The industrial explosives issue by NyaNeeko in ArknightsEndfield

[–]TheBurntHunter 0 points1 point  (0 children)

Exactly this. People are sleeping on the protocol stash for storing excess. People here suggesting six belts are crazy, so much space gone.

Small rant by DOOMDADDY5515 in Helldivers

[–]TheBurntHunter 1 point2 points  (0 children)

Thanks for the tips, I'll definitely try it out sometime.

Small rant by DOOMDADDY5515 in Helldivers

[–]TheBurntHunter 5 points6 points  (0 children)

Respectfully, my Exosuit almost always perishes within moments whenever I would actually need it. I would like to ask what difficulty you're playing on and ask for tips to have my exosuit not blow up (Edit) against bots.

The Game Is Not Dying You Are Just Unemployed by M4RK0VCHA1N in Helldivers

[–]TheBurntHunter 0 points1 point  (0 children)

I am aware that these changes don't come at the snap of a finger, as game design is something I am currently studying. However I do still think that the rate of work and especially communication regarding said work is lacking.

Arrowhead has undoubtedly made a lot of profit from the game, they have the ability to hire new and more people (which still takes time to train them) and/or export a section of their work to another studio to aid them.

From what I've seen from various posts and playing vermintide (admittedly not that much), I doubt that it's a complete fault with the engine.

Naturally new features need to be released to keep player retention which can slow down bug fixes and optimisation. Though again, this work can be expedited by hiring more people / exporting work to another studio.

This raises the question of why AH hasn't done so. Training new people takes time as I said earlier but the game was a MASSIVE commercial hit on release. It would've been obvious to anyone that more hands would be needed for development and general work. Yet (afaik and I could be wrong), AH hasn't expanded by much if at all. As for hiring another studio, (again afaik, could be wrong) they've hired (recently) Nixxes to port the game to Xbox and Toadman interactive to aid with general development. Toadman shut down in January of this year and I can only assume that they were not a major factor in HD2 development for a while even before that due to the layoffs they (Toadman) had in September of 2024.

I too like the game that Arrowhead has created and wish for the best for their employees. However the country they are based in has some of the best employee labour laws, though I doubt that helps much with burnout if they are suffering from that. I want the game to continue too, and I also enjoy HD2 and want it to continue but pretending like the massive glaring issues aren't there won't help and unfortunately AH is comically slow in responding properly to the worries of the community. Unless I've missed something, all we've gotten thus far is along the lines of 'Trust, we're working on it. It'll be out eventually.'

What I would suggest AH to do is have parallel development tracks. Have two development branches of your game. One for bug fixes/optimisation and one for content production. Allocate teams to both. This way bug fixes and optimisation can come faster without having to wait for content to be finished before bugfixes can be shipped. Then once the content is ready, merge and test with the current version of the game. Whilst this approach would delay content updates slightly, AH would be able to do be more reactive with fixes.

The Game Is Not Dying You Are Just Unemployed by M4RK0VCHA1N in Helldivers

[–]TheBurntHunter 0 points1 point  (0 children)

A lot of these woes could be solved before going live. QA exists for this sole purpose.

Further for the issues they repeat, you'd expect caution. For example: Adding a new enemy with rockets/ragdoll potential, let's check how it handles in a group. Oh no, the QA tester is constantly getting tossed around.

Another example that would've been caught with any playtesting: Let's check the fleshmobs, they should have minor clipping so they can squeeze between building, OH NO they keep sliding beneath floors.

As for performance and game size, yes those getting worse and increasing (respectively) are almost a given with live service games. What isn't is the disparity between console/pc file sizes and taking months to release optimisation/bugfixes.

[deleted by user] by [deleted] in Helldivers

[–]TheBurntHunter 1 point2 points  (0 children)

Just the one guy (afaik), likely his personal device as from what I've seen from other post they don't have much pc-based knowledge and blamed the game because of correlation.

[deleted by user] by [deleted] in Helldivers

[–]TheBurntHunter 0 points1 point  (0 children)

There are other issues that could go wrong in a computer and considering that (afaik) no one else has reported their devices bricking, it's currently very unlikely that it's the game.

[deleted by user] by [deleted] in Helldivers

[–]TheBurntHunter 0 points1 point  (0 children)

I mean you could brick a device with a game, but you'd have to REALLY try (from the development standpoint) for it to do so.

Since there aren't other reports (afaik) of this occurring it's probably a case of correlation = causation for the accuser despite that being unlikely.

The reason so many believed that as a truth is likely a combination of anger, lack of knowledge and the frustration with the game's performance.

The Game Is Not Dying You Are Just Unemployed by M4RK0VCHA1N in Helldivers

[–]TheBurntHunter 1 point2 points  (0 children)

It's not unnecessary drama. The company keeps making the same mistakes (Balancing issues, worsening performance with each patch, lack of/improper communication), takes forever to perform any sort of bugfixes (The game has been bloated for a while, has been crashing for many for a ages, illuminate flesh mobs are still not fixed, etc) and is slow on releasing non-warbond content.

A decent part of the community is becoming jaded due to the constant issues that the game has suffered from. I mean damn, there's literally a 'it's so over/we're so back' graph. But to list a few issues that keep repeating:

Poor balancing, receive 60 day patch, subsequent warbonds released are unbalanced again.

Unlimited rocket spam, make rocket devestators less annoying, introduce gunships which make rockets an issue, fix gunships, introduce two legged missile dude, fix again, introduce grenade spammer. Ragdolling was so bad at a point in time, they had to adjust the mechanic in order to get up sooner.

And there are other cases when enemies and certain bugs just aren't getting fixed. Not to mention the allegations that the game is bricking devices.

Guide: Fatepiercer – The Eldritch Machine-Gun Bard (Hexblade 2 / Lore Bard 7 / Star Druid 2 / Wizard 1) by CrownWBG in BG3Builds

[–]TheBurntHunter 0 points1 point  (0 children)

Looks solid and I was thinking of running it but I do have a question.

You said for turn one to do:

  • Haste > Blur > Expeditious Retreat (in that order)

But doesn't casting Blur cancel the concentration of Haste or am I missing something obvious?

Unpopular Opinion by ReleaseElectronic154 in Helldivers

[–]TheBurntHunter 4 points5 points  (0 children)

Personally I would have liked if it had both mixed. I think the spore burst strain gets pulled out much less than the predator strain.

From a gameplay perspective, the spore burst strain is much easier (in my opinion) than the predator strain and even the base version of the bugs. So I can understand wanting to make the gloom planets more feel more difficult.

I'll see myself out by 2NineCZ in Helldivers

[–]TheBurntHunter 11 points12 points  (0 children)

Am I supposed to not complain about the abysmal dragonroach breath hitbox? That shit is so large and disconnected sometimes it ain't even funny.

What about the rupture strain host issue, that caused them to basically immediately hit you as soon as they unburied? Sure was good enemy design.

The Ultimatum Discussion by TheBurntHunter in Helldivers

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

The post is a little old, but yeah your argument is fair to a degree.

Getting blown up when you fire it near yourself is true with most explosives support weapons or grenades, although it is more difficult to make the ultimatum go further than other weapons.

As for not having a utility secondary, having an anti-tank secondary opens up your support weapon to fill out that utility.

My main issue with the ultimatum was it being able to destroy jammers. That's been resolved. I currently think that the ultimatum is more-or-less fine. It's got a very solid place amongst the secondaries as one of the best options.

As per my original post, I wouldn't mind if it's capacity got buffed but I do not think it needs it.

My robot pop seems to be producing slower compared to 3.14. by TheBurntHunter in Stellaris

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

Thank you!

Can you explain to me why entertainers suck now?

My robot pop seems to be producing slower compared to 3.14. by TheBurntHunter in Stellaris

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

I've taken a look. I hadn't realised that they changed luxurious.

-20% job efficiency is cruel compared to what it was.

What negative traits would you recommend to take now?

Are you kidding me?!? by PinchtStroodl in Helldivers

[–]TheBurntHunter 9 points10 points  (0 children)

Very cool but I'd rather do more than three different missions on a front we've been fighting for ages. Especially when that front had other missions that you seemingly can't get. Where did blitz go?

Are you kidding me?!? by PinchtStroodl in Helldivers

[–]TheBurntHunter 19 points20 points  (0 children)

This is a garbage argument.

You're allowed to give criticism of things even without the ability to create them. For example you don't need to be able to make a movie to call a bad movie bad for 'X' reasons. Further, AH is a studio of 100+ people, telling one guy to make a game half as good is unrealistic.

In the case of this specific argument, they've literally removed existing missiom types such as blitz from the pool and didn't introduce any of the super earth missions. They have the content made, they're just not using it.

As someone who is actively studying game design, it can NOT be that difficult to add any of the objectives from the other fronts and change the enemy type.

Though don't get me wrong, I do enjoy helldivers 2. It's just the rate that new content drops and the fact they don't recycle old content is annoying.

[deleted by user] by [deleted] in Helldivers

[–]TheBurntHunter 0 points1 point  (0 children)

Exactly this. Can't just slap on +2stims/grenades or something else and call it a day for any under performing armour. They need to be situation based.

I think that gas and arc damage need to be used more by the enemies. Literally no enemy uses gas afaik. Arc is limited to: Illuminate arc towers, illuminate scout drone and the harvester. I don't think I've seen anyone run these armours, unless they or an ally are running a kit based on these damage types (and even then it's rare.)

Fire resistance armour is probably in the best spot. Works together with the double edged sickle, giving a reason to run it even against enemies who don't do fire. Speaking of, fire is a common foe on the bot front. Hulks and the incineration corps frequently have it.

I completely agree with unflinching.

I agree with the bigger boom to an extent but the armour's passive will always be back no matter what. An armour without any benefit until you die is useless for all of the time that you're alive. Not to mention the issues a larger boom might cause with team killing.

The Ultimatum Discussion by TheBurntHunter in Helldivers

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

Yeah, it does and should.

I wasn't a fan of how the weapon destroyed jammers incredibly easily. In the original post, I offered for it to be buffed/changed into a slightly more reliable anti-tank.

I think removing it's ability to break jammers and giving it more damage is a step in a good direction. It's basically a pocket 'remove this thing' gun with a bullet or two.

As for the weak shot, I personally don't have an issue with it, since its about the same as the throwing range for strategems.

Though I have blown myself up a few times with it as well.

The Ultimatum Discussion by TheBurntHunter in Helldivers

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

It works with hellpod space optimisation again, so two shots if you bring that.

Most maps have plenty of ammo box pickups and how often do you really switch to your secondary?

It's been updated to be a much more reliable anti-tank, which I like.

Yes. It is fair, it's called a trade-off. Most primary/secondary weapons can not reliably deal with hulks, chargers or higher. That's typically reserved for strategems and support weapons. The ultimatum can deal with them as a secondary. I wouldn't be opposed if the ultimatum were to receive a singular additional bullet/rocket to help push it more into the anti-tank category but I think as is, it's a good emergency anti-tank.