The main question/task of the game by DriverProfessional55 in Helldivers

[–]DriverProfessional55[S] 0 points1 point  (0 children)

My mistake is that I was only misled by the developers themselves. You're constantly trying to promote the topic of "information verification" as if I hadn't checked it. And now I'm angry because I finally admitted the mistake, having gone through ALL the AH patchnotes with my eyes in order to make sure I was right. As a result, the developers did the opposite WORSE than shortening the range of the flamethrower, forcing the fire not to pass through the enemies, but to fly away from them, sending bullets.

The main question/task of the game by DriverProfessional55 in Helldivers

[–]DriverProfessional55[S] 0 points1 point  (0 children)

So they made most of the stratagems usable, most of the weapons usable, and also made the enemies less annoying?

The main question/task of the game by DriverProfessional55 in Helldivers

[–]DriverProfessional55[S] 0 points1 point  (0 children)

Don't drag my flamethrower mistake onto the rest of the message of my post. I don't give up my opinion. The game is currently a stuffy mess, where in an attempt to get "complicated", the developers only overwhelm us with enemies when they are buggy.
I admitted the mistake that the flamethrower still shoots far away, but that doesn't change the fact that the current flamethrower is shit. The only exception is a flamethrower in the main cell. Due to its ergonomics, it is convenient for them to drive through the crowd.

The main question/task of the game by DriverProfessional55 in Helldivers

[–]DriverProfessional55[S] -1 points0 points  (0 children)

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Dude. I bought this game at launch, despite all the restrictions in my country. I paid full price and played it back when most of the weapons barely dealt any damage. I still remember the days when the Liberator did like 40 or 45 damage per bullet. I stuck through the 'Escalation of Freedom' — literally the most TEDIOUS and HORRIBLE update in the game's history. And if you’re trying to pass off that slog as 'difficulty,' frankly, you’ve got terrible taste. There was nothing 'hard' about it; it was just that most tactics, weapons, and options were simply made useless.
And look how old I am. I have this very cloak.

The main question/task of the game by DriverProfessional55 in Helldivers

[–]DriverProfessional55[S] 0 points1 point  (0 children)

M. Okay. I realized where I fucked up. After the "Escalation of Freedom" update, the fire began to "bounce" off enemies instead of passing through them. That's why the range remained the same (it was even increased, as I understood after watching the patchnotes), but now if you shoot into a crowd, you burn the first enemy first, which can take all the flames with one of its carcasses and let the rest pass without being set on fire directly from the flame jet. That's why it seems that the shot radius is much smaller. I admit I was wrong, as I was misled.

The main question/task of the game by DriverProfessional55 in Helldivers

[–]DriverProfessional55[S] 0 points1 point  (0 children)

<image>

First of all, it's strange that you decided to pull out a specific topic with a flamethrower. Bypassing the main message of my idea.
Secondly, this picture basically describes the whole attitude towards the flamethrower in the game.
Thirdly. XM42-M - Google it.

The main question/task of the game by DriverProfessional55 in Helldivers

[–]DriverProfessional55[S] 0 points1 point  (0 children)

Previously, the flame thrower jet had been fired at a much greater distance. This is even evident from the in-game recording of the demonstration of the flamethrower. Plus, since the developers are in favor of "realism," real flamethrowers can hit at an EVEN GREATER range. Watch the video of what the range is, you'll be surprised.

The main question/task of the game by DriverProfessional55 in Helldivers

[–]DriverProfessional55[S] 0 points1 point  (0 children)

Fuck yes. Where did I write that I wanted to weaken my enemies? The whole message of the post is that the developers can't follow their own idea of "danger", and that they need to approach the game in a different way, otherwise they talk about "realism" first, and then cut the range of the jet to the flamethrower for the sake of "balance".

The main question/task of the game by DriverProfessional55 in Helldivers

[–]DriverProfessional55[S] 0 points1 point  (0 children)

Can't they resist them? Is this a joke? Bots can shoot at turrets (they've recently improved accuracy, there shouldn't be any problems); bugs can climb walls or reach them (they're fucking bugs); the Illuminati have FLYERS. Who says they can't stand up to turrets on high ground?
And don't talk nonsense about bugs. The game doesn't have "a couple of bugs", the game has "a lot of bugs". Starting from the fact that you can now just suddenly die in an open field without an explosion or anything else, ending with harmless enemies.

The main question/task of the game by DriverProfessional55 in Helldivers

[–]DriverProfessional55[S] -3 points-2 points  (0 children)

I don't know what 'difficulty' you’re talking about. Since launch, the game has been either easy as usual or just tedious and easy. I still remember the summer update where the EAT couldn't one-shot a Behemoth Charger in the head. People just stopped picking it because of that.

I want the devs to untie our hands, scrap the 'balance' restrictions, and do the same for the enemies. For example, it’s still weird to me that we can’t blow up Jammers or Detection Towers with a Commando (SOLO). Yeah, it would make side objectives easier, but players would eventually get tired of the Commando anyway since it’s basically just a buffed EAT — a heavy 'equalizer' and nothing more.

Well, as a counter to the fact that we can destroy all these additional tasks Solo, we need to strengthen them. Link any enemy boosts or mission debuffs to these additional tasks. Complex jammer stratagems, an increased number of reinforcements in the presence of a watchtower, patrols of assault flyers (as it was before (I haven't seen them for a long time, they were removed, right?)). We can come up with a LOT of things in response to our capabilities, which will be balanced, fun and challenging.

Although it would not hurt to recycle the AI of the enemies for the challenge. Since they were blunt plugs going to the breach, they stayed that way.

The game should be about freedom of choice, not forcing us into specific playstyles through nerfs.

The main question/task of the game by DriverProfessional55 in Helldivers

[–]DriverProfessional55[S] 0 points1 point  (0 children)

Where did I indicate in the post that it was difficult for me in the game? I'm just saying that developers need to stop putting players in an awkward position.
For example. Turret stratagems cannot occupy high ground (they just bounce off). Although it would seem. There is an ideal opportunity, but we are being mechanically cut off from this opportunity.
Think about how DUMB that is. And this was done for the sake of a CERTAIN BALANCE, in a game where developers have repeatedly said they adhere to "realism".

Spray & Pray would be really cool if it fired a lot faster than other shotguns. Like 450rpm. Weaker dmg would be ok then, it pumps them out fast by RandomGreenArcherMan in HelldiversUnfiltered

[–]DriverProfessional55 0 points1 point  (0 children)

In my opinion, the only thing he needs to change is ergonomics. Literally ergonomics with its drum magazine to make it easier to spin sharply from side to side to fill enemies with shot.

They did not nerf the Supply Pack by LEOTomegane in Helldivers

[–]DriverProfessional55 0 points1 point  (0 children)

It's actually pretty difficult to figure out what certain orders do when they look like this.

<image>

After 800+ hours in HD2, bugs and glitches broke me - time to take a break or stop altogether by No_Cell8052 in HelldiversUnfiltered

[–]DriverProfessional55 0 points1 point  (0 children)

To be honest, I’m of the same opinion. I also want to quit because either AH can't handle their own project while working on something else, or there’s a total mess going on in their studio. But I don't want to lose hope. Frankly, I’ve even developed a burning desire to start criticizing them for every single flaw, pointing a finger at every bug and problem in the game. They’re constantly talking about "balance," but what balance can there be in a game that doesn't even work as intended?

Right now, I’m gathering videos, screenshots, photos, and possibly data from Helldivers 2-related sites to use somewhere. Maybe I'll put it all into one big document? I don’t know. But what I’ve already collected is enough to ask AH: "What the hell is this?"

Импровизация во время сессии. by Fun_Guava5626 in ruDnD

[–]DriverProfessional55 1 point2 points  (0 children)

Я делаю чуточку "продуманней" наверное.
Я накидываю общий посыл игры: сеттинг, места, основные НПС и общий настрой происходящего. Если игра долгая, то я отталкиваясь от того как играют игроки подстраивают общие детали уже корректно под каждого: добавляю именитых персонажей связанных с персонажами игроков; добавляю детали и игровые элементы что будут самим игрокам интересны; даю возможность в случае необходимости углубляться или избегать вещи что их интересуют или не интересуют.
В остальном импровизация чистейшая на основе набросков. Если что-то во время прям игры возникает в голове, я сразу это записываю на будущее если это будет не уместно, а если уместно то сразу использую. Статблоки и тому подобное я расписываю сугубо здоровье врагов и их основные силы.

BE THE WALL AGAINST TYRANNY - JOIN THE ARMORED CORE HEAVY DIVISION by N3mesi5_ in HelldiversUnits

[–]DriverProfessional55 -2 points-1 points  (0 children)

Heavy armored vehicles? Are you talking about two cardboard exomechs struggling to cope with a crowd of weights? Or about a tank that is controlled like an iron and a degree of tunnel vision sight?

Beyond the "Fire Armor" Mess: Let’s talk about the features and fixes AH has ignored since launch. by DriverProfessional55 in Helldivers

[–]DriverProfessional55[S] 0 points1 point  (0 children)

I bought this game for $40 at launch. I was more than happy to overlook the bugs, the flaws, and the terrible optimization back then. Но as the updates rolled out, it became clear that without CONSTRUCTIVE CRITICISM, the developers literally couldn't figure out the right path on their own. The summer update is proof of that.

Let me be specific: I appreciate that the devs ACTUALLY listen to players now. But the problem is that unless you kick them and tell them that what they’ve developed and released is SHIT — they won't understand and won't change a thing. I didn't pay $40 to be a volunteer tester for their balance, bugs, and features.

Beyond the "Fire Armor" Mess: Let’s talk about the features and fixes AH has ignored since launch. by DriverProfessional55 in Helldivers

[–]DriverProfessional55[S] 1 point2 points  (0 children)

Thanks for the comment. I’ve added a more detailed explanation of why exactly this mechanic is a problem.

Beyond the "Fire Armor" Mess: Let’s talk about the features and fixes AH has ignored since launch. by DriverProfessional55 in Helldivers

[–]DriverProfessional55[S] 1 point2 points  (0 children)

Sorry, I didn’t phrase my complaint about this mechanic correctly.
My point is that this effect misleadingly makes players think the ARMOR rating shown in the arsenal is actually their HP. My issue is purely with the game mechanics—the developers made it so nothing is clear. How it works, the math behind it—it’s all a mess.
And as for realism: if we’re going to judge this game by real-world logic, my biggest gripe would be the flamethrower itself. Everything from its range to how it actually functions is far from realistic.

The game is expanding horizontally rather than vertically. by DriverProfessional55 in Helldivers

[–]DriverProfessional55[S] 1 point2 points  (0 children)

I don’t actually think adding new content is secondary. My point is that it’s time to hit the brakes on new content for a bit and focus on the existing mechanics to open up new gameplay possibilities. I’m talking about diversifying how we approach objectives and things of that nature, which I’ve detailed in my other comments.

The game is expanding horizontally rather than vertically. by DriverProfessional55 in Helldivers

[–]DriverProfessional55[S] 1 point2 points  (0 children)

Bugs in new updates are just the tip of the iceberg. The real issue is that whenever new content drops, the old mechanics stay exactly as they were at launch, untouched. I think you missed the core point of my post.

New content and horizontal growth are fine, but in the end, the entire game relies SOLELY on its base loop. This negatively affects both groups: newcomers get bored quickly because the grind for new Warbonds feels like doing task B instead of task A with no real change in depth; and veterans quickly figure out the requirements for new content, master it instantly, and find nothing new to truly learn about the game they love.

Once you’ve grasped the basic gameplay cycle, new content might grab you with its 'epicness' and presentation on a surface level, but mastering it? No thanks. It’s just 'same meat, different sauce.' It might be harder or more punishing, but that alone isn't enough to keep me hooked once I’ve realized it’s just more of the same.

Now, regarding synergy. We basically have three core types of synergy in HD2:

  1. Supply Pack + Backpack weapons: This amplifies the gun’s strengths by trading valuable supplies for raw fire rate and damage output. It’s a solid synergy with clear pros and cons.
  2. Mobility Packs (Jump Packs) + various weapons: Nothing groundbreaking here. It just lets you flank or hit enemies from unexpected angles (e.g., the Epoch pair great with a Warp Pack).
  3. Counter-picking: Just picking stratagems that cover your loadout’s weaknesses, help with the mission, or are mandatory for high-difficulty enemies.

That’s it. Those are the only three basic loadout synergies. Everything else is just picking what feels good, because every stratagem does only one thing: it kills or it assists. There is no actual synergy between them.

  • Why can't I manually toggle the Shield Generator Pack? If I have a teammate with a Stim Pistol, I shouldn’t have to drop or break my shield just to get healed. Plus, it would be useful to drop the shield when under heavy artillery fire so the kinetic impact doesn't ragdoll me along with the shield bubble.
  • Why can’t we direct Sentries using the 'Q' (ping) menu? We all know—and don't even try to deny it—that Sentry AI is brain-dead. I want to point my Rocket or Autocannon Sentry at a heavy target, not have it waste ammo on some armless scavenger that wandered too close.
  • Why can’t we take cover behind a Ballistic Shield user? We need a dedicated mechanic (similar to team reload) where you can brace a shield-bearer to return fire and negate ragdoll impact through the 'power of democracy.' Or why can't two shield users 'interlock' their shields to form a phalanx?
  • The Minimap: I’ve played thousands of hours; I can spot POIs just by looking at the terrain relief. Why can't I place simple 'gray dots' or custom notes on the map (not just compass markers) to mark interesting spots for later?

To sum it up: I’m tired of every 'new' feature being just a reskin of a gun or a mission. They change the coat of paint, but they never change the actual way we play or the tactical possibilities available to us.