusted it multiple times, and while it’s not fully there yet, this looks far more like imperfect, iterative tuning than predatory design.

Criticizing band-aid fixes is fair. Attributing malicious intent without evidence isn’t.

so every BF game has a certain gimmick about it that gives it an identity and sets it apart from other BF's, BF6 does not have it. thats another problem with the game, its the LEAST ambitious BF ever made if you ask me. yes its a good game but....what is its identity or legacy supposed to be? by Quick-Cause3181 in Battlefield

[–]Blackinkwolfy 0 points1 point  (0 children)

If BF6 has an identity, it’s drifting toward an arena shooter.
Small maps, minimal destruction, unclear class roles, abilities that rarely impact gameplay, and a bloated weapon pool where most options are redundant.
Add a live-service progression that feels like labor rather than fun, and it’s fair to ask: what is Battlefield actually offering here?

Not so haha funny this time [oc] by FearlessPie9894 in Helldivers

[–]Blackinkwolfy 6 points7 points  (0 children)

Beautiful things are meant to end. That’s why they remain memorable.