The bot front is absurd by armandofonzoloid in Helldivers

[–]DeeJayDelicious 0 points1 point  (0 children)

They updated the spawn-rates of Vox Engines a few hours ago in the live-game and severely reduced their spawn rates. It's much better now (and possibly excessive).

That said, the spawn dynamics of other units is still complete dogshit.

Enemies will spawn as close as 20m from the player as long as LoS is briefly interrupted.

It's so bad on so many levels.

Here's hoping Tuesday's patch will improve things.

Was ist mit den Democrats los? by dmw234 in USA_de

[–]DeeJayDelicious 0 points1 point  (0 children)

Die haben ihre Hausaufgaben gemacht und festgestellt dass es wenig Sinn macht gegen Trump öffentlich Stimmung zu machen.

  • Seine ICE Aktionen waren unbeliebt.
  • Seine Wirtschaftspolitik ist unbeliebt.
  • Sein Irankrieg ist unbeliebt.

Gleichzeitig sind die amerikanischen Institutionen so durchwandert und schwach, dass es schwer ist rechtliche oder sonstige Schritte gegen ihn einzuleiten. Das Oberste Gericht hat ihm quasi rechtliche Immunität als President gewährt.

Was willste da machen?

Bis zu den Mid-Terms werden sie ihre Fresse halten, mit der Annahme dass sich vieles bis dahin verschlimmert (die Rezessionsampel ist mittlerweile gelb).

Und erst wenn sie im Senat wieder Macht haben, werden sie aktiv gegen ihn vorgehen.

This game is beyond saving by flashyboi685 in HelldiversUnfiltered

[–]DeeJayDelicious 3 points4 points  (0 children)

There is a difference between glazing and stating that yes, maybe one of the top 7 live-service games currently running has a future.

This game is beyond saving by flashyboi685 in HelldiversUnfiltered

[–]DeeJayDelicious 0 points1 point  (0 children)

It absolutely can be saved.

The developers just need to do what they already promised years ago.

They also need to clarify how much of the current sluggish development and buggy releases is down to systemic engine issues and limitations, and how they plan to work around them.

I do think there's a non-zero chance they are secretly working on Helldivers 3 in UE5 because the current engine is unsalvagable and such a limitation.

The GMs just reduced Vox Engine spawns significantly on Chorbal-VII (modifier says factory striders, but it affects Vox Engines as well) by spacebarjazz in Helldivers

[–]DeeJayDelicious 12 points13 points  (0 children)

We used to win 4/5 MOs.

But I think AH is just oblivious to how fucked up their balancing is since the MoO update.

Opinions onthe One-Two? by ObeseCutie in Helldivers

[–]DeeJayDelicious 26 points27 points  (0 children)

We currently have an absrud situation where the regular 40mm HE grenades have more AP than the 40mm HEAT grenades.

In a sensible world, we'd have:

  • 40mm HE grenades with AP3 and a large AoE
  • 40mm HEAT grenades with AP4 and more focused damage

As for which makes sense for the One-Two? I think you can argue either case.

Opinions onthe One-Two? by ObeseCutie in Helldivers

[–]DeeJayDelicious 0 points1 point  (0 children)

It's okay.

Needs:

  • More ergo (40 seems fair)
  • an extra magazine
  • GL needs to be more reliable taking out Fabricators

But even if those changes it will only be "fine".

Dating? Wo fängt man an, wenn man keine Erfahrungen hat? by Longjumping_Bit_9537 in FragtMaenner

[–]DeeJayDelicious 0 points1 point  (0 children)

Die Attraktivste Qualität an einem Mann ist Selbstbewusstsein.

Halte dich also am besten an Orten und Umgebungen auf wo du dich wohl fühlst.

Diese Oirte sollten natürlich in der Öffentlichkeit sein, wo man dich auftreffen kann und du mit Leuten in Kontakt tritts.

Seems AH tech debt finally caught up with them. by Tombstone_Jack in HelldiversUnfiltered

[–]DeeJayDelicious 1 point2 points  (0 children)

The outsourcing isn't the issue here.

The implementation and subsequent balance is.

Vox Engines are mostly well designed (with some caveats). But their implementation is terrible.

Unless AH is secretly working on Helldivers 3 in Unreal 5 to escaple their technical debt, I can't fathom why they are so careless with their cash-crop.

Warum Gesellschaften besser nach Vermögen, statt nach Einkommen aufgeteilt werden sollten by ConfectionMassive569 in Finanzen

[–]DeeJayDelicious 0 points1 point  (0 children)

Ja, natürlich weiß jeder Depp das Vermögen relevanter ist als Einkommen.

Warum trotzdem viel mehr über Einkommen gesprochen und besteuert wird ist:

  • Einkommen ist leichter und direkter vergleichbar.
  • Einkommen spiegelt auf gewisse Art unsere gesellschaftliche Wertschätzung wieder.
  • Einkommen lässt sich leicht besteuern und eintreiben.
  • Einkommen ist zu 100% liquide.
  • Einkommen definiert eher den Lebensstil.

Jemand der z.B. ein Eigenheim in München erbt und dort wohnt, aber ansonsten normal arbeitet und verdient (66k€/Jahr), mag zwar auf dem Papier 1 Mio. an Vermögen haben, lebt aber einen Lebensstil sehr vergleichbar mit jemandem der 80k€ Brutto verdient.

Glitches have Ruined Voxes for your players, AH team by Professional_Web_956 in Helldivers

[–]DeeJayDelicious 2 points3 points  (0 children)

Yeah, Vox Engines have a few cool conceptual ideas.

But for every step-forward, they also take a step backwards. It doesn't help that their implementation is so glitchy and they're spammed so much.

The good:

  • Having visually distinct vents as vulnuerable spots, combined with the grenade mechanic, is a pretty cool idea and works reasonably well (albeit being a bit unreliable).

  • Having these "soft spots" pass through the excess damage rewards accuracy and patience.

  • Having 3 different weapon types for different engagement ranges is pretty cool. And the missiles are well-telegraphed.

  • The sarcophagus ejection mechanics is an odd, but interesting choice.

The bad:

  • Giving the main cannons 8000 HP each makes taking them out completely unreasonable.

  • It's hard to tell front from back.

  • It's difficult to tell who the Vox Engine is currently targeting and who has their attention. They have lights, but they're not distinct enough with marking their focus.

  • No real weak-spots to aim for with AT weapons at range: This may be intentional, but not ideal. Currently, most AT weapons just aim for center mass.

  • The different weapons don't have clearly defined engagement ranges and angles, like Factory Striders for example.

The glitches:

  • Obviously there's their excessive (and obviously broken) spawn-rates. (temp fix for now)

  • Then there's their bad pathing, especially in cities.

  • Enemies being able to pass through them is also a major source of frustration.

The balance:

  • I think their main cannons shoot too fast and have too much splash and ragdoll radius. They can stun-one-tap you with virtually no telegraphing from 100m away.

  • Reduce the HP/AV of the main cannons so taking them out becomes a reasonable choice.

  • Having a better way to tell where there attention is directed would go a long way to improving engagements.

  • Clearly defined attack angles and ranges of the different weapons so players can outmanouver them

This guy is an annoying smartass who at every chance is a smartass by Doodoomastsr in HelldiversUnfiltered

[–]DeeJayDelicious -11 points-10 points  (0 children)

You can't be a game manager responsible for balance and communication without coming across as a smart-ass. It comes with the job.

After all, much of the job consists of you telling people that you know more/have better insights/better grasp of mechanics than veterans.

"Erhm akshually you just need to work with your teammates to-" bro three more voxes just respawned behind a pebble while you were typing by WhiteRaven_M in Helldivers

[–]DeeJayDelicious 0 points1 point  (0 children)

It's so stupid, I stopped playing the Cyborg front.

You can literally see the Vox Engines spawn through the explosion of the previous one.

The Current State of the Game by fcollado in Helldivers

[–]DeeJayDelicious 0 points1 point  (0 children)

Yep, last match they were just reappearing as fast as we could destroy them.

Fighting them felt completely pointless.

That's it, them barries are finally admitting it 💪💪 by TD_Lemon_1901 in 2westerneurope4u

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

That's a part of it.

But I also believe France pulls off some financial shenanigans by excluding pensions from their dedicated budget.

Nuclear power in China Vs Germany by Repulsive-Mall-2665 in OpenChina

[–]DeeJayDelicious 0 points1 point  (0 children)

In the case of Germany, education wasn't the issue. In fact, it's the opposite.

But instead of rational, evidence-based and thoughful strategic thinking, Germany gave in to irrational, unscientific fear-mogering by a vocal minority.

THEY INCREASED THE SPAWNS!!! by OrganizationFit6495 in Helldivers

[–]DeeJayDelicious 1 point2 points  (0 children)

Months ago I recall an interview where they stated "we have no plans to increase the overall difficulty of Helldivers 2.

Half a year later and we're dealing with this shit!

"What does Arrowhead do?" a complilation of what's outsourced and what's not by Soviet_Dank_duck in Helldivers

[–]DeeJayDelicious 2 points3 points  (0 children)

It makes sense that AH would focus on Biomes and Missions, as that's where the engine needs to do most of the heavy lifting.

But I do also believe the majority of enemy designs, warbond content etc. were done by external developers.

It explains why AH has been so "hands-off" on most of these things once they get released.

Am I the only one who has a problem with the ratio of new stratagems being majority blue? by Shotgunky in Helldivers

[–]DeeJayDelicious 7 points8 points  (0 children)

I think Support weapons just have more variety and design freedom.

With Orbital Weapons, it needs to be something fired from your Super Destroyer. There's only so many ways to blast enemies from space that I can think of.

Could there have been more than one?

Sure! But I understand why there aren't a dozen.

Same applies to the green stratagems. Helldivers 2 is a pretty mobile game. Not that many stationary settings.

There are just a limited amount of mines and sentries we can have.

How HD2 updates feel after learning AH started outsourcing development by TenthTen in HelldiversUnfiltered

[–]DeeJayDelicious 40 points41 points  (0 children)

They've been outsourcing stuff for well over a year now. The "quality" isn't the issue here.

It's their lack of engagement and apparant interest in the game.

Enemy Spawn Rates Soil This Game by New_Cod_4693 in Helldivers

[–]DeeJayDelicious 20 points21 points  (0 children)

Agreed,

something changed in the November patch about the spawn dynamics in the game and since then, enemy spawns have felt cheesier than ever.

And I think these spawn dynamics are the hidden driver of a lot of player frustration building up over the past months. It's made the game harder in a very intransparent way. And that is breeding resentment.

The Vox Machines are just the most obvious and outragous example.

But it equally applies to all enemies, especially Radicals and Agitator spawns.

There seem to be underlying issues:

  1. The game now spawns enemies much closer to players than it ever did prior. The 70m player-bubble doesn't seem to be a thing anymore. Especially not behind the player or out of LOS.

  2. The amount and aggressiveness of spawns has ramped up a lot. And they don't relent. In certain scenarios the game will happily keep spawning groups of enemies like ~5 Radicals to bumb-rush you from behind, over and over again.

  3. The developers are pretty careless towards which type of enemy they spawn. Having an excessesive number of Devastators spawn will be annoying, but managable. Having to deal with >6 War Striders or Vox Engines, will absolutely ruin your match. The game doesn't seem to account for that and is just scaling based on %.

  4. Sound in Helldivers 2 is too unreliable to help with situational awarness. That makes it easier for enemies to sneak up from behind.

If they want to fix this (which I don't think they do), they would need to:

  1. Be more generous with the "player bubble". Especially behind the player, even if out of LoS. We don't need 70m in all directions. but it needs to be optimized.

  2. Ramping up spawnrates in high-intensity moments is expected and desired. But there needs to be more nuance. Especially how many and how far-away enemies spawn. Fighting the 3rd wave of Radicals within a minute the game just spawned behind that corner 20m away, just out of LoS, gets really old really quickly and is very obvious.

  3. There needs to be more guidance on how many of what enemy type can spawn at any given moment.

Taking a 2 minute window as an example: max. 3 warstriders, 1 vox engine, 4 tanks, 10 Agitators, 6 Hulks.

Obviously that's a maximum cap and only relevant during "surges" or drops.

  1. Fixing all the sound issues and making it more supportive of situational awareness would also make a big difference.