the rant at the end of this video was entirely improvised, and not in my original script whatsoever. decided to keep it in because people need reminders to take care of themselves. your time is valuable, and you only have so many seconds on earth. don't waste them watching garbage made to maximize viewer retention. go drink some water. EDIT: Here's a quick addendum addressing the most common criticism that this video has received: that these are colonies, not cities. I didn't bring this up in the main video not because it undermined my argument, but because it's completely irrelevant. ruclips.net/video/IBXDZXG6X9g/видео.html
Gonna be real with you, I have no idea who is watching these "farming tutorials" that are longer than an episode of prime time television. People apparently are given the fact they keep getting made, but I cannot for the life of me imagine a person actually sitting through them, even at double speed. Especially so since, as you've demonstrated in an offhand comment in this video, all the relevant information can be delivered in a minute tops.
don't you ever tell me what to do ever again. I've drank more water in the field than you have in your entire life. If I want to drink and watch your vids in my fob when the internet decides to work, that's my prerogative. Also, love your videos and I hope you have only success in life.
Colonies. The important clarification is that these are colonies. They're essentially the space-age equivalent of a wild west town, a foray into new frontiers, and barely what we could consider a modern day city. And knowing the regimented dystopia that super earth is, I'm not surprised that they are cookie-cutter copies of one another, that's probably the cheapest (both game resource wise as well as in-lore wise) way to do it.
with how many times they get bombed, invaded, liberated, and bombed during the liberation theres probably a giant ikea factory for them titanfall 2 style
Semi related, but I feel the colonies we see in HD2 are intended to be mass produced, pre-fab plop-and-forget things courtesy of Super Earth... Wheras ADVENT still had genuine, creative human influence when developing their cities.
I do like the update as a whole but I think it needs some touchups. The cities NEED more variation and destructibility, I get that they're supposed to be cheap colonies but just varying the structures could go a long way in making the cities more interesting alongside using more verticality and making the cities much bigger
honestly I kind of like how boilerplate the cities are. this isn't an occupation with propaganda like Advent was; this is prefabbed concrete chunks dropped as a one-size-fits-all solution on every more heavily populated colony site. it's the same idea as where you see the same 2 or 3 random metal block buildings dropped in loose circles on certain sites like extraction, flag raising, broadcast, and research sites, scaled up from small group habitation into something that could let, maybe, a few hundred to a thousand colonists live there in the exact same hilariously cut-and-paste conditions you see on super earth's propaganda. I do kind of wish they had buildings you could go inside of, but honestly would it change that much when every chucklefuck is usually carrying at least the supply pods and plenty of grenades, which can cut right through buildings, much less all the orbital and eagle strikes that would decimate any interior they were threw near? I also miss the proper ecumenopoli from HD1, where "city" wasn't a map piece, it was a planet type, and the city was all there was, endlessly going on beyond the borders of the operation zone.
average HD2 critic: "want more stuff faster and better" (I'm not even saying your complaints aren't legitimate but shit like this take lots of time and people which arrowhead lacks)
I don't understand why you're upset, especially when this whole thing with the "Illuminate guerilla war" is essentially a glorified beta test for the new urban map gen, to make sure the towns fit well into already existing procedural terrain. I don't know how long you've been playing, but back before Tall Jungle maps were released (Bore Rock, Gacrux, Gar Haren etc.) you couldn't find a broad river or wetlands style area in the entire game. A few weeks after they released planets like Gacrux, we started to see that new procedural generation for rivers and swamps show up on other worlds. We'll likely get a whole urban center map, though it'll be limited by whatever the updated map-wide urban gen becomes, along with a new skybox/map border. Doubt we'll get room clearing, think things will be a lot more EDF in that regard.
Good work, I knew the number of City chunks being generated was low, but I didn't realize it was quite that low. That being said, I've noticed the same thing on other worlds, though it's usually more difficult to spot in environments that are intended to look natural. However, it's very noticeable and objective locations. As a proof of concept though, I'd say it's working quite well, and hopefully the technology will allow them to expand upon what they've done, adding more variety with time. It reminds me of how Cities Skylines works finding an available plot of land, then dropping in a building that's suitable. Even with a game entirely devoted to this concept, similar buildings would pop up all over the place, right next to each other.. Hopefully, it becomes easier to prevent or avoid this in future generations of games, as it's been a problem for a long time.
I'm going to say it now. comparing Helldivers 2 to Xcom DOESN'T WORK. X-Com entire levels take place inside cities. in Helldivers you end up with mostly baron land still with these ikea prefab COLONIES (not cities) slapped down. on top of this, X-Com's gameplay is by design "room to room, tactical fuckery" in mind. Helldivers (and especially the illuminate) are not. They're a zombie horde with building leveling super weapons. Even if we could enter buildings, it'd be suicide to do so between getting cornered by every bad guy on the map, or getting crushed by a single tripod laser blasting your building. The simple truth is, Helldivers 2 was made for outside combat on large battlefields. colonies just like any other prop in the game are for nothing more than atmosphere and giving players and enemies alike, something to absolutely level as they wreak havoc on each other for the course of the game. I don't expect all the colonies to be super detailed with epic interiors when the entire building is meant to be leveled or used as impromptu vantage point at a moments notice. that's just not how game design works
I really disagree with the point about seaf artillery feeling out of place. To me when i first saw one, the stone plinths and military greys made me think of a massive sculpture in a militarized nature park in the middle of a city, it felt extremely super earth to glorify a military structure in a way that feels artistic in a brutalist sense. The thought that the only inner city space with any nature doubled as a fortification really struck me and I immediately told my friends about how cool it looked after the match.
I have a feeling we'll end up seeing more generatiom options when these get brought to the bug and bot front, i have a feeling that our 2024 illuminadi update was sorta pused out like a beta, to take advantage of the gameawards bump. I think launching like this was absolutely the right call as its gotten the game back in the community good graces and it was one hell of a suprise
I would say, I hope they do add new urban variations. Like maybe industrial parks, shipyards, luxury resorts, that sort of thing. We could maybe get a linier western style town, if rumors to be believed a cowboy style warbond is coming.
I think it would be neat if new warbonds brought with them new parcels and different city types relating to said warbond, I think it would increase variability without increasing workload too much. Now granted, I don't know a thing about the work that goes into this kind of terrain generation but I would hope that it wouldnt be too tough to slowly build up like that.
This is roughly the correct take about Helldivers' cities. I also think that they don't want to overhaul the destruction system to have the kind of nuances that Xcom 2 had because they're still stuck on an unsupported engine and working out the spaghetti.
I think they just need to block off more of the cities during generation with things like piles of cars, barriers set up by enemies or some large alleyways you are able to go through In my opinion not only would this would make the cities much more cramped to fight in and would alleviate the problem you mentioned of having no interiors in my opinion but they wouldn't even have to change the humour in the cities being cookie cutter hellholes by adding actually new city layouts because all of these things would likely happen during an occupation of a city by the enemy, like improving the outposts defences with whatever they can find and blocking off key strategic routes. Also I think the risk and reward gameplay in prefabs like this could be pretty fun with you having to decide whether you take a route that harvesters and other tanks can't access but being at risk of getting cornered by zombies, or taking the roads that have large open sightlines and plenty of space for explosive weapons or vehicles but at risk of being attacked by tank enemies, and would make bringing equipment like the jump pack or other movement stratagems a much better idea in cities as you can just ignore these obstacles if you have them.
I also think that in maps with multiple city chunks, there could be connections between them. Enclosed tunnels, raised tram lines, highways could all be really interesting to see
There are connections, I thought it was weird too how there were no roads connecting them but you can find the underground tunnels they use to connect them, but they all have shutter doors blocking us from going in
Something I would love to see is a way to effectively traverse the rooftops if you're able to get up there. Like, you can stay off the ground and cover some reasonable distance if you're willing to wait on one rooftop for 30 seconds every jump pack use, but I think it would be really cool if the devs treated the balcony as a whole new area of the city that opens up new ways to move once you get up there.
The repetitiveness of HD2 map generation is actually something I rely on for speedrunning the game, so this is very helpful information! Will be looking into this more and potentially adding it to my wiki
Yeah... I used to watch a lot of slop videos and I just realised "why the fuck am I even watching them???? It talks about things I already know that I found in 10 seconds, there are games I wanna play myself too, there are things I want to learn too so why am I watching the Asmongold videos?
It’s a good foundation for urban environments, hopefully they add more things that change how each map is played planet to planet. It’s funny you mention Xcom 2. Had a similar though when I first dropped into a Illuminate mission.
Problem with adding interiors is a lot of stuff. Most enemies and systems in the game just flat aren't designed for that even beyond pathing issues. The way the maps generate means there'd be a lot of interiors to have on the map and that would not be ideal for most people's systems lol. Most games that have urban areas and interiors only tend to have small maps or they have very specific buildings you can enter. Battlefield big cities don't let you in every building and the ones it does let you in are either not that big, not that detailed, or only very specific floors. X-COM has small maps and one player. It's much less system intensive to pull off. Most of the tools they've given us are not fit for interiors, that's the same reason they opted not to include missions going into Terminid hives, sadly. IMO I think a better direction is to add more city variety. Not just the tilesets, but the level of development (like small more spread out rural towns, industrial parks, trade hub kinda cities, science focused, tall towering centers, no walls, the small walls we have, huge towering ones, etc) Make the cities more interesting environments to fight in where I can get a vibe on what kind of world it is I'm on. I still hope that we get more varied defense and evacuation missions. The best part of a lot of these kind of situations IS arriving late and fighting the uphill battle. Reach (New Alexandria and Exodus), ODST, ME3, XCOM they all make sure you feel the pressure of getting as many civs as you can out because it's an active race against time to get to them and give them a safe path back to the evac. It'd be amazing to get missions where it's dropping in and a counter in the corner of how many civs are left, you have to find them and get them out of there. Maybe they have SEAF defenders, maybe they're in a bunker, maybe they're just cowering in their homes or an alley. You have to find them and escort them to the spaceport before the heavier enemy units arrive. OR something that's like a combination of the rocket defend mission and regular types. You have to defend the spaceport while ships come in and get the people hiding inside out but there are also missions beyond the defend position to complete before they get everyone out and pull out. Like destroying valuable data or supplies so the enemy can't get to them. Maybe rigging plants and depots to detonate... OR if you get a mission to extract as much data and supplies as you can on a time limit before the city is nuked. Lots of possibility, probably not happening lol. Main things to consider I guess is this feels a lot like it's just a first phase "can we do it and what breaks" for both the squids and the cities. Though the planets themselves feel samey after a year tbh so don't expect anything crazy 😭
Helldiver's cities are also weird on top of everything else you've mentioned because they're also just so.. Laughably small. With city maps coming I wasn't expecting something like room clearing, but what I WAS expecting was a city so big it stretches out of bounds with architecture that resembles an even more dystopian space Dubai except this is just the average city now. ..But, I assume the devs weren't able to optimise things like that considering Helldivers 2 has already had struggles running smoothly as-is from time to time. Regardless, it doesn't really feel like I'm fighting in an actual city. It can't be that with a population as large as in the Helldivers universe cities this laughably small are so common.
"There is one singular reason I can pin being responsible for all this: their insistence on the city grid layout." No, no that's not it at all. There is actually multiple big reasons why, firstly city biome diversity and city module diversity are both tied to the limitations of artist man-hours. Creating assets to both differ per biome and make enough of them to off a large variety per city is incredibly time intensive work. Secondly is technical constraints, there is a limited memory and rendering time budget, reusing the same asset over and over requires less memory because that one assets model can be referenced by multiple instances without overhead. Similarly with draw calls, it is more performant to render the same object repeatedly because it can be done with a single draw call in many cases. Thirdly, grid based layouts as simply easier to work with across many other systems, frustrum culling for performance, assembly for procedural generation, navmesh generation for pathing and so on. I'm not saying these problems can't be solved, it's true that XCOM generated interesting city designs but it's also a completely different game and those environments were also much smaller, with fewer AI agents and turn-based which means a much larger CPU time budget for complex tasks like pathfinding. I agree with your assessment that the cities are not diverse enough, but I also acknowledge that there is absolutely a very good reason why. Though I disagree that CQC inside buildings would be interesting as it clashes with almost everything else in the gameplay.
if they bring in Automaton settlements that are vastly different in constuction with automaton/cyborg civilians, would really spice things up while those small towns right now lack variation, I assume they supposed to be prefabricated places by super earth, they do seem varried enough right now if you don't play just urbans missions without a break. My guess is that we will see more and more variantion in the town parsels with each update, but also every parsel probably needs a lot of testing to make sure they all work properly with the rest, and XCOM had the advantage being made of of grid tiles making sure all parsels fit easily.
I think the best and worst part of the Helldiver's cities as they currently are is that there is potential for expansion. I think Arrowhead has laid a good but conservative foundation. If they have a good system, they should be able to expand it later. The problem is that players can totally tell there's room to expand. Though I don't think we'll ever really be able to go inside buildings, at least for a long while. From what I can tell, I don't think the Helldiver's engine is well equipped to handle (destructible) ceilings, so I think that would have to be figured out before we can fight inside them. I would like to see some buildings with holes/tunnels through them, I think it could give city fighting something a little different from your standard wasteland fight (It would at least give cover from artillery). One thing that I really think could help both cities is if they could generate roads that went into and out of the cities. They could provide wide and obvious points of egress and help blur the line between the cites and the biome around them, even if there's only one type of entrance/exit parcel. What would also be nice is if the roads continued on for a bit after the entry/exit parcel, preferably conforming to the terrain rather than just going out and stopping. What I think would be the best is if some of the sub-objectives (that spawn outside the city) could spawn in a variant that had a node for a road to attach to it. Road nodes would then follow the terrain (and maybe alter/smooth it somewhat) to try and get to a city entrance/exit. If they can't find one, they'll instead work their way to the edge of the map and go off into the distance. Maybe they can do both. I think it would make the cities feel somewhat less isolated, like the cities are the way they because of the hostile environments and make their grids feel a little less out of place. Another thing that I think would help the cities is to recycle some of the sub-objective zones to make variants that don't come with an objective. While it's not much, it could give the cities a bit more variety without too much work. Another thing that would be nice would be parcel that spawns a biome-specific building, which would help the cities on different worlds feel a little different. For those who stuck around, thanks for listening to my rambles.
Fair points. The reason this hasn't annoyed me as much is probably just because even though they're technically very samey upon even the most cursory inspection, the actual gameplay-feel of running around in grid-based areas which are guaranteed to have solid cover and workable flank/evasion routes is still a colossal breath of fresh air (and, at risk of making a hot take: Just blatantly better) compared to what the rest of this game tends to be like. There are just some enemies in this game - Including basically all of the illuminate - who become exponentially less annoying when you have consistent means of breaking line of sight or herding them into a chokepoint. I especially can't wait for these tiles to be expanded to Automaton missions, because fighting them with actual reliable cover that doesn't evaporate in 1 shot to anything bigger than a raider bot would be genuinely transformative. Just in general, I hope they add more "microterrain" with buildings (or other solid cover the enemies can't just teleport-walk over like they tend to do with most existing cliffs on outback maps) to already existing maps too.
As much as the illuminate update is awesome, it sometimes feels a bit unpolished. Like arrowhead pushed it out sooner to cover their butts with the DSS.
not being able to go in buildings sucks. them looking the same and defaulting to a grid layout makes sense because if you think about how many cities super earth needs to build they just go down there, flatten the terrain and then stamp a city on. they just wouldnt put a city where there are major geographic barriers preventing them from doing so like a lake
Cassius 8 minutes in: Helldivers has a really great selection of different varied biomes already. Also Cassius a minute in: *_forest jungle forest [desert] woodland [forest] desert_* (also add in another desert AND forest biomes he also forgot to mention btw) I for one really and genuinely hope these cities, shallow as they currently are, are also added to bug and bot defenses so that they can actually break up all the stupid forests and deserts we see on *_every single planet._* Like jesus christ, I get Sweden usually has a lot of snow but *_would it really_* kill Arrowhead to replace one of the six freaking forest biomes with one more snowy biome (and not the weaksauce like Penta, I want the biome to be closer to Marfark in snow density)?
I'm hoping that this is just the start, and eventually we get both more unique building/objective spawns within the cities, as well as full-size maps that are almost entirely city, not the 1-3 sites that we get on the Illuminate maps. We also NEED these on the other two fronts, though I imagine if/when we reach Cyberstan or it's satellites we'll definitely get cities made in Automaton livery, same with the planets closest to Super Earth on the Galactic Map. If we had things like E-170 refining stations we needed to extract the precious element inside while fending off against hordes of Terminids swarming through the narrow streets, or manufacturing factories to liberate from the Automatons, it would really add a bit more variety to the missions we get on any faction. I also would imagine the in-canon reason why these "cities" are so small is they're effectively the next step up from the barren colonial outposts on the outer fringes of the galaxy we've been fighting on against the bugs and Bots. They've been able to develop into small "villages" that can commute and trade between each other, and they're effectively Super Suburbs/urban sprawl that are the basis of design on Super Earth, hence. Not like that negates your criticisms of them, mind you, but it's something I think is interesting to think about.
Silly idea I just had that I think would be cool to see in future once cities have (hopefully) been refined a bit more: Super Cities! At it's simplest, its a map where instead of a city dropped into a biome, it's just all city. I'm picturing there'd be MASSIVE buildings that only appear in Super Cities, which would be at least partially climbable. I'd also want there to be some unique objectives, or at least unique versions of objectives. (For example, an ICBM site that has a building facade on top of it that you either destroy or have it fold away). There are two things are non-negotiable for to make these work for me. First, they'd have to have some elevation change across the map. Nothing drastic like cliffs or ravines, just changes in elevation that makes roads slope at various angles and make the occasional retaining wall show up. The other is less important, but I still think would be important for making Super Cities work: things to break up grid that are at least partially still playable. Some ideas I had for these are things like a Highway (Raised or ground level), railway tracks, a shallow river, or a large park. Something that cuts through the city and serves as a landmark and/or an exposed area. Other than that, I don't have much to say. Other than the cities good, but they aren't super (yet).
If you spend the 12 minutes a day playing an instrument instead of watching just 1 slop video you'll be able to play (some) real music in like a week. Real talk.
I will always say the decision to stay on their old, supremely outdated engine for Helldivers 2 even before it's support was cut has massively held this game back and will continue to do so until they either make a new game in the series or port the game into a new engine entirely, cars took 8 MONTHS to be added purely because they could not get them to function properly in the engine.
i do hope they add more prefab to the cities, and make them spawn more fairly, some are always there, while i have played a lot and never seen the little park. also variant based on the faction, with ther terminid overgrowth on the buildings when fighting bugs etc.
Very excited to see what they will add to this cities I bet they will start slowly adding new buildings each medium to large update also help to see a helldiver recruitment building sometime soon
The art and animation assets are different for both games, I won't say working for XCOM is easier that Helldivers but having the option to go into buildings or having overpasses would be awesome but more demanding for the devs, some of stuff may be already made just waiting to be implemented, but given how devs work im sure we will see also urban environments in the bug and bot front but will take time to have those assets it also doesn't help being in an outdated engine and still lots of bugs to fix like the cars or enemy ai So just let the devs cook, they will keep working to improve the game, there might be improvements in the layout but also new enemy units so the squids can catch up with the same variety of units that bots and bugs have, remember they are a team of 100 so we can't demand for huge updates specially if they're free and not paid dlcs
Most of the missed opportunities in this game are from a result of having to make sure the game functions for consoles. I've witnessed Harvesters blip out of existence during a UFO drop multiple times, and enemy AI failing/breaking and repeatedly attacking a wall on these colonies. I also think comparing the game to XCOM 2 is a little ridiculous given the circumstances, and betrays what they were actually able to accomplish given the restrictions the developers had to adhere to. The reason they didn't add interiors or segmented destruction XCOM style isn't because they simply didn't think about it- it's because they can't. I think stuff like having fleeing civilians running around the city in a giant clusterfuck of target acquisition was totally possible though, along with different city types depending on the planet biome and climbable ladders to add at least another layer of play to the cities... Maybe in the next decade. Not related to the main point of the video but I was personally really disappointed with the enemy behavior of the Overseers. They're stupid as fuck given the fact they're supposed to nearly 1000~ year old squids, and they can't be contextualized being stupid like how the automatons are machines and the terminids being wildlife. I'd like to see more Helldivers critique videos, it's an untapped market.
i don't really think it is ridiculous, this game started development really shortly after xcom 2 came out, they had the opportunity to replicate it right there, but it seems like a lot of dev time was spent needlessly replicating milsim elements that got cut. I'm not sure if I buy the whole "but the camera" argument that people have been throwing around; there are plenty of third person games where you fight in interiors.
@ We could argue back and forth on this but I don’t think just because the game started development after Xcom 2 released really makes any difference. They’re wildly different games with wildly different scopes with the only similarity is a sci-fi setting where you fight aliens. Helldivers 2 is simulating hundreds of enemies on a map, with hundreds of different particle effects going on from weapons firing and stratagems going off, wherein it then has to simulate every bullet being fired with literal ballistic calculation being done. whereas Xcom has the luxury of being turn based and not having to simulate nearly as much. Helldivers is also peer to peer with no server to offload calculations onto ala Battlefield. I think the third person camera would be… fine indoors. You’d probably be in first person ADS while clearing rooms most of the time anyway.
I wouldn't call the phalanx an straight upgrade to shield or ballistic shield. The ballistic cannot be destroyed, blocks melee and covers rear when unequipped while shield (while not as good as laser drone) is a noob friendly crutch that can be used with any weapon and stays active on emplacements/vehicles which the phalanx doesn't anymore. Only issue with ballistic is currently the damage but with some weapons where the damage bleeds but i'm sure that's gonna be fixed to bring it back up to full power. Also X-com was made on a much bigger team , bigger budget,etc. In x-com there the generation was being made over a longer time and it was made for the whole game and in a game type where its much easier to pull off such generation and on much smaller maps. Meanwhile in HD2 while this is an update they cooked up in only 3-4 months (minus stuff like illuminate and some parts which were in works for a while) with a far smaller team working on various features and generation had to account for various and much larger map sizes. Not to mention that the depiction of "cities" (they are not) is far in line with how super earth is portrayed in lore. Not a fair comparison and props should be given for AH for pulling off as much as they did, especially with some rare "SE city" variants like the flooded and other rare variants of blocks which u didn't even mention. Also given this is AH they can easily later work on improving the generation which they have done for various other biomes.
the ballistic shield can be destroyed! I found this out the hard way. given they the electric variant can't (permanently), that alone makes it miles better. also, game development takes a long time. these cities have almost certainly been in development for years.
@@cassius_scrungoman No it can't be destroyed. It can get blown off you by a tank shot(even if you ricochet it) , get ragdolled under certain conditions or enough force in a short time applies to it but that is far more then it takes to down the energy shields. You are either lying or it got blasted into the ground/far away . But you can just quickly pick it back up ,it can never be destroyed.
Dude, you say no gas stations, most civilian cars could be eletric in a far in the future multi planet empire... Gas/Diesel vehicles only military use. War focus
Don’t copy the XCOM 2 system. XCOM 2 is way too built *around* urban warfare (I mean it, some supply raid missions give me a friggin aunerysm)… Copy *XCOM EW*. XCOM EW map design is… flawed, yes, but it’s more centrepiece-oriented generation would fit Helldivers really well by creating central combat hotspots across the town. XCOM EW doesn’t have the same parcel system, but it’s not like Arrowhead can just copy Firaxis’s code, so we’re talking about the vibe more than the physical implementation. Also then we get bigger has stations, ergo, bigger booms.
Oh wow this guy seems like he knows his stuff but he also complains a lot But surely he has different types of videos that don’t just hate on [insert game here] Oh… That’s all he does… But surely he’s got to have *one* game that he likes Oh… It’s xcom… It’s only xcom… Edit: I retract my first statement, I’ve seen his other videos now He just complains
They arnt hating on most of these games, if they actually disliked them they wouldn't make a video about them. These videos are critiques of games cassius enjoys
@dionysus6081 I’d be inclined to agree *if* He didn’t make incredibly uninformed assumptions, contradicts himself in multiple statements, constantly slanders the games he plays (and compares to xcom) and ignores large swats of the game You know how many minutes he’s dedicated to the terminids? You know 1/3 of the game? The fan favorite faction? In all his videos he has *one* section dedicated to them, because he hasn’t fought them in *months* He sounds very confident in his statements but I’ve played some of the games he talks about and his logic often falls apart under scrutiny
@thugkermit9999 what does them not wanting to fight the bugs have anything to do with this, if they don't like fighting them they arnt going to play them, and won't really talk about them. I'd be more concerned if someone who didn't fight bugs only talked about the bugs.
@@cassius_scrungoman Alright, let’s get into this City maps: they’re colonies, as some commenters have pointed out, meant to be mass produced. Urban Legends also has the flamer sentry and the best armor passive in the game but that’s neither here nor there Considering inside combat, really cool idea, expect when you think about for more than a minute and that helldivers have access to weapons that would regularly explode the very roof they’d be staying under and that heavies can easily demolish buildings (plus it would be a coding nightmare for which a 3rd person horde shooter like helldivers is absolutely not built for) But did you know that you can in fact, interact with buildings? Yes you can equip a jump pack (which is actually good now) and parkour over the rooftops and snipe from above, something the devs actually thought of, as elevated overseers and harvesters can still get to you There’s a bunch of other stuff I’d get into but I’m gonna keep it to my strongest stuff for each video and not nitpick every single bad faith argument
the rant at the end of this video was entirely improvised, and not in my original script whatsoever. decided to keep it in because people need reminders to take care of themselves.
your time is valuable, and you only have so many seconds on earth. don't waste them watching garbage made to maximize viewer retention. go drink some water.
EDIT: Here's a quick addendum addressing the most common criticism that this video has received: that these are colonies, not cities. I didn't bring this up in the main video not because it undermined my argument, but because it's completely irrelevant. ruclips.net/video/IBXDZXG6X9g/видео.html
shut up im going to watch youtube shorts for 5 hours after 12 and you can't stop me
I needed that thank you, I love your videos and cant wait to see the next one :)
Gonna be real with you, I have no idea who is watching these "farming tutorials" that are longer than an episode of prime time television. People apparently are given the fact they keep getting made, but I cannot for the life of me imagine a person actually sitting through them, even at double speed. Especially so since, as you've demonstrated in an offhand comment in this video, all the relevant information can be delivered in a minute tops.
don't you ever tell me what to do ever again. I've drank more water in the field than you have in your entire life. If I want to drink and watch your vids in my fob when the internet decides to work, that's my prerogative. Also, love your videos and I hope you have only success in life.
You can't stop me from watching dexter shorts
Colonies. The important clarification is that these are colonies. They're essentially the space-age equivalent of a wild west town, a foray into new frontiers, and barely what we could consider a modern day city. And knowing the regimented dystopia that super earth is, I'm not surprised that they are cookie-cutter copies of one another, that's probably the cheapest (both game resource wise as well as in-lore wise) way to do it.
with how many times they get bombed, invaded, liberated, and bombed during the liberation theres probably a giant ikea factory for them titanfall 2 style
I came to comment this. Cassius loves to leave out info that undermines his point.
They addressed this point in the video by making a comparison to ATLAS in XCOM.
@@TomDulson 1. Not true 2. *Their point
@@matty1094 atlas dont have colonies
Semi related, but I feel the colonies we see in HD2 are intended to be mass produced, pre-fab plop-and-forget things courtesy of Super Earth...
Wheras ADVENT still had genuine, creative human influence when developing their cities.
I do like the update as a whole but I think it needs some touchups. The cities NEED more variation and destructibility, I get that they're supposed to be cheap colonies but just varying the structures could go a long way in making the cities more interesting alongside using more verticality and making the cities much bigger
honestly I kind of like how boilerplate the cities are.
this isn't an occupation with propaganda like Advent was;
this is prefabbed concrete chunks dropped as a one-size-fits-all solution on every more heavily populated colony site.
it's the same idea as where you see the same 2 or 3 random metal block buildings dropped in loose circles on certain sites like extraction, flag raising, broadcast, and research sites, scaled up from small group habitation into something that could let, maybe, a few hundred to a thousand colonists live there in the exact same hilariously cut-and-paste conditions you see on super earth's propaganda.
I do kind of wish they had buildings you could go inside of, but honestly would it change that much when every chucklefuck is usually carrying at least the supply pods and plenty of grenades, which can cut right through buildings, much less all the orbital and eagle strikes that would decimate any interior they were threw near?
I also miss the proper ecumenopoli from HD1, where "city" wasn't a map piece, it was a planet type, and the city was all there was, endlessly going on beyond the borders of the operation zone.
average HD2 critic: "want more stuff faster and better"
(I'm not even saying your complaints aren't legitimate but shit like this take lots of time and people which arrowhead lacks)
I don't understand why you're upset, especially when this whole thing with the "Illuminate guerilla war" is essentially a glorified beta test for the new urban map gen, to make sure the towns fit well into already existing procedural terrain. I don't know how long you've been playing, but back before Tall Jungle maps were released (Bore Rock, Gacrux, Gar Haren etc.) you couldn't find a broad river or wetlands style area in the entire game. A few weeks after they released planets like Gacrux, we started to see that new procedural generation for rivers and swamps show up on other worlds. We'll likely get a whole urban center map, though it'll be limited by whatever the updated map-wide urban gen becomes, along with a new skybox/map border. Doubt we'll get room clearing, think things will be a lot more EDF in that regard.
Good work, I knew the number of City chunks being generated was low, but I didn't realize it was quite that low. That being said, I've noticed the same thing on other worlds, though it's usually more difficult to spot in environments that are intended to look natural. However, it's very noticeable and objective locations.
As a proof of concept though, I'd say it's working quite well, and hopefully the technology will allow them to expand upon what they've done, adding more variety with time.
It reminds me of how Cities Skylines works finding an available plot of land, then dropping in a building that's suitable. Even with a game entirely devoted to this concept, similar buildings would pop up all over the place, right next to each other.. Hopefully, it becomes easier to prevent or avoid this in future generations of games, as it's been a problem for a long time.
I'm going to say it now. comparing Helldivers 2 to Xcom DOESN'T WORK. X-Com entire levels take place inside cities. in Helldivers you end up with mostly baron land still with these ikea prefab COLONIES (not cities) slapped down. on top of this, X-Com's gameplay is by design "room to room, tactical fuckery" in mind. Helldivers (and especially the illuminate) are not. They're a zombie horde with building leveling super weapons. Even if we could enter buildings, it'd be suicide to do so between getting cornered by every bad guy on the map, or getting crushed by a single tripod laser blasting your building. The simple truth is, Helldivers 2 was made for outside combat on large battlefields. colonies just like any other prop in the game are for nothing more than atmosphere and giving players and enemies alike, something to absolutely level as they wreak havoc on each other for the course of the game. I don't expect all the colonies to be super detailed with epic interiors when the entire building is meant to be leveled or used as impromptu vantage point at a moments notice. that's just not how game design works
Indoor fighting would be horrid given the games camera.
I do believe that your negativity regarding the game comes from actually enjoying the game and wanting to see it prosper.
I really disagree with the point about seaf artillery feeling out of place. To me when i first saw one, the stone plinths and military greys made me think of a massive sculpture in a militarized nature park in the middle of a city, it felt extremely super earth to glorify a military structure in a way that feels artistic in a brutalist sense. The thought that the only inner city space with any nature doubled as a fortification really struck me and I immediately told my friends about how cool it looked after the match.
Notr only do I appreciate the points you make, but I *really* appreciate you taking the time and effort to add subtitles. Thanks!
I have a feeling we'll end up seeing more generatiom options when these get brought to the bug and bot front, i have a feeling that our 2024 illuminadi update was sorta pused out like a beta, to take advantage of the gameawards bump.
I think launching like this was absolutely the right call as its gotten the game back in the community good graces and it was one hell of a suprise
I would say, I hope they do add new urban variations. Like maybe industrial parks, shipyards, luxury resorts, that sort of thing. We could maybe get a linier western style town, if rumors to be believed a cowboy style warbond is coming.
I think it would be neat if new warbonds brought with them new parcels and different city types relating to said warbond, I think it would increase variability without increasing workload too much. Now granted, I don't know a thing about the work that goes into this kind of terrain generation but I would hope that it wouldnt be too tough to slowly build up like that.
This is roughly the correct take about Helldivers' cities. I also think that they don't want to overhaul the destruction system to have the kind of nuances that Xcom 2 had because they're still stuck on an unsupported engine and working out the spaghetti.
I think they just need to block off more of the cities during generation with things like piles of cars, barriers set up by enemies or some large alleyways you are able to go through
In my opinion not only would this would make the cities much more cramped to fight in and would alleviate the problem you mentioned of having no interiors in my opinion but they wouldn't even have to change the humour in the cities being cookie cutter hellholes by adding actually new city layouts because all of these things would likely happen during an occupation of a city by the enemy, like improving the outposts defences with whatever they can find and blocking off key strategic routes.
Also I think the risk and reward gameplay in prefabs like this could be pretty fun with you having to decide whether you take a route that harvesters and other tanks can't access but being at risk of getting cornered by zombies, or taking the roads that have large open sightlines and plenty of space for explosive weapons or vehicles but at risk of being attacked by tank enemies, and would make bringing equipment like the jump pack or other movement stratagems a much better idea in cities as you can just ignore these obstacles if you have them.
I also think that in maps with multiple city chunks, there could be connections between them. Enclosed tunnels, raised tram lines, highways could all be really interesting to see
There are connections, I thought it was weird too how there were no roads connecting them but you can find the underground tunnels they use to connect them, but they all have shutter doors blocking us from going in
Something I would love to see is a way to effectively traverse the rooftops if you're able to get up there.
Like, you can stay off the ground and cover some reasonable distance if you're willing to wait on one rooftop for 30 seconds every jump pack use, but I think it would be really cool if the devs treated the balcony as a whole new area of the city that opens up new ways to move once you get up there.
Just a message to the people leaving somewhat rude comments, you're boosting the video in the algorithm.
The repetitiveness of HD2 map generation is actually something I rely on for speedrunning the game, so this is very helpful information! Will be looking into this more and potentially adding it to my wiki
Yeah... I used to watch a lot of slop videos and I just realised "why the fuck am I even watching them???? It talks about things I already know that I found in 10 seconds, there are games I wanna play myself too, there are things I want to learn too so why am I watching the Asmongold videos?
It’s a good foundation for urban environments, hopefully they add more things that change how each map is played planet to planet. It’s funny you mention Xcom 2. Had a similar though when I first dropped into a Illuminate mission.
Problem with adding interiors is a lot of stuff.
Most enemies and systems in the game just flat aren't designed for that even beyond pathing issues.
The way the maps generate means there'd be a lot of interiors to have on the map and that would not be ideal for most people's systems lol. Most games that have urban areas and interiors only tend to have small maps or they have very specific buildings you can enter. Battlefield big cities don't let you in every building and the ones it does let you in are either not that big, not that detailed, or only very specific floors. X-COM has small maps and one player. It's much less system intensive to pull off.
Most of the tools they've given us are not fit for interiors, that's the same reason they opted not to include missions going into Terminid hives, sadly.
IMO I think a better direction is to add more city variety. Not just the tilesets, but the level of development (like small more spread out rural towns, industrial parks, trade hub kinda cities, science focused, tall towering centers, no walls, the small walls we have, huge towering ones, etc) Make the cities more interesting environments to fight in where I can get a vibe on what kind of world it is I'm on.
I still hope that we get more varied defense and evacuation missions. The best part of a lot of these kind of situations IS arriving late and fighting the uphill battle. Reach (New Alexandria and Exodus), ODST, ME3, XCOM they all make sure you feel the pressure of getting as many civs as you can out because it's an active race against time to get to them and give them a safe path back to the evac.
It'd be amazing to get missions where it's dropping in and a counter in the corner of how many civs are left, you have to find them and get them out of there. Maybe they have SEAF defenders, maybe they're in a bunker, maybe they're just cowering in their homes or an alley. You have to find them and escort them to the spaceport before the heavier enemy units arrive.
OR something that's like a combination of the rocket defend mission and regular types. You have to defend the spaceport while ships come in and get the people hiding inside out but there are also missions beyond the defend position to complete before they get everyone out and pull out. Like destroying valuable data or supplies so the enemy can't get to them. Maybe rigging plants and depots to detonate...
OR if you get a mission to extract as much data and supplies as you can on a time limit before the city is nuked.
Lots of possibility, probably not happening lol. Main things to consider I guess is this feels a lot like it's just a first phase "can we do it and what breaks" for both the squids and the cities. Though the planets themselves feel samey after a year tbh so don't expect anything crazy 😭
Helldiver's cities are also weird on top of everything else you've mentioned because they're also just so.. Laughably small.
With city maps coming I wasn't expecting something like room clearing, but what I WAS expecting was a city so big it stretches out of bounds with architecture that resembles an even more dystopian space Dubai except this is just the average city now.
..But, I assume the devs weren't able to optimise things like that considering Helldivers 2 has already had struggles running smoothly as-is from time to time.
Regardless, it doesn't really feel like I'm fighting in an actual city. It can't be that with a population as large as in the Helldivers universe cities this laughably small are so common.
They are more like colonies
They are pretty small colonies on underpopulated planets. It takes a lot more than 100 years to get to earth level populations.
mostly because they aren't cities. they're colonies
"There is one singular reason I can pin being responsible for all this: their insistence on the city grid layout."
No, no that's not it at all.
There is actually multiple big reasons why, firstly city biome diversity and city module diversity are both tied to the limitations of artist man-hours. Creating assets to both differ per biome and make enough of them to off a large variety per city is incredibly time intensive work.
Secondly is technical constraints, there is a limited memory and rendering time budget, reusing the same asset over and over requires less memory because that one assets model can be referenced by multiple instances without overhead. Similarly with draw calls, it is more performant to render the same object repeatedly because it can be done with a single draw call in many cases.
Thirdly, grid based layouts as simply easier to work with across many other systems, frustrum culling for performance, assembly for procedural generation, navmesh generation for pathing and so on.
I'm not saying these problems can't be solved, it's true that XCOM generated interesting city designs but it's also a completely different game and those environments were also much smaller, with fewer AI agents and turn-based which means a much larger CPU time budget for complex tasks like pathfinding.
I agree with your assessment that the cities are not diverse enough, but I also acknowledge that there is absolutely a very good reason why. Though I disagree that CQC inside buildings would be interesting as it clashes with almost everything else in the gameplay.
Every time Cass talks about game design I get the urge to start coding a game again, god damn it.
true
As an Xbox Helldivers player, this was very useful information!
I will say, the spear is pretty fun when dueling lance wielding Illuminate and has become my sole secondary when fighting the squids as a whole.
Fair criticism, i still love the cities tho :3
if they bring in Automaton settlements that are vastly different in constuction with automaton/cyborg civilians, would really spice things up
while those small towns right now lack variation, I assume they supposed to be prefabricated places by super earth, they do seem varried enough right now if you don't play just urbans missions without a break.
My guess is that we will see more and more variantion in the town parsels with each update, but also every parsel probably needs a lot of testing to make sure they all work properly with the rest, and XCOM had the advantage being made of of grid tiles making sure all parsels fit easily.
I think the best and worst part of the Helldiver's cities as they currently are is that there is potential for expansion. I think Arrowhead has laid a good but conservative foundation. If they have a good system, they should be able to expand it later. The problem is that players can totally tell there's room to expand. Though I don't think we'll ever really be able to go inside buildings, at least for a long while. From what I can tell, I don't think the Helldiver's engine is well equipped to handle (destructible) ceilings, so I think that would have to be figured out before we can fight inside them. I would like to see some buildings with holes/tunnels through them, I think it could give city fighting something a little different from your standard wasteland fight (It would at least give cover from artillery).
One thing that I really think could help both cities is if they could generate roads that went into and out of the cities. They could provide wide and obvious points of egress and help blur the line between the cites and the biome around them, even if there's only one type of entrance/exit parcel. What would also be nice is if the roads continued on for a bit after the entry/exit parcel, preferably conforming to the terrain rather than just going out and stopping.
What I think would be the best is if some of the sub-objectives (that spawn outside the city) could spawn in a variant that had a node for a road to attach to it. Road nodes would then follow the terrain (and maybe alter/smooth it somewhat) to try and get to a city entrance/exit. If they can't find one, they'll instead work their way to the edge of the map and go off into the distance. Maybe they can do both. I think it would make the cities feel somewhat less isolated, like the cities are the way they because of the hostile environments and make their grids feel a little less out of place.
Another thing that I think would help the cities is to recycle some of the sub-objective zones to make variants that don't come with an objective. While it's not much, it could give the cities a bit more variety without too much work. Another thing that would be nice would be parcel that spawns a biome-specific building, which would help the cities on different worlds feel a little different.
For those who stuck around, thanks for listening to my rambles.
Fair points.
The reason this hasn't annoyed me as much is probably just because even though they're technically very samey upon even the most cursory inspection, the actual gameplay-feel of running around in grid-based areas which are guaranteed to have solid cover and workable flank/evasion routes is still a colossal breath of fresh air (and, at risk of making a hot take: Just blatantly better) compared to what the rest of this game tends to be like.
There are just some enemies in this game - Including basically all of the illuminate - who become exponentially less annoying when you have consistent means of breaking line of sight or herding them into a chokepoint. I especially can't wait for these tiles to be expanded to Automaton missions, because fighting them with actual reliable cover that doesn't evaporate in 1 shot to anything bigger than a raider bot would be genuinely transformative. Just in general, I hope they add more "microterrain" with buildings (or other solid cover the enemies can't just teleport-walk over like they tend to do with most existing cliffs on outback maps) to already existing maps too.
As much as the illuminate update is awesome, it sometimes feels a bit unpolished. Like arrowhead pushed it out sooner to cover their butts with the DSS.
not being able to go in buildings sucks. them looking the same and defaulting to a grid layout makes sense because if you think about how many cities super earth needs to build they just go down there, flatten the terrain and then stamp a city on. they just wouldnt put a city where there are major geographic barriers preventing them from doing so like a lake
Cassius 8 minutes in: Helldivers has a really great selection of different varied biomes already.
Also Cassius a minute in: *_forest jungle forest [desert] woodland [forest] desert_* (also add in another desert AND forest biomes he also forgot to mention btw)
I for one really and genuinely hope these cities, shallow as they currently are, are also added to bug and bot defenses so that they can actually break up all the stupid forests and deserts we see on *_every single planet._*
Like jesus christ, I get Sweden usually has a lot of snow but *_would it really_* kill Arrowhead to replace one of the six freaking forest biomes with one more snowy biome (and not the weaksauce like Penta, I want the biome to be closer to Marfark in snow density)?
i am sorry i like to hyperfocus for 6 hours in factorio and listen to two pyrocynical videos at the same time.
Excellent video, great critiques. You clearly have more respect for Helldivers than the people upset in the comments.
thanks, it feels like people intentionally go out of their way to miss the point of my videos.
I'm hoping that this is just the start, and eventually we get both more unique building/objective spawns within the cities, as well as full-size maps that are almost entirely city, not the 1-3 sites that we get on the Illuminate maps.
We also NEED these on the other two fronts, though I imagine if/when we reach Cyberstan or it's satellites we'll definitely get cities made in Automaton livery, same with the planets closest to Super Earth on the Galactic Map. If we had things like E-170 refining stations we needed to extract the precious element inside while fending off against hordes of Terminids swarming through the narrow streets, or manufacturing factories to liberate from the Automatons, it would really add a bit more variety to the missions we get on any faction.
I also would imagine the in-canon reason why these "cities" are so small is they're effectively the next step up from the barren colonial outposts on the outer fringes of the galaxy we've been fighting on against the bugs and Bots. They've been able to develop into small "villages" that can commute and trade between each other, and they're effectively Super Suburbs/urban sprawl that are the basis of design on Super Earth, hence. Not like that negates your criticisms of them, mind you, but it's something I think is interesting to think about.
"2 elevated sections with a dip in the middle" bro has never been to Minas Gerais
Silly idea I just had that I think would be cool to see in future once cities have (hopefully) been refined a bit more: Super Cities!
At it's simplest, its a map where instead of a city dropped into a biome, it's just all city. I'm picturing there'd be MASSIVE buildings that only appear in Super Cities, which would be at least partially climbable. I'd also want there to be some unique objectives, or at least unique versions of objectives. (For example, an ICBM site that has a building facade on top of it that you either destroy or have it fold away).
There are two things are non-negotiable for to make these work for me. First, they'd have to have some elevation change across the map. Nothing drastic like cliffs or ravines, just changes in elevation that makes roads slope at various angles and make the occasional retaining wall show up. The other is less important, but I still think would be important for making Super Cities work: things to break up grid that are at least partially still playable. Some ideas I had for these are things like a Highway (Raised or ground level), railway tracks, a shallow river, or a large park. Something that cuts through the city and serves as a landmark and/or an exposed area.
Other than that, I don't have much to say. Other than the cities good, but they aren't super (yet).
If you spend the 12 minutes a day playing an instrument instead of watching just 1 slop video you'll be able to play (some) real music in like a week. Real talk.
and people will say something like "well in lore cities being like these tracks because...bla bla bla" and say its amazing
I don't think you can really compare Xcom an HD2, they are 2 vastly different games with way too many factors to consider.
Helldivers 2 isnt some triple A game, its only year old and in constant update, planets will change, Illuminates and city structure will too
I will always say the decision to stay on their old, supremely outdated engine for Helldivers 2 even before it's support was cut has massively held this game back and will continue to do so until they either make a new game in the series or port the game into a new engine entirely, cars took 8 MONTHS to be added purely because they could not get them to function properly in the engine.
Watched the video at 210x speed, couldn't understand a single thing, but I'm sure it was a great video nonetheless 👍
i do hope they add more prefab to the cities, and make them spawn more fairly, some are always there, while i have played a lot and never seen the little park. also variant based on the faction, with ther terminid overgrowth on the buildings when fighting bugs etc.
Very excited to see what they will add to this cities I bet they will start slowly adding new buildings each medium to large update also help to see a helldiver recruitment building sometime soon
If the answer to the SAM site question is they turned them off then I must ask:
Why not hack them if they can turn it off.
The art and animation assets are different for both games, I won't say working for XCOM is easier that Helldivers but having the option to go into buildings or having overpasses would be awesome but more demanding for the devs, some of stuff may be already made just waiting to be implemented, but given how devs work im sure we will see also urban environments in the bug and bot front but will take time to have those assets it also doesn't help being in an outdated engine and still lots of bugs to fix like the cars or enemy ai
So just let the devs cook, they will keep working to improve the game, there might be improvements in the layout but also new enemy units so the squids can catch up with the same variety of units that bots and bugs have, remember they are a team of 100 so we can't demand for huge updates specially if they're free and not paid dlcs
fuck yeah more helldivers ranting, but do you have any plans on covering build 42 of project zomboid?
not currently but maybe if it's really good I suppose
having looked over what's new it doesn't really seem like it'd make a cohesive video
Most of the missed opportunities in this game are from a result of having to make sure the game functions for consoles. I've witnessed Harvesters blip out of existence during a UFO drop multiple times, and enemy AI failing/breaking and repeatedly attacking a wall on these colonies. I also think comparing the game to XCOM 2 is a little ridiculous given the circumstances, and betrays what they were actually able to accomplish given the restrictions the developers had to adhere to. The reason they didn't add interiors or segmented destruction XCOM style isn't because they simply didn't think about it- it's because they can't.
I think stuff like having fleeing civilians running around the city in a giant clusterfuck of target acquisition was totally possible though, along with different city types depending on the planet biome and climbable ladders to add at least another layer of play to the cities... Maybe in the next decade.
Not related to the main point of the video but I was personally really disappointed with the enemy behavior of the Overseers. They're stupid as fuck given the fact they're supposed to nearly 1000~ year old squids, and they can't be contextualized being stupid like how the automatons are machines and the terminids being wildlife.
I'd like to see more Helldivers critique videos, it's an untapped market.
i don't really think it is ridiculous, this game started development really shortly after xcom 2 came out, they had the opportunity to replicate it right there, but it seems like a lot of dev time was spent needlessly replicating milsim elements that got cut.
I'm not sure if I buy the whole "but the camera" argument that people have been throwing around; there are plenty of third person games where you fight in interiors.
@ We could argue back and forth on this but I don’t think just because the game started development after Xcom 2 released really makes any difference. They’re wildly different games with wildly different scopes with the only similarity is a sci-fi setting where you fight aliens. Helldivers 2 is simulating hundreds of enemies on a map, with hundreds of different particle effects going on from weapons firing and stratagems going off, wherein it then has to simulate every bullet being fired with literal ballistic calculation being done. whereas Xcom has the luxury of being turn based and not having to simulate nearly as much. Helldivers is also peer to peer with no server to offload calculations onto ala Battlefield.
I think the third person camera would be… fine indoors. You’d probably be in first person ADS while clearing rooms most of the time anyway.
"and added the worst secondary in the game" as he says while using it on the worst enemy to use it on...
this seems like a unfair comparison these are 2 very different games
I wouldn't call the phalanx an straight upgrade to shield or ballistic shield.
The ballistic cannot be destroyed, blocks melee and covers rear when unequipped while shield (while not as good as laser drone) is a noob friendly crutch that can be used with any weapon and stays active on emplacements/vehicles which the phalanx doesn't anymore.
Only issue with ballistic is currently the damage but with some weapons where the damage bleeds but i'm sure that's gonna be fixed to bring it back up to full power.
Also X-com was made on a much bigger team , bigger budget,etc. In x-com there the generation was being made over a longer time and it was made for the whole game and in a game type where its much easier to pull off such generation and on much smaller maps.
Meanwhile in HD2 while this is an update they cooked up in only 3-4 months (minus stuff like illuminate and some parts which were in works for a while) with a far smaller team working on various features and generation had to account for various and much larger map sizes. Not to mention that the depiction of "cities" (they are not) is far in line with how super earth is portrayed in lore. Not a fair comparison and props should be given for AH for pulling off as much as they did, especially with some rare "SE city" variants like the flooded and other rare variants of blocks which u didn't even mention.
Also given this is AH they can easily later work on improving the generation which they have done for various other biomes.
the ballistic shield can be destroyed! I found this out the hard way.
given they the electric variant can't (permanently), that alone makes it miles better.
also, game development takes a long time. these cities have almost certainly been in development for years.
@@cassius_scrungoman No it can't be destroyed. It can get blown off you by a tank shot(even if you ricochet it) , get ragdolled under certain conditions or enough force in a short time applies to it but that is far more then it takes to down the energy shields.
You are either lying or it got blasted into the ground/far away . But you can just quickly pick it back up ,it can never be destroyed.
lets goo new videooo
8:46 THAT is because Super Earth understands the TRUE meaning of EQUALITY!
Praise Liberty! And maybe talk to your nearest Democracy Officer!
Dude, you say no gas stations, most civilian cars could be eletric in a far in the future multi planet empire... Gas/Diesel vehicles only military use. War focus
calling the new melee weapons "the worst secondary" is just straight up braindead ngl
Don’t copy the XCOM 2 system. XCOM 2 is way too built *around* urban warfare (I mean it, some supply raid missions give me a friggin aunerysm)… Copy *XCOM EW*.
XCOM EW map design is… flawed, yes, but it’s more centrepiece-oriented generation would fit Helldivers really well by creating central combat hotspots across the town. XCOM EW doesn’t have the same parcel system, but it’s not like Arrowhead can just copy Firaxis’s code, so we’re talking about the vibe more than the physical implementation.
Also then we get bigger has stations, ergo, bigger booms.
Oh wow this guy seems like he knows his stuff but he also complains a lot
But surely he has different types of videos that don’t just hate on [insert game here]
Oh…
That’s all he does…
But surely he’s got to have *one* game that he likes
Oh…
It’s xcom…
It’s only xcom…
Edit: I retract my first statement, I’ve seen his other videos now
He just complains
They arnt hating on most of these games, if they actually disliked them they wouldn't make a video about them. These videos are critiques of games cassius enjoys
@dionysus6081 I’d be inclined to agree *if*
He didn’t make incredibly uninformed assumptions, contradicts himself in multiple statements, constantly slanders the games he plays (and compares to xcom) and ignores large swats of the game
You know how many minutes he’s dedicated to the terminids? You know 1/3 of the game? The fan favorite faction?
In all his videos he has *one* section dedicated to them, because he hasn’t fought them in *months*
He sounds very confident in his statements but I’ve played some of the games he talks about and his logic often falls apart under scrutiny
@thugkermit9999 what does them not wanting to fight the bugs have anything to do with this, if they don't like fighting them they arnt going to play them, and won't really talk about them. I'd be more concerned if someone who didn't fight bugs only talked about the bugs.
@@thugkermit9999if you want to correct my points, please, feel free. just saying "you're wrong, actually" isn't actually very helpful.
@@cassius_scrungoman Alright, let’s get into this
City maps: they’re colonies, as some commenters have pointed out, meant to be mass produced. Urban Legends also has the flamer sentry and the best armor passive in the game but that’s neither here nor there
Considering inside combat, really cool idea, expect when you think about for more than a minute and that helldivers have access to weapons that would regularly explode the very roof they’d be staying under and that heavies can easily demolish buildings (plus it would be a coding nightmare for which a 3rd person horde shooter like helldivers is absolutely not built for)
But did you know that you can in fact, interact with buildings? Yes you can equip a jump pack (which is actually good now) and parkour over the rooftops and snipe from above, something the devs actually thought of, as elevated overseers and harvesters can still get to you
There’s a bunch of other stuff I’d get into but I’m gonna keep it to my strongest stuff for each video and not nitpick every single bad faith argument
look who just rolled in from frown town
jees, this guy just finds the tiniest thing to whine about. It is as if he's determined to do so rather than it being legit criticism
What is a legit criticism then?
god this guy just complains nonstop
Yeah...the guy who critiques games
Is... critiquing a game
In a game critique video
Shocking I know
All criticism is illuminate propaganda stay vigilant super earth citizens🫡