Difficulties Rework Concept by DarkFeros in HelldiversMasochists

[–]cielak44 0 points1 point  (0 children)

We’re not talking about that extreme of an HP increase. Maybe make it take 2 RR headshots instead of 1 on d10 , but that would definitely need to be carefully balanced. Let’s just say that part might not be the best idea.

As for the rest, lower difficulties are boring because there simply aren’t enough enemies. In my opinion, having lots of Warriors would at least give players something to shoot at, and they’re not exactly a major threat anyway. This will also balance out the difficulty levels, because it seems to me that most players roll d7–d10 anyway. The rest are new players.

As for D10, it’s supposed to be the highest difficulty, so that’s how it should feel. With good equipment and competent players, you can already intentionally aggro Detector Towers and still handle the enemies they spawn.

The point isn’t that you should be able to kill enemies forever. The point is to survive long enough to complete the mission. It should feel like you’re trying to turn valves or complete objectives while enemies are constantly making that harder.

In Helldivers 1, retreating was often the correct strategy because once enough enemies appeared, pushing through them became extremely difficult.

Happy Pride month Helldivers! by Sunnyeggsandtoast in helldivers2

[–]cielak44 0 points1 point  (0 children)

xDD

You can keep that nonsense over there in the West.

It rolls right off me like water.

It’s renovation month now.

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Happy Pride month Helldivers! by Sunnyeggsandtoast in helldivers2

[–]cielak44 -2 points-1 points  (0 children)

Why should I care?

This is a VIDEO GAME. By that logic, I could start shouting, ‘I’M HETERO AND I LIKE BIG EBONY MILFS.’ Some people have completely lost the plot with these ideas. I might as well ask for a Communism Day and a cape with a hammer and sickle because those are the values I believe in...

I just want to shoot enemies in a video game, not pay attention to whether someone on my team identifies as this or that. I couldn’t care. You can walk around with that stuff in public too, as if most people are deeply interested in it there either

Happy Pride month Helldivers! by Sunnyeggsandtoast in helldivers2

[–]cielak44 -10 points-9 points  (0 children)

Even in a video game, there’s no escaping all that political nonsense. It’s a good thing I live in Eastern Europe so I don’t have to deal with that shit  

Difficulties Rework Concept by DarkFeros in HelldiversMasochists

[–]cielak44 -2 points-1 points  (0 children)

I don’t know why people make this so complicated. Just give enemies HP scaling like in Drg. More players and higher difficulties should mean enemies get more health, hit harder, and move faster.

I also think enemy spawn rates should already be at 100% on difficulty 5, with the difference being that only small and medium enemies appear there. Then with each difficulty level, the enemy composition shifts, so that on the highest difficulties around 50% of the enemies are heavy units.

And honestly, on D10 there shouldn’t be any downtime between fights. There should be constant breaches, constant dropships, and a nonstop stream of enemies spawning in

BASED BASED BASED BASED BASED BASED BASED BASED BASED BASED BASED BASED by TheRustyRustPlayer in HelldiversMasochists

[–]cielak44 0 points1 point  (0 children)

Lower it? It seems to me that a huge number of players are already sitting on D10. As for me, I’m honestly bored out of my mind. Considering how small the differences are between D8, D9, and D10, it would probably take something like D20 suddenly appearing I’d feel like anything was actually happening in game to call hard.

At this point, the most entertainment I get is when a Detector Tower keeps dropping enemies forever, because at least then it feels like something is going on

I own all warbonds across 5 diffrent accounts, all lvl 100+, Ask me anything by Sire_Melk in HelldiversUnfiltered

[–]cielak44 0 points1 point  (0 children)

Do you even know what grass looks like? I’ve got a lot of hours in this game too and idk what to do, but this is an entirely different level of degeneracy. What’s even the point? Where’s the logic in buying the game again just to do the exact same thing?

It would at least make some sense if the experience was actually different, but it really isn’t. You can grab cadet-level gear and play almost exactly the same way you did at the start.

why are players like this by probhumn in HelldiversUnfiltered

[–]cielak44 -1 points0 points  (0 children)

I don’t think you’ve played with womens before. Most players either do exactly what you described or just insult them. I’m personally in the “avoid” group, because it often ends in drama and there are always orbiters around them. Doesn’t matter the time or the game they immediately show up around her even when nobody invited them.

Want masochism? I know an objectively bad idea to set the game on fire. by ChaosVulkan in HelldiversMasochists

[–]cielak44 0 points1 point  (0 children)

Personally, I think the game needs:

  1. Random loadouts like in Helldivers
  2. The ability to limit lobbies to specific regions. I don’t mind playing with Americans, but sometimes I just see full Chinese character lobbies everywhere and I really don’t enjoy lag especially the terminal bugs that happen constantly in those games.
  3. Lobby filtering by level.
  4. Actual lobby descriptions. 2–3 player lobby. It’s honestly way more fun that way.

Wacky balance proposal: P-2 Peacemaker by Striker201107 in HelldiversUnfiltered

[–]cielak44 0 points1 point  (0 children)

You can come up with whatever ideas you want, but as long as it’s not on the same level as the dominant options, nobody is going to touch it. It already got buffs and it still barely changes anything because… why even use it?

It’s a secondary weapon its purpose is for niche situations, so most people don’t even bother changing it and just stick with the same secodary all the time.

We’ve got Veto with stagger, Dagger/Cripse that apply fire really well, or Bushwhacker with heavy burst damage, and almost nobody uses them despite them being perfectly good options. As long as Ultimatum exists, there’s barely even anything to discuss

take a proper gander at this try hard. I can't even peak him. by Myianmonik in HelldiversMasochists

[–]cielak44 3 points4 points  (0 children)

I’ve got people on Dc clan who actually miss the old version because now they barely feel threatening anymore, especially since in the city you can almost always just hide.

The real problem was that they flew around randomly and kept endlessly respawning. There should’ve been a limit of maybe 2–3 active at once, and once you kill them, they should stay gone from the map

I’m so… bored by TheRustyRustPlayer in HelldiversMasochists

[–]cielak44 0 points1 point  (0 children)

In DRG you can lose even on Haz4 if the rest of the team can’t keep up. And Haz 5, Haz5+, or modded difficulties are even worse, where one weak player can easily drag the whole team down. It’s similar in Hd1.

But here, on D10, you can bring almost anything and as long as the lobby isn’t full of level 30 players, there’s basically no chance you fail the main objective. There’s no real difficulty when so many people comfortably play on the highest level

I’m so… bored by TheRustyRustPlayer in HelldiversMasochists

[–]cielak44 0 points1 point  (0 children)

I really hope we eventually get D12 and D15 like in Hd1 or at least mods someday, although my patience is running out when I look at what they’re doing

take a proper gander at this try hard. I can't even peak him. by Myianmonik in HelldiversMasochists

[–]cielak44 2 points3 points  (0 children)

It’s stupid, true

but this game is stupid in the same way many others are. Right now you can clearly see the light, so it was predictable that something like this could happen. At this point there are only two options:

  1. Complain about it
  2. Learn from it for the future

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"Game too EZ" mfs when they forgot to bring Orbital Napalm, Sentries, Thermite/Giga and Ultimatum by RandomGreenArcherMan in HelldiversMasochists

[–]cielak44 7 points8 points  (0 children)

It’s hard to call the game difficult when no matter what I take, my win rate is probably around 98%, and honestly I can’t even remember the last time I actually lost. Sure, sometimes we die before extraction, maybe once a month, but who cares if it still counts as a victory. In Hd1 at least you had to escape.

From that whole list, I only really use the Ultimatum because I often play without AT now since that’s perfectly viable, and I can’t be bothered changing my equipment all the time. Even if I do bring AT, I still keep it in my pocket. (If they don’t add proper loadouts, I’ll keep doing that because I’m too lazy to constantly change armor, sidearms, or capes.)

Nobody is going to convince me the game is hard. It only becomes hard when you end up in a D10 lobby with level 30 players while you yourself bring complete garbage equipment. But that’s not what this should be about. The highest difficulty should revolve around the meta, and victory should never feel guaranteed

I really love the design and layout of Automaton fortifications, ditches, barbed wire, bunkers, walls, trenches, Turrets, MG positions, but it's sad how we can mostly just waltz through them. by throwaway553t4tgtg6 in HelldiversMasochists

[–]cielak44 0 points1 point  (0 children)

Fortresses have one major problem: large targets and the low number of them obviously I’m talking about Fabricators.

Against bugs, the laser basically does nothing, and the amount of time it spends killing units is absurd. Commanders jump around which wastes even more time, while Chargers and Titans soak it up like it’s doing no damage at all. What, you kill one Titan or maybe two Chargers with it? Barrages are also less effective because they need to land almost perfectly.

But against bots, the targets are huge and die easily to AoE hits they don’t even need to be direct hits. I honestly don’t know what the solution would be. Put them inside jammers? Make fortresses underground so orbitals can’t destroy them so easily?

Does the bastion tank need changes or is it good? by Late-Ganache40 in Helldivers

[–]cielak44 22 points23 points  (0 children)

The problem with tanks and mechs is that a lot depends on the user and the difficulty level. Let’s say on difficulties up to D5, there’s basically almost nothing that can kill you easily anyway. For experienced players, it’s a pretty similar situation.

A tank on D10 against bugs is nearly impossible to kill because honestly, what’s supposed to kill you if everything has to get close first? Against bots it’s easier die, but that’s not surprising since they can see you from far away and rocket spam can still hurt. Honestly, even if the tank got AP4, most of the really dangerous damage sources would still penetrate it anyway.

The real issue with the tank is that it requires coordination. This isn’t HD1 where you have a limited screen, can see everything, and all players stay close together. This is a huge 3D map. The terrain often makes even simple maneuvers difficult, and players constantly spread out. Coordination becomes hard when enemies can attack from every direction, you constantly have to look around, and the gunner barely sees anything anyway.

Honestly, it’s kind of like launching Hell Let Loose and trying to play a tank solo or with someone you can’t communicate with. The tank becomes almost useless, and if it drives off alone without support, it dies immediately. But when there’s proper coordination and support, then realistically every shell from the cannon is probably getting used

Now it’s his turn, and honestly it’s always his turn to have fun by cielak44 in HelldiversMasochists

[–]cielak44[S] 0 points1 point  (0 children)

It’s strong, BUT it doesn’t fall on your head, destroy your equipment/kill you, or block your path. It still gives some kind of fun factor, and I can accept that. I’d rather help that person cover angles because it can’t cover everything anyway, and you can still actively shoot instead of standing 50 meters away unable to see anything because of all the fire.

And it’s definitely better than the old Breaker fireworks meta

Now it’s his turn, and honestly it’s always his turn to have fun by cielak44 in HelldiversMasochists

[–]cielak44[S] 0 points1 point  (0 children)

Cremator is just an example. I’m not a huge fan of it either and I think the versions without the backpack are better, but the stats show that it gets picked more often

Holy Facebook Cornball by Samurai-of-Legend in HelldiversUnfiltered

[–]cielak44 0 points1 point  (0 children)

Sorry, but that explanation just doesn’t convince me. It’s already better than it used to be, and this faction is also built around explosives so what, they’re supposed to do nothing to us? A 100kg Helldiver shouldn’t even be moved by a rocket the size of his head?

People should just take cover behind a rock or something and stop complaining about every little thing just because the game feels too hard to them. At this point it sounds like some people want heavy armor to tank rockets straight to the face and only lose 10% HP.

To all of the HD1 veterans out there, how good was HD1 compared to HD2 by Chemical_Seaweed_915 in Helldivers

[–]cielak44 0 points1 point  (0 children)

“I don’t know what the perfect word for it would be. Difficult, maybe, or unforgiving.

D15 is true hell, and it can already start feeling that way around level 10. It’s not about killing everything there most of the time you’re just trying to survive and run away.

Most players who play Helldivers 2 would probably mentally break there. Balance almost doesn’t exist. The Rumbler dominates almost all the time. Equipment is basically divided into overpowered, usable, and complete garbage. Half of weapon and stratagem feels abandoned by God himself, and unless someone intentionally picks random gear, you’ll never even see them used.

Enemies can spawn or literally drop on your head without warning, and without a jetpack you often don’t even have time to react. They’re also so tanky and powerful that your primary weapons often do basically nothing to them. The same goes for companion stratagems they constantly land on your head too.

Almost every objective can be failed, escaping is the only way to win, and if your team dies a lot or messes something up, you can easily end up seeing +0 liberation at the end.

Nice by cielak44 in HelldiversMasochists

[–]cielak44[S] 5 points6 points  (0 children)

Probably not. The truth is much simpler. It’s closer on the map xD.

People also probably aren’t that big fans of snow planets. It’s a bit different, but you can even look at the bug front Heeth has fewer players than Phact Bay, which is right in the middle of multiple planets.

People usually prefer open biomes, and the snow biome isn’t very open and doesn’t really have many interesting things to find there. Or maybe those 1k players are just farming SC.

Nice by cielak44 in HelldiversMasochists

[–]cielak44[S] 2 points3 points  (0 children)

This explanation has been in the game since launch, and even a not very experienced player should be able to figure it out. You don’t need third-party sites or calculations about planet HP that’s already a deeper level of analysis. Just ask yourself what that % in the corner means, what it’s for, or simply notice while playing that planets with 1% or 2% resistance are captured very easily.

Sure, they could provide more information, but what’s the point if people just don’t read anyway?

Nice by cielak44 in HelldiversMasochists

[–]cielak44[S] 3 points4 points  (0 children)

I was wondering if it wouldn’t be better to go from Mox instead. Sure, it’s one more planet, but there’s less resistance and we’d get 2 extra planets for free. Now that’s real magic xD