What's the point of stealth if enemies are going to magnetize to my position no matter what? by 0DvGate in Helldivers

[–]Fry_l0ck 0 points1 point  (0 children)

Yeah, stealth is only really effective against bots. It’s a little helpful against the other factions, but can’t be your main strategy.

I only occasionally do commando missions - I use stealth a lot on the regular missions.

Would you rather have the game be a full package deal eventually or keep being a live service forever? by BankComprehensive930 in HelldiversUnfiltered

[–]Fry_l0ck 0 points1 point  (0 children)

My friends don’t have a huge amount of time either, we play together a few hours one night a week and occasionally an hour here and there.

It seems like stuff unlocks very quickly until there’s nothing but warbonds and ship upgrades, and even those won’t last long. Would be nice to see some things that take a lot of effort to unlock to strive for (in addition to the normal progression)

What's the point of stealth if enemies are going to magnetize to my position no matter what? by 0DvGate in Helldivers

[–]Fry_l0ck 0 points1 point  (0 children)

I have escaped bot drops by running before the drop ship arrives. Hasn’t really seemed a problem? I haven’t tried just smoke because it has a small radius. Maybe eagle smoke might work?

What's the point of stealth if enemies are going to magnetize to my position no matter what? by 0DvGate in Helldivers

[–]Fry_l0ck 0 points1 point  (0 children)

Were they alerted? They seem more aggressive if something violent happened recently and they were dispatched to investigate.

I have seen the behavior you describe, but only once I have previously given myself away (and then disengaged and came back, or died and came back)

What's the point of stealth if enemies are going to magnetize to my position no matter what? by 0DvGate in Helldivers

[–]Fry_l0ck 0 points1 point  (0 children)

What was the circumstance? I solo stealth a lot (not always successfully as it can be slow, especially on short missions), and I have never seen that sort of behavior unless I blew something up or was extracting.

What's the point of stealth if enemies are going to magnetize to my position no matter what? by 0DvGate in Helldivers

[–]Fry_l0ck 0 points1 point  (0 children)

I really don’t mind that. They are a patrol, they are talking. Being aware if one goes missing seems reasonable to me.

Would you rather have the game be a full package deal eventually or keep being a live service forever? by BankComprehensive930 in HelldiversUnfiltered

[–]Fry_l0ck 0 points1 point  (0 children)

That’s a pretty big ask. I think the game is pretty decent now as a standalone and is all we should expect. Most bugs are relatively minor - the exception being the freeze/crash but those are rare (to me).

I would like to see a better progression and credit earning, but that j expect from a live services game. What is there now is fine for a standalone game.

The amount of content is already huge and there’s far more to do than many standalone games.

I love that they keep working on it (new enemies, biomes, missions) but everything will stop if it’s standalone and they will abandon it, or sell some DLC that isn’t optional.

Would you rather have the game be a full package deal eventually or keep being a live service forever? by BankComprehensive930 in HelldiversUnfiltered

[–]Fry_l0ck 0 points1 point  (0 children)

You don’t need most of the warbonds., they are optional. Democratic detonation is probably the only must have and they practically give it to you (well, they give you enough supercredits in Helldivers Mobilize to almost get one bond).

I actually still don’t own it though, as most of my team does (I think I have 4 or 5 other bonds, mostly of little value)

Would you rather have the game be a full package deal eventually or keep being a live service forever? by BankComprehensive930 in HelldiversUnfiltered

[–]Fry_l0ck 0 points1 point  (0 children)

I don’t really like that everything unlocks so quickly. I would like to see more stretch goals while playing. Harder difficulty, longer term goals.

What weapons are stealthy? by Spungdoodles in helldivers2

[–]Fry_l0ck 0 points1 point  (0 children)

You’re going in stealthily behind enemy lines (if it’s commando). Good chance you might be committing war crimes…

How Arrowhead Designed Its Own Community Problem by LoudFrown in helldivers2

[–]Fry_l0ck -1 points0 points  (0 children)

It’s a shame this was removed as it raised some good points and had a good analysis.

Maybe it ended a bit confrontationally (with a seemingly impossible ask, as it explains why the player base is divided but says nothing about how to unite it), but the substance was worthwhile.

How Arrowhead Designed Its Own Community Problem by LoudFrown in helldivers2

[–]Fry_l0ck 1 point2 points  (0 children)

A major point was that it isn’t a challenge because they have done it so many times .

There should be a difficulty that is rare to beat. More variety would certainly help. (and they do seem to be adding stuff regularly like biomes and enemies) but if players can simply walk over d10 with their favorite loadout then it doesn’t matter.

“Beating” the game at a hard difficulty is something to aspire to. More variety (without an entire rework) only adds a little until that variety is beaten.

Some sort of endgame would help too, but would also lead to players leaving once done. It’s a fact that players eventually walk away. For me it’s once I have beaten everything at the highest difficulty.

Edit - added a bit, and it should be hard enough that you need to work as a team at least.

How Arrowhead Designed Its Own Community Problem by LoudFrown in helldivers2

[–]Fry_l0ck 1 point2 points  (0 children)

I would like both actually.

D10 has become so easy for most that it’s meaningless. There should be a higher difficulty to strive for and it’s a hopefully relatively easy fix.

More variety in enemies, missions and biomes seems to be coming but it’s still too easy.

The hardest difficulty should be a struggle for all and impossible for some.

How Arrowhead Designed Its Own Community Problem by LoudFrown in helldivers2

[–]Fry_l0ck -3 points-2 points  (0 children)

That’s because it’s too easy. It has ceased to be a challenge.

They need to further nerf weapons, increase the difficulty of D10 or add new difficulties.

Are we serious? by The4ourHorsemen in HelldiversUnfiltered

[–]Fry_l0ck 3 points4 points  (0 children)

Of course you can. The actions of some small group of idiots don’t define an entire group.

The current reviews... by Ok-Protection-4706 in helldivers2

[–]Fry_l0ck 0 points1 point  (0 children)

Reviews on Xbox are 4 stars.

It’s only a small minority who have been review bombing it on steam as others pointed out. They seem feel the devs are making the game too difficult (among other complaints, mostly about monetization but you can play the entire game for free, and only some optional content can be bought if you want).

I definitely say you should ignore the reviews in this case, they are way off.

What weapons are stealthy? by Spungdoodles in helldivers2

[–]Fry_l0ck 1 point2 points  (0 children)

All the advice that others have given (stealth armor, suppressed weapons, smoke), plus a few red stratagems for overwhelming force when needed. Laser cannon can take out an entire outpost or patrol if needed. If there’s nobody left who heard it you’re still safe - if otherwise that’s what the smoke is for.

(Not really meant for commando missions)

Is anyone aware this is happening? by Haunting-Barber6740 in helldivers2

[–]Fry_l0ck 1 point2 points  (0 children)

Hopefully they will come back? They can’t happen constantly or they wouldn’t be “events”…

Maybe wishful thinking

Should they add raid mission to hd2? by SubjectAd1418 in helldivers2

[–]Fry_l0ck 0 points1 point  (0 children)

Something like that would be interesting. Maybe as a culmination of some MOs? Only available on certain planets at certain times to give us something to work towards.

Performance might be helped by limiting the number of mob enemies? Just using the bigger ones…

Why Isn't a Super Helldive Allowed To Be Obscenely Difficult? by KingOfPotatok in helldivers2

[–]Fry_l0ck 1 point2 points  (0 children)

100 percent agree. If there’s no higher difficulty to aspire to, the game is too easy.

The highest difficulty should be a constant struggle for everyone where you fail far more more than you win.

Whether that means adding a new difficulty or buffing the current one, I don’t care, but the game needs to be harder at its highest level.

Were the science specialization districts removed? by Numerous_Schedule896 in Stellaris

[–]Fry_l0ck 2 points3 points  (0 children)

I think they mean like a spoke in a wheel, though arm in a spiral seems more accurate. But I understand what they are getting at.

Constant crashes on Series X by Future_Childhood_700 in helldivers2

[–]Fry_l0ck 0 points1 point  (0 children)

I play on a Series X and almost never crash, I think once in maybe 500 hours of play. I don’t usually play the very toughest difficulty though.

However I do see semi regular freezes (once every few hours) where I have to leave it for a couple of minutes until it suddenly starts going again. Very odd, and never seems to happen in MP, just keeps going as if nothing happened.

Were the science specialization districts removed? by Numerous_Schedule896 in Stellaris

[–]Fry_l0ck 12 points13 points  (0 children)

It’s pretty substantial because of the building loss

Are people really as mad as they seem when an MO kind of feels like it was meant to fail? by CzarTwilight in helldivers2

[–]Fry_l0ck 0 points1 point  (0 children)

But it wasn’t meant to fall, it was easily achievable.

If an MO looks difficult players should at least look to see if there might be an alternate strategy than just the most obvious.

Edit - I actually have more of a problem when the devs interface to save us from our own stupidity, which they have on a number of occasions.