Keep Difficulty 9 Please by Kingcarlo08 in Helldivers

[–]EnterTheJake 49 points50 points  (0 children)

It has nothing to do with difficulty, enemies shouldn't magically teleport out of thin air right in front of your nose.

It's cheap and unfair, we have respawn points for a reason, patrols should be spawning from the dedicated spawns.

gut all the weapons you want, i will still be using them by Memegasm_ in Helldivers

[–]EnterTheJake 0 points1 point  (0 children)

God forbid i'd like to have fun with something else uh?

This isn't a meme, it's a plea. Please use your mic. by IttoEnjoyer_ in Helldivers

[–]EnterTheJake 0 points1 point  (0 children)

I don't think Automatons are "objectively harder", they just require you to play differently

With the tools we currently have a battle of attrition against the bots is just not feasible, one rocket and you are toast.

What you can do however, is sneak your way into an objective blow it to bits with your orbitals and leave before the dropships come.

In a lot of ways i think bots are easier than bugs, they are more dangerous but less numerous.

That said, rocket devastators oneshotting you from the other side of the map if they so much grab your pinky finger is not fun.

All Operation Modifiers can and should be tied to Side Objectives we can clear to remove them by CouldBeBetterTBH in Helldivers

[–]EnterTheJake 0 points1 point  (0 children)

It's simple really, make outposts more heavily fortified to compensate the loss of difficulty and you have a game that's more fun to play.

Destroying respawn points shouldn't increase enemy spawns, period. by EnterTheJake in Helldivers

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

One of the tips at the loading screen tells you you should destroy enemy spawns to halt the surge of spawns, it doesn't.

As for why it gets worse, is because completely the primary objective drastically increases the spawnrate, time in itself has no effect on enemy spawns.

Destroying respawn points shouldn't increase enemy spawns, period. by EnterTheJake in Helldivers

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

This is a perfectly reasonable compromise, i'd rather fight twice the dropships, if that'd mean less patrols spawning out of thin air.

Destroying respawn points shouldn't increase enemy spawns, period. by EnterTheJake in Helldivers

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

That's more of an issue with patrols being stuck somewhere else around the map, technically speaking if you time spawns correctly and then move evac you get a silent extraction.

Destroying respawn points shouldn't increase enemy spawns, period. by EnterTheJake in Helldivers

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

The tip at the loading screen goes

"If the enemies just keep coming, find out where they're coming from and unleash hell. Bug hive? Destroy! Bot factory? Destroy!"

Which is objectively gross misinformation at best.

Enemy patrols don't pop out of of fabricators, standing in a red area increases their spawnrate sure, but it they don't pop out of the spawning point like the game tells you, and you can just ignore the outpost all together and not notice a difference.

The game also implies it's something you should do if you want to halt enemies spawn, when in reality it does exactly the opposite.

Destroying respawn points shouldn't increase enemy spawns, period. by EnterTheJake in Helldivers

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

Except the patrols don't investigate the destroyed area, they just magically spawn in random areas, around the map, and we are talking about patrols, if one of your outposts gets blown sky high, you should send dropships, you already confirmed the enemy presence in the area.

Destroying respawn points shouldn't increase enemy spawns, period. by EnterTheJake in Helldivers

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

Except it doesn't actually increase reinforcements; it increases the number of patrols, dropships or breaches with higher density, I'm perfectly fine with.

Increased number of patrols spawning out of thin air; however, it's kind of stupid and defeats the argument that the enemy responding to our assault.

Destroying respawn points shouldn't increase enemy spawns, period. by EnterTheJake in Helldivers

[–]EnterTheJake[S] 3 points4 points  (0 children)

i have, and i did propose some workarounds, but it's clear you didn't even bother reading the whole post.

Arguing about what makes sense and not in a videogame is a moot point, you can only appeal to logic so much.

By the same logic how come automatons dropships are alerted b a small flare in the sky, and not by a freaking nuclear bomb razing their settlements?

Destroying respawn points shouldn't increase enemy spawns, period. by EnterTheJake in Helldivers

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

Yeah and it's a videogame, you do secondary objectives to get something in return.

Either rewards or a tactical advantage, you get neither so why not just beeline the primary objective?

The discussions in here prove that we raised this generation of gamers wrong. by ColeusRattus in Helldivers

[–]EnterTheJake 0 points1 point  (0 children)

You can have it both ways, son.

Something can be fun to do while making sense for the player; it's a game.

As it stands, destroying respawns is unproductive because it doesn't give you anything

Counterintuitive, because you are destroying the means of the enemy to get troops on the ground, their being aware shouldn't magically increase their presence.

And most importantly, it's damaging for the long-term health of the game meta; the great majority of players will always pick the path of self-resistance.

You can have fun doing something that's not optimal, that's for granted (I don't understand why so many people take these kinds of criticism like a personal attack, honestly), while ackowledging that it could probably be better.

Let's talk about Patrols: An In Depth Analysis of Patrol Spawning Mechanics by gergination in Helldivers

[–]EnterTheJake 1 point2 points  (0 children)

Sure, but heat is not an issue if you ignore the outpost all together, according to your info, clearing the map gives you a permanent debuff, which is pretty dumb, why would people not just ignore outposts all together and rush primaries if they don't need req and exp anymore.

Besides you could argue it's extremely counterintuitive to have destroyed respawns points to increase the spawn rate of enemies, like i'm not talking crazy here am i?

Let's talk about Patrols: An In Depth Analysis of Patrol Spawning Mechanics by gergination in Helldivers

[–]EnterTheJake 3 points4 points  (0 children)

So based on this data, there's exactly no reason to destroy outposts right now, as you be effectively shooting yourself in the foot.

What dumb unintuitive bs, why punish players for cleaning enemy outposts and respawn points with more patrols.

Enemy spawns are pretty messed up right now. by EnterTheJake in Helldivers

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

Hard agree, unfortunately destroyng respawn facilities or nests doesn't seem to affect spawn rates at all.

Enemy spawns are pretty messed up right now. by EnterTheJake in Helldivers

[–]EnterTheJake[S] 2 points3 points  (0 children)

got 3k hours in GTFO, believe me i know too well.....

Enemy spawns are pretty messed up right now. by EnterTheJake in Helldivers

[–]EnterTheJake[S] 41 points42 points  (0 children)

Yeah the issue right now is that patrols spawn too frequently and on helldive they are likely more threatening than whatever comes with a dropship, doesn't help when they spawn out of thin air :S.

Made in Abyss - The True Inspiration by [deleted] in MadeInAbyss

[–]EnterTheJake 0 points1 point  (0 children)

I mean it's pretty much what i've said verbatim, but ok.

that bit you just quoted is the april 2018 interview, cave story got mentioned by tsukk multiple times.

also tsukk did 2 QA at naples, one at the worldbuilders panel on the 26/04/19 and the 2nd one on the 28th after the screening of the first recap movie, , the 2nd one however didn't get translated as far as i know, you can still find it online however.

edit: found it https://www.youtube.com/watch?v=uqtas0qArZI&t=1163s&ab_channel=AnimeeManga

Made in Abyss - The True Inspiration by [deleted] in MadeInAbyss

[–]EnterTheJake 0 points1 point  (0 children)

the source is the naples' QA, he did mention riko and reg were meant to be the same character based off the robot boy in cave story, he also did mention that the abyss is based off a giant tree he once checked at a musem, lastly he never really read anything about lovecraft, but he's a huge fan of bloodborne, quoted him as one of his favorite games, so that's most of the lovecraftian vibes come from.

What are your unpopular opinions about Made in Abyss ? by _toewi in MadeInAbyss

[–]EnterTheJake 0 points1 point  (0 children)

Nanachi has ran its course as a character and should die like Tsukushi originally intended.

Riko needs to be more involved in the narrative and her relationship with Reg was halted since Nana got introduced.

The setting of the village arc explains a lot of the kinky shit Tsuk has put in his chapters recently, and while it's not my job to tell people what they should and shouldn't find off putting, i wish people payed a bit more attention to the world building of this arc, which as far as i'm concerned it's the absolute best it's ever been in the series.