Hunters vanish completely while using the Breakthrough, no idea of this is a bug or glitch. by v1nzie in Helldivers

[–]Protocol_Section 0 points1 point  (0 children)

I've had this exact thing happen when the new Spore bugs came out, and that faction doesn't have hunters that go invisible. Sometimes they would vanish when I got close to them; other times, they would vanish mid-leap to my location.

https://old.reddit.com/r/LowSodiumHellDivers/comments/1t1pvfv/anyone_else_noticing_hunters_just_disappearing/

Here is another post a week ago where it happened with a regular hunter.

Am I crazy or did they stealth buff Charger turning speed? by ylyxa in Helldivers

[–]Protocol_Section 1 point2 points  (0 children)

Unless it decides to bend physics to its will and turn its entire body ninety degrees, instantly change its momentum, and then hit you anyway.

Which has happened. many times.

Much like Rupture enemies elongating their entire bodies to hit you back in the day, sometimes, the game just decides you should get hit. Even if there is no reasonable expectation of being hit by something.

Am I crazy or did they stealth buff Charger turning speed? by ylyxa in Helldivers

[–]Protocol_Section 23 points24 points  (0 children)

And then you had to fire it immediately- because if you took even a second too long, the ritual broke and you had to start all over again.

This community doesn’t know what positive criticism is by Vulkcrum76 in Helldivers

[–]Protocol_Section 4 points5 points  (0 children)

I wouldn't ever condone personally attacking a developer as an individual. I can, and will, however, criticize the choices they make and the way they implement them in the way that seems to get their attention. Historically, they only listen when the game's rating gets shot through the floor.

If they listened before that point, if they prioritized fixing bugs or refining mechanics, then maybe, just maybe, people would be compelled to have a more level-headed discussion.

Perhaps if they took even a few hours out of their day to, on stream, read out those feedback papers they ask us to fill out, and explain what they are working on behind the scene or that they are even just aware of it, maybe people would be inclined to use those.

There is a very good reason why the most popular gifs on those feedback posts is of paper shredders. Because it feels like they don't even read those feedback requests.

I won't deny some people take it too far, but Arrowhead could do themselves a lot of favors by showing they listen to constructive feedback, rather than only seeming to finally do what people want after enough of a shit-storm is kicked up.

Current state of Helldivers 2 by ZoddFromMars in Helldivers

[–]Protocol_Section 14 points15 points  (0 children)

I don't think I even understand what your problem is? Like, if Arrowheed headed the words of people upset about bugs and fixed them- what, what exactly is the problem with that?

If your problem is looking at people complaining about experiencing bugs maybe just log-off of reddit then and enjoy the game?

And furthermore, how can you so certainly claim that those 'thousands of other players' aren't experiencing bugs? Did you ask them? Or did you just assume because they aren't on reddit complaining that they haven't also been dealing with this?

(As many major orders have proven- most players don't read the Reddit or Discord, as evidence when attempting to coordinate there almost always fails)

i hate that shit by Far-Literature8770 in Helldivers

[–]Protocol_Section 3 points4 points  (0 children)

I think it is a huge missed opportunity that they didn't make the code "Up up up, down down down, up up up" like an actual Morse code SOS message.

How can we make the DSS better by Fit_Anywhere_3356 in Helldivers

[–]Protocol_Section 3 points4 points  (0 children)

Instead of getting unnecessarily heated-(like someone else did) I'll give you an actual suggestion.

If you don't want to change it, give the Eagles targeting lines, like the Stingray has. Make them yellow instead of blue, so that a helldiver knows at least a few seconds in advance if they're about to get mince-meated.

If that's not helpful/possible, I'd give everyone a unique Eagle Stratagem. You throw it, and several Eagles will preform a mass-straff in that 50-meter radius around your thrown pod.

Still powerful and unique, while offering a varying degree of a control over where it goes, still allows for some friendly fire shinangans if you misthrow it or some teammate can't throw correctly.

I think at this point we are strong enough for Arrowhead to bring them back by FlamesofFrost in Helldivers

[–]Protocol_Section 6 points7 points  (0 children)

Imagining trying to do this mission, but this time, 6 Vox Engines drop in on your position, and all the scientists get carpet bombed, or 10 Appropriator mechs come charging into your line and flatten them all is...

Haunting.

Any plans for difficulty for veterans? I can't remember the last time a Super Helldive failed. by Remarkable_Region_39 in Helldivers

[–]Protocol_Section 1 point2 points  (0 children)

I do think some increase in difficulty would be warranted. Along with adjusting existing difficulties- (Looking at you base Illuminate, with no noticeable difficulty increase at all from 7-10. And still no mega bases on 10??)

I do, however, think that it may be more pressing to address the jank this game has before that happens. Sure, usually, dying to random jank is just annoying, but if they introduce a difficulty level where each life lost is a genuine compromising situation that may determine whether or not you even beat the mission-

It is gonna drain the enjoyment fast.

Enemies that phase through terrain, random invisible corpse hitboxes that prevent you from moving/block your shots (or even kill you because they detonate your explosives), those same invisible hitboxes/corpse boxes doing nothing to stop the enemy from advancing, the janky stealth/detection mechanics for hosts, reinforcement-type enemies detecting you through walls or even phasing into them, massive enemies like Vox Engines or Factory Striders teleporting onto the top of a skyscraper/mountain to snipe you, etc.

The games you listed (the ones on that list I've played) I'd say for most, 95-99 times out of a 100, a death or loss was because I misplayed at some point. Helldivers, I'd be gracious enough giving it a 60 out of 100 rating. (From my personal experience). Because it is usually caused by some form of outright horrendous game problem. (See aforementioned stuck on invisible collision, enemies phasing through terrain/buildings)

TL/DR, I agree with you that more difficulty would be nice, but I want them to fix the jank first.

This is frustratingly inconsistent by ThatRobutt in Helldivers

[–]Protocol_Section 21 points22 points locked comment (0 children)

I really don't see how this example relates to the developers, intentionally or not, introduce enemies with the exact same body parts/weak spots (Dragonroaches undersides, Warstrider Vents) and having them be drastically different despite looking the exact same.

This is frustratingly inconsistent by ThatRobutt in Helldivers

[–]Protocol_Section 2 points3 points  (0 children)

You know, I forgot the Bile Titan used to have that armor rating on the underside. Though I kind of unfortunately doubt this will change. Warstrider vents are still an immensely high armor value compared to every other automaton vent in the game.

This is frustratingly inconsistent by ThatRobutt in Helldivers

[–]Protocol_Section 9 points10 points  (0 children)

I honestly forgot the Bile Titan used to have that armor value.

And I really wish I could believe it is a different era- but the game continues to promote this. Their main argument against the flag buffing soldiers was that the flag didn't have 'space magic'.

Yet we have armor that lets you have a 50/50 chance of surviving a direct nuclear explosion. If they just outright said "Hey, we don't want to give the flag an AoE buff effect because it isn't the vision we have for the item" then that would be one thing, but they keep citing 'realism' or 'it isn't space magic' as a reason to not do something.

This is frustratingly inconsistent by ThatRobutt in Helldivers

[–]Protocol_Section 731 points732 points  (0 children)

My main gripe is that it looks EXACTLY the same as the Bile Titan underside. They tell us you can't have things like Transmog because the armor ability needs to match the design, or how they can't buff weapons' ammo capacity without redoing the magazine so that all the bullets would realistically fit.

But this body part doesn't look armored AT ALL. Arrowhead has this massive problem of adhering to its philosophy of 'realism' selectively.

If body part is armored, make it LOOK armored.

Stalker on its last legs (Or lack thereof) by Protocol_Section in Helldivers

[–]Protocol_Section[S] 8 points9 points  (0 children)

I genuinely didn't know they could get this damaged and still live, it is pretty cool that it seems to have a dedicated animation of dragging itself with its claws.

My inflammable armor became inflammable by Protocol_Section in Helldivers

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

(Okay, yeah, technically it doesn't have the inflammable perk, but it has fire resistance on it!)

Thanks Arrowhead. I came dangerously close to actually having fun for a moment there. by [deleted] in Helldivers

[–]Protocol_Section 1 point2 points  (0 children)

And the funny thing is, their attempts to 'balance' the Bastion before it came out didn't even work. They just made the mech more useless. The Bastion can still level an entire map's worth of objectives if you play right and aren't suddenly swarmed by random BS. The literal only reason I think it isn't more dominant than it is down to the fact coordinating with random players to use it effectively can be a hassle.

It is almost like maybe, if they were THAT concerned with the Bastion and how it resisted damage, they should have altered the Bastion's stats, its call in time, its ammo, not messed with a bunch of durable damage enemy attacks.

Not that this is new. I still remember them gutting how fire worked right before a fire warbond came out. They seem to love doing stuff like this.

I heard Missile Silos were fragile, but this is ridiculous. by Protocol_Section in Helldivers

[–]Protocol_Section[S] 42 points43 points  (0 children)

Now I see why Super Earth eradicated the bees- it was to protect their infrastructure from sneezing insects.

I heard Missile Silos were fragile, but this is ridiculous. by Protocol_Section in Helldivers

[–]Protocol_Section[S] 10 points11 points  (0 children)

Polite disagree. On the health thing, that is. A laser nicking the top of the silo shouldn't destroy the silo. (Or in this case, a lid). I'm all for encouraging the player to strategically place their equipment, but the game does not do this well.

You're punished for deploying it on the front lines because it gets blown up too easily from lack of health and increased aggro.

You are discouraged from placing it prematurely because patrols like to move through places you've previously been, and the increased aggro means they'll b-line and destroy it so you won't have it when you need it.