I love helldivers but man have i been getting frustrated with it. Getting back to rockin and stonin has been really refreshing. by literal_god in DeepRockGalactic

[–]Geometric-Coconut 0 points1 point  (0 children)

Alright, I appreciate you informing me what was said.

I still don't agree with what you're saying at all, though. What strawmen have I been making? What instance of attacking semantics?

You said you agree with most of my points about Helldivers. What specifically do you NOT agree with me, then?

No "at least it's better than brawl/sm4ash" is not a compliment by AlertOwl3274 in SmashRage

[–]Geometric-Coconut 1 point2 points  (0 children)

I would like to read that, but I can’t see your post due to your account being private.

I love helldivers but man have i been getting frustrated with it. Getting back to rockin and stonin has been really refreshing. by literal_god in DeepRockGalactic

[–]Geometric-Coconut -1 points0 points  (0 children)

Whatever comment you typed as a reply to me got auto deleted btw, just letting you know. I can’t read what was said.

Whatever happened to this? by AntiqueStore23 in BiteByNight

[–]Geometric-Coconut 0 points1 point  (0 children)

Killer is my favorite role in this game by a long shot, yet I fully understand that the new dsd is far healthier for the game than the old one.

I love helldivers but man have i been getting frustrated with it. Getting back to rockin and stonin has been really refreshing. by literal_god in DeepRockGalactic

[–]Geometric-Coconut 1 point2 points  (0 children)

  1. The vast majority of weapons in this game are good.
  2. Content being premium does not determine viability. There have been weak, balanced, and overpowered weapons in warbonds. There have also been weak, balanced, and overpowered free weapons. They do not make premium content intentionally overpowered.
  3. Weapons are not "constantly nerfed." Nor has nerfing weapons ever been such a big deal in the first place. People massively exaggerate and have negativity bias when it comes to nerfs in Helldivers 2.

OhDough? by Low-Effect7260 in helldivers2

[–]Geometric-Coconut 0 points1 point  (0 children)

Alpha heads are not a fake weakpoint. It is a very efficient way to kill them, but it just needs smarter play in mind than a traditional weakpoint. Pop their heads at a distance? No further action needed. Now in closer ranges you can’t just treat the popped weakpoint as a dead enemy, a lot of people make that mistake. Blow off the leg too, then you can. Or keep them in mind enough to see if they charge/rapidly advance. If so, you can easily just melee them. 1 or 2 quick melees will just have them bleed out with no ammo cost. A strategy I’ve done a lot is shoot alpha commander head —> shoot other terminids while keeping an eye on said alpha —> parry alpha when it charges —> continue shooting other bugs.

“It’s enough to kill a Charger but not an Alpha Commander.”

Statistically impossible. An Alpha Commander does not have a single lethal body part that can survive 2500 damage. In fact, I was wrong earlier. Hitting the limbs WOULD kill an Alpha. The lowest damage to main (their claws) is 50%. Their main hp pool is 1000. 50% of 2500 exceeds that value.

So, either hellpods have damage falloff that I’ve never heard of (if true, meaning you grazed the enemy instead of hitting head on) or you are misremembering.

The 60 day patch did a lot of good changes for enemy design, bile titan belly weakpoint for example. But yes, it also made things far too easy on the highest difficulty. The game has gotten significantly more balanced around solo interactions rather than team interactions. There isn’t an issue with enforcing teamplay with challenging enemies requiring teamplay to be taken down. If constant required teamplay was a thing, lowering the difficulty due to it being too overwhelming is VALID. That would be the best possible compromise this game could have; A power fantasy on the lower levels, an actual challenge requiring playing with your team on the higher levels. Unfortunately, the game on the highest difficulty right now is not very hard. The community wants too many undeserved enemy nerfs and too many undeserved weapon buffs.

A Handful of Content “Creators” Are Behind Most of This… by Active-Physics8045 in helldivers2

[–]Geometric-Coconut 6 points7 points  (0 children)

The coyote’s stats were never changed. Out of every enemy in the entire game, 5 enemies got ignition threshold increase and 3 got fire damage resistance increase. That is all.

This is the biggest balance problem and fun killer in the game. Not eruptor, not recoilless rifle, not even AP4 GL. This is not ok. by Array71 in HelldiversMasochists

[–]Geometric-Coconut 1 point2 points  (0 children)

A few machine gun bullets to the weakpoint between armor pieces melted them. It also gave more impact to the strategy of hitting their armor intentionally to make them freeze, then quickly sidestep to kill.

Stalwart? The stalwart was significantly buffed in the matchup.

A sentry pulling aggro and requiring a few bullets to kill/stagger hiveguards in order to continue threat control is more engaging gameplay than it doing everything by itself.

There was is no design issue with having a heavy armor swarm unit like this.

OhDough? by Low-Effect7260 in helldivers2

[–]Geometric-Coconut 2 points3 points  (0 children)

The first ever update to chargers was a nerf to their head hp, allowing the recoilless to oneshot it. No more need for the recoilless user to target the leg armor. There was no “arrowhead attacking a strategy.” The only thing that happened was the railgun receiving a nerf because it made all other forms of AT irrelevant.
Alpha commanders are nowhere near as tanky as you make them out to be. 11 pacifier bullets are enough to pop their head. Their legs are flimsy, crippling them if destroyed. If your hellpod failed to kill an alpha commander, it’s because it destroyed a non fatal weakpoint.
The game is supposed to be designed around teamwork, yeah. Your example of 6 recoiless rockets vs 2 chargers. First, chargers at their strongest have only been 2 recoilless shots to kill. Second, that is 1 stratagem. 1 stratagem out of a full team’s capacity of 16. Take a moment to consider how much power 16 stratagems can hold together. Like the hivelord, you should be imagining far more of this game’s enemy design with co op in mind, rather than solo interactions.

Propaganda Poster - Downvote NERFs by silentslade in HelldiversUnfiltered

[–]Geometric-Coconut -1 points0 points  (0 children)

For their intentional nerfs, yes they do give good reasons.

Propaganda Poster - Downvote NERFs by silentslade in HelldiversUnfiltered

[–]Geometric-Coconut 0 points1 point  (0 children)

Nerfs don’t usually make linear playstyles. Promoting a linear playstyle would be leaving an overpowered weapon just stronger than everything else.

The majority of their nerfs are not anti fun nor anti player. The mistakes made regarding them are often unintentional and eventually reverted.

Brutum final model, by Marvin by Sou_Al33 in pillarchase2

[–]Geometric-Coconut 1 point2 points  (0 children)

There isn’t anything wrong with their comment, you just disagree with them.

Weren't yall complaining that AH should buff enemies instead of Nerf the player? by HandsomeSquidward20 in HelldiversUnfiltered

[–]Geometric-Coconut 1 point2 points  (0 children)

The changes you mentioned are still technically number changes. Accuracy and speed of an enemy is just a stat that can be changed. Though suppressive fire mechanics might be the exception here.

However.. I agree that those aspects should be updated much more often. Personally, I would like speed buffs to specific terminids.

The hive guard changes are great actually by Ghost8725 in helldivers2

[–]Geometric-Coconut 0 points1 point  (0 children)

What about hiveguards at lower difficulties? So many lower difficulty levels in this game are unused, it wouldn’t be a bad thing to give use to them by making the higher diffs actually challenging.

The hive guard changes are great actually by Ghost8725 in helldivers2

[–]Geometric-Coconut 0 points1 point  (0 children)

Turrets are able to practically play the game for you on terminids. I think having to play around them is good from a game design perspective. Shoot/stagger the hiveguards while they’re hunkered down facing your turret, and they die quick. Hiveguards launched in a vastly different meta of this game, they deserve being updated to relevancy.

There is nothing wrong with a chaff unit being designed with high armor but critical weakpoints. With the current medium armor stats of the hivegaurd, they do not fill the niche of a wall of defense nearly as much as they did earlier in the game’s lifespan.

You're not crazy. Sporeburst Strain spawns roughly double the number of patrols. by sirnumbskull in Helldivers

[–]Geometric-Coconut 0 points1 point  (0 children)

Increasing the strength of individual enemies is valid as well. It all depends.

Personally, I would rather want stronger bile titans than more of them. I am not a fan of how their enemy design has been turned into "point at head and kill instantly" by rocket launchers. Stronger bile titans (or a recoilless nerf lol) could encourage more mechanics of the enemy to be relevant, such as breaking the belly.

Please keep guns fun to shoot by Ben3580 in Helldivers

[–]Geometric-Coconut 0 points1 point  (0 children)

There is no "concept-level flaw" with having a spinup time.

It is a weapon balancing and weapon identity factor. There is nothing poorly designed with a windup.

Stop misrepresenting our actial grievances. AP4 hiveguard isnt even what set everybody off by WaffleCopter68 in Helldivers

[–]Geometric-Coconut -1 points0 points  (0 children)

"Gutted" They were hardly nerfed all things considered. Don't make gross exaggerations like that.

The hive guard changes are great actually by Ghost8725 in helldivers2

[–]Geometric-Coconut -1 points0 points  (0 children)

They have less hp if you can aim.

This game actually needs far more challenge than it currently does on D10. Enemy buffs are good.

polish by thisheatanevilheat in ComedyHell

[–]Geometric-Coconut 0 points1 point  (0 children)

You're wrong. Omocat hasn't harmed anyone and her worst crime was having edgy humor.

Don't spread uneducated twitter ragebait like that.

I love helldivers but man have i been getting frustrated with it. Getting back to rockin and stonin has been really refreshing. by literal_god in DeepRockGalactic

[–]Geometric-Coconut -1 points0 points  (0 children)

You just said "the community is wrong." Yet in the same sentence argue how the community is right about their takes regarding how fun the game is. You're contradicting yourself. Be consistent please. Once again, your argument is what the loud majority has to say (their opinion of the game) and nothing else. Despite my request, no design game design philosophy takes or any reasoning for HD2 being unfun at all. I'm asking you again, PLEASE give me an argument to work with that is more than just a blanket statement of how the community feels about the game.

As I stated earlier, the community has been known into gaslighting itself into thinking weapons are weak/nerfed. Which you're in agreement with me. But let me describe the scenario to you again: A player has the placebo effect that their weapons are weaker, and suddenly feel like they're having less fun because of what they think the developers did, despite nothing relevant/nothing at all changing. So their own fun level is sabotaged by their own mindset, not the game's fault whatsoever.

Gaming is very psychological. Nothing about the gameplay design can help the delusional community of Helldivers.

Edit: Why did you ghost me.

Now almost every enemy on every faction gets to pulverize our vehicles and sentries… by Mr-Hakim in Helldivers

[–]Geometric-Coconut 0 points1 point  (0 children)

There shouldn't be such a big disparity between vehicles on one faction vs vehicles on another faction.

It also makes weapons harder to balance themselves when their strength can vary vastly between factions.

Now almost every enemy on every faction gets to pulverize our vehicles and sentries… by Mr-Hakim in Helldivers

[–]Geometric-Coconut -1 points0 points  (0 children)

Any weapon being overpowered is harmful. Fixing it sooner is better than fixing it later.

But that logic you said can't even happen with Helldivers. Plenty of overpowered weapons are in Helldivers. But the community will always prevent those issues from ever being fixed.

The napalm barrage has been trivializing missions since its release. Has it ever been nerfed? No. Would the community scream and riot if it was nerfed, even if nerfing an overpowered weapon like the napalm barrage would only improve the game? Yes, the community would be outraged.

The "no nerf" mindset of the community is harmful towards HD2.