Helldivers 2 - It's Not Over...But It's A Good Start! CEO Takes Charge...
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- Опубликовано: 9 июл 2024
- SONY has reported that Helldivers 2 has sold more than 12 million units!
Here's the latest in Helldivers 2 News!
Sony's latest earnings call revealed that the company missed the mark for revenue and PS5 units sold, but Helldivers 2 had incredibly well? How well? Try 12M+ units sold!
We got a new Game Update - and it is time to take a look at the changes, because there are some new items added to the Known Issues Board...which I found very interesting. Twinbeard has been active on Discord, and the dev team seems to be taking the player demands for better weapon balancing very seriously. What happened to ExoSuits, and why does the Automaton Rocket Dev never need to reload???
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CHAPTERS
0:00 - Intro
1:09 - Superstore Reset
1:34 - "Doomed" Major Order
2:27 - 12 Million Units Sold!
3:51 - New Update - No Balancing...
6:53 - Warbond Cadence
8:51 - Future Plans!
10:24 - New Biomes & A New Mission Type?
11:30 - ExoSuits - What Happened?!
12:39 - Hit Subscribe & Join My Helldiver Discord!
Enlist in the Helldivers and join the fight for freedom across a hostile galaxy in a fast, frantic, and ferocious third-person shooter.
URGENT BROADCAST - SUPER EARTH ARMED FORCES
Freedom. Peace. Democracy.
Your Super Earth-born rights. The key pillars of our civilization.
Of our very existence.
But the war rages on. And everything is once again under threat.
Join the greatest military force the galaxy has ever seen and make this a safe and free place to live.
HELLDIVERS™ 2 is a 3rd person squad-based shooter that sees the elite forces of the Helldivers battling to win an intergalactic struggle to rid the galaxy of the rising alien threats. From a 3rd person perspective, players use a variety of weapons (pistols, machine guns, flamethrowers) and stratagems (turrets, airstrikes, etc.) to shoot and kill the alien threats. Players can also aim down the sights for a more accurate 1st person camera view. Combat is accompanied by frequent sprays of blood and dismemberment as players exterminate the alien forces or players and squad mates are hit by environmental explosions or friendly fire. Enemy encampments and battlefield environments depict bloodstains and dismembered corpses.
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It feels like the balance team is set out to mathematically determine the exact number where we are just “strong” enough to not insta die but week enough to not have fun
Perma running around
To be fair, you are a tiny ant on the battlefield. You're not supposed to be hunkering down anywhere.
@@9unslin9er you technically are considering we have setups like autocannon and heavy armor, but then again i think they want that playstyle to be used more in missions like eradicate or defend missions where you're mostly in a single area.
@@9unslin9er Then why give us stuff to hunker down?
@@9unslin9ercontradicting design.
How you stated the guns need to actually feel FUN & POWERFUL, I felt that...
We don't need PvP balancing.
Exactly 💯
I’m 1000% on board with y’all
I disagree, I like most of the weapons where they are
Hear that they should look to bungie for what not to do, dont balance pve with pvp standards ever, bungo did that for 5 years and lost half their player base.
@anidiotmakesthings why just give up? Are you serious? It got down to 30k players for a reason. They can easily turn all of that around. Idk about easily but they could turn all of this around…. For one, reverse the nerfs in the previous balance patch keep the buffs, revert the spawn patrol back to normal… then patience for Sony to delist other countries on steam because that’s another problem but that isn’t really our control especially arrowhead. But what’s in arrowheads control is the damn nerfing that they keep doing without thinking it through
I agree with the limited ammo on rocket devastators, I had six of them on my squad last night and they literally juggled my bro in the air then pinned the rest of us down. The next thing should be the gunships having a fixed rocket payload as well
would be nice if the turrets could do what turrets do when enemys are near. How is it that not a single one of our strategems can target them, and turrets not turrentin them down..who implemented this, was that the interns job?
Lol i feel like that was me being rocket juggled😂 happened to me last night with some low levels watching 😂
@@__-fi6xg Better yet... be able to focus your turrents on a target you deem as priority. Too many times they aim at something other than the most dangerous enemy.
The thing is that the devs are automaton spys working against freedom and democracy so don't expect them to nerf their troops.
Just did a mission and unloaded an entire ice from the syckle on a rocket devastators missile pack and it didn't blow up. Happened several times. Did the gun get shadow nerfed or did they just make so you can't destroy the missile launcher pack they have?
I think adding a new bot that acts as the pack mule carrying munitions to the front line would fix the issue of bots not needing to reload. Like if a rocket dev completely empties their rocket pods they go to the pack mule to reload but if a player takes out the mule the dev would be forced into melee or rifle fire.
and we can loot the munitions from the bot if intercepted and incapacitated.
You have no idea how much work this would be to program in.
Making games/coding their game is apart of their jobs. If endeavors for their game ends up "too hard" like coding in a pack mule type enemy then they should pack up studio and give up. @@partytimeninja3139
Sure but why
@Urusovite That's true, but it's gonna be working out all the bugs that would come from that that would be quite the undertaking. You have to account for every possible scenario, every possible relative position and distance between the mule and the fighting bots. What if one rocket devastator is in range for half a second, while no other bots are waiting for reload, but leaves the reload radius before the animation finishes? What if one bot is being reloaded but a higher-priority bot enters the reload radius? What if a bot is killed mid-reload? What is a bot is killed mid-reload, and at the same time another bot enters the radius?
Your idea is amazing, I think that's probably the best solution to this problem. That given, however, it certainly won't be easy or simple to program, just like any other major change, especially without a dedicated test server. If they shuffled some people off of balancing and switched them to debugging, feature development, and testing analytics, then AH could probably make something like this much more efficiently. Especially if they created a random-selection testing server, where every time a squad dives, there's a small chance their game will occur in a dedicated testing server, just like how there's always a small chance that Joel's watching your game and will fire blue laser at you from the sky.
I JUST HAD A POSSIBLE IDEA TO BUILD OFF YOUR MULE BOT IDEA. What if they added mule drones that fly out from the top of bot fabricators that have a supply capacity capable of rearming either 1 or more bots, up to 5 maybe? You can shoot them out of the air with even an AR because they'd fly at low altitude compared to gunships. This would create a logistical advantage for bots defending bases, while bots on patrol would have a dedicated drone repository bot that sends out the little supply drones. That way, you wouldn't have to worry about the relative position of bots to a centralized mule bot, you'd just have to code the pathing of the drone bots to each bot to rearm them, then have it fly back to the repository backpack to collect more ammo. The "drone devastator" bot would have a large backpack with a limited number of drones and ammo. If the drones are carrying ammo, they will go straight to the target and return to the backpack, but if the drone devastator runs out of stockpiled ammo, the drones will swarm out of its backpack towards the nearest player, flying around like mini gunships, armed with laser rifles, while the drone devastator could simply act like a regular heavy devastator, perhaps with a slower rate of fire laser rifle. Its AI could be copied from rocket dev for when it's focused on rearming, and then switch to that of the heavy dev when its ammo stockpile is depleted. Another possible drone deployment location could be the top of a walker's hull, where a greater stockpile of ammo could be located compared to the drone devastator.
You know what grinds my gears?
Unlimited Fire Tornadoes spawn in extraction points the moment you've called in Pelican one
Fascist Fire Tornadoes getting in the way of democracy
How about including a fire extinguisher of some kind… maybe a grenade?
There are several “realistic” things that players must abide by but mobs don’t. One that always catches my attention is that patrols travel to where you are when they spawn. HOW WOULD THEY KNOW? They should travel to the last disturbance you caused. AND why does walking into extract cause heat increase? How would they know unless you cause a disturbance?
Stratagem usage is one of the triggers for them. I assume the extract terminal being called in or activated counts as such. But I don't find it hard to extract once the map is cleared thoroughly.
the extract makes more sense, as Im sure theres some lore that they can sense your signal going out that you just typed in for the extraction.
@@jeffyboi6969yea, along with the potential for pelican being seen leaving the ship heading towards extract
@@ahkisidoesstuff6958that’s not my experience of hell dive bot extract with a cleared map!
@@ahkisidoesstuff6958 agreed. We clear the map so we know patrols should only start at the border. Regarding the extract site, i was just referring to that report about patrol heat generation which said walking through the site would increase patrol spawns while on site. I’ve never liked that idea.
The idea to have a mission interdicted and changed as you are about to dive is dope.
To keep some control with the players, though, I think it should be a choice for the host: "Helldivers, we need immediate support for mission X on planet Y, on difficulty Z. You can't change your loadout, but if you accept you get double the medals for the mission."
I came to say his initial pitch was the dumbest thing I ever heard but your version would make it interesting!
Mechs should have at minimum, the same health as a Hulk. Make them actual mechs!
seriously, i mean they already have very limited ammo anyways and are worthless empty, which i am fine with, just really buff the mech and players will leave when empty
Wish they had a melee option for when you run out or maybe another type of mech with a melee and shotty
@@park9912
They do have a melee its a kick which does work. If they had a weapon for melee then youd have to take away either the rocket or gun
I don't quite agree with that. I like being able to destroy it when it runs dry as an impromptu bomb. I would like to see it's armor be increased to Hulk levels though. Make any and all small arms fire bounce off (unless it's obviously intended for AT)
Been saying this since they arrived. I mean, we got the technology from them so why does are suck so bad?
I want those urban, suburban, city type maps too. I just don’t know how feasible it is. Those maps are gonna take infinitely more time than the wasteland maps we currently play on.
Might be available if Super Earth gets invaded
Whenever a video starts with "Oooo" I know it's going to be interesting lol
Yep!
@@LtBuzzLitebeerthey banned the game in regions psn isnt available they doubled down on their bullshit
stop shilling for them we didnt win
Yeah and how many of those 12M sales are coming or have come off the books from the 180 blocked countries? I'm sure that detail was conveniently left out of the conference call.
Mine is one of those... :/
@@glass12 😥sorry dude
@@glass12let’s hope they fix this and get u back o7
@@glass12 know that we are fighting for you brother!
To my knowledge the players who purchased it before it was hit can still play, just can't be purchased. Am I hearing bad info?
Does every difficulty feel harder than it did before
The warbond dropped? Someone told me they made it so every difficulty scales to 4 players instead of how many there actually are
Yeah some stuff from like ohdough and some other creators I think has said patrols are scaled to 4 players no matter how many players you have so I think on difficulty 4 with 1 player you're getting a patrol every 2:45 instead of 4:05
Yes, that's what the "Balance team" at Arrowhead has done. If playing by yourself, with one or two others, you get the same span rate as if you're playing with three others. No matter the difficulty. They don't want you to stop playing in smaller numbers, but they do wanna encourage you to play in a squad of 4 more often. The end result? Borderline impossible to play by yourself on Challenge Difficulty. That's difficulty 4 btw. Out of 9 total.
@@MLPIceberg that's pretty ass in my opinion. Especially if you only have one or 2 friends to play with.
@@MLPIceberg That's not at all how it works.
What changes is it used to be non-linear scaling.
4 players = 100% spawns, but 3 players were at something like 72-74% (just under 75%), 2 players were at roughly 40-45% instead of 50%, and if you played individually, you'd only see 16% of the spawns on a 4-player map.
What they changed, was to make it scale linearly. 1 player = 25%. 2 player = 50%, 3 players = 75%, 4 players = 100% rather than making it unintuitively far easier to solo, and questionably punishing for taking the intended number of people with you into a match.
They didn't make it so you encounter 100% of the spawns regardless of players, LMFAO. That would be a 625% increase for a single player, whereas it's actually just 36% more for single players, and roughly a 12% increase for duoing, and functionally no change for 3 and 4 man squads.
My buddy and I have been soloing 7's and 8's just fine after the change, so you absolutely can beat a measly 4 by yourself, come on man.
I know helldiver's is intended to be a cooperative game but why do you have to punish players who want are or are trying to play solo?
Seems like every update is lackluster.
I like the idea of diverting to a different mission, just as you're dropping but on the same planet if you're diverting to a different planet you'd have time to change loadout, but diverting to a nearby location on the planet for arevised mission that sounds realistic.
Emergency mission redirects sound awesome. I posit mid-mission objective changes as well, uncommon or even rare. It mixes it up a bit. The planet biomes DEFINITELY need work and I'd love to see indoor spaces that heavily restrict stratagem use -- even necessitating new, non-ship-deployed stratagems or special bunker buster variants. Imagine calling in a specialized turret and having a new skylight in your room.
Hell Divers 2 is priced right and is a ton of fun, if Sony will leave the game alone it will only get better.
And Arrowhead's balance team stop fucking around.
The definition of "Bro, let him cook"
i love your mission type idea,
Would be fun to see some new "emergency" missions indeed
what would make me so happy at this point, is if they restore the Eruptor to its previous state... that was the gun I enjoyed the most, as well as many others I know, and is almost entirely useless now...
same, also crossbow catching a stray as well for no apparent reason... you sell me the warbond just to take away my guns a week later ...like wtf...
@@__-fi6xg yeah, as many are, I am fed up with them treating the game like a PvP game, where everything needs to be balanced and meet specific requirements or shit like that. It just removes the fun from a game that started out as such a fun game, now is just not really fun to play, not keeping my attention. I hardly want to get on daily to do the missions now, where before I couldn't wait for the next missions... I even have RUclips playing on my second monitor while playing just to help keep me entertained while doing the daily missions and then I am off.
Hello to my favorite new RUclips series!
🙏
They should have the rocket devs have to stand in place / pause movement for 3-5 seconds to "reload" their rocket pods after firing all 12 missiles shown on the model. This would nerf the Devs a little bit, but it would make it much more immersive and it would create a new strategy to deal with them. You would try to draw their fire behind cover until they run out, then you could jump out of cover and start attacking them during the reload phase. I think that would be a lot of fun actually.
I think the only reason why people aren't willing to fight the automatons currently is that most of the planets are HOT planets. Which are truly despised.
The game loop definitely wore people out. Way too many patches pertaining to balancing, and not enough on the connectivity issues.
Facts; the majority of people whining about balance are a drop in the bucket compared to the people who just didn't complain at all and quit playing because they kept getting crashes / disconnects.
Personally when it comes to the mechs there should be a resupply stratagem available for the mech that the owner of the mech can call down and have to either get out an manually reload it or have a team mate do it for them. The rocket devastaters should have a similar mechanic where a new enemy type will partner up with it and supply rockets when it runs out. Making it a new target when dealing with the rocket devastaters. Take out the engineer and cut off the rocket supply to devastators and hulks.
Increase weapon power output then increase spawn rates for enemies.
this is what I've been saying. I'm fine with crazy difficulty as long as the weapons feel powerful and fun to use. Right now it feels like I'm shooting firecrackers. but if it felt like I was mowing down an endless army of enemies it would play into a power fantasy and feel good, even if the overall balance doesn't change from what it is now.
@@Ringdokus This. I do think automatons (devastators in particular) need some scaling back because right now they are absurdly accurate and just create walls of projectiles. But other wise just make my marksman rifle feel like it hits harder than a red ryder.
▶▶Helldivers sets some kind of sales record, and today's update was rather Meh. We did however receive info for a big balance patch. (fingers crossed!)◀◀
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CHAPTERS
0:00 - Intro
1:09 - Superstore Reset
1:34 - "Doomed" Major Order
2:27 - 12 Million Units Sold!
3:51 - New Update - No Balancing...
6:53 - Warbond Cadence
8:51 - Future Plans!
10:24 - New Biomes & A New Mission Type?
11:30 - ExoSuits - What Happened?!
12:39 - Hit Subscribe & Join My Helldiver Discord!
Can we Rename the “Balance” Team, as the Fun Police 🤣 since they seem to hard nerf Anything the community is having fun with!
Agreed. There needs to be some sort of greater window for counter-attacking rocket devastators. It's just volley after volley forever once they lock in on you. Sure it's less devastating (heh) since they reworked explosive damage since they no longer one-shot you most of the time, but still. Getting ragdolled 20 feet and pingponged around can still get you killed pretty quickly.
But yeah. I'm cautiously optimistic that there is change coming. If they crank up our powerlevel, they can also up the chaos we are sent to deal with since we'll feel appropriately kitted out and with more diverse options.
that surprise mission thing would be so awesome!!
ive kinda fallen off of the game so far because its just the same missions, which are really fun trust me, but doing them over and over is not the most fun thing
but that surprise mission thing would be so cool, i would have more mission types to look forward to, and its just fun to have something random happen every once in a while
❤️
You know aside from enjoying the content I gotta say your opening music is reallllly good and you hook it perfectly into the intro. Love hearing it in the background too
Bots being able to walk through environmental objects, and firing through mountains and walls does my head in just as much as my #1 cause of death: rocket devastators...
Honestly, it seems PAST time that the "rebalancing team" had some "rebalancing" of their own
Helldivers should be glass cannons, high damage - high vulnerability. Right now we are glass water pistols.
Glad to see they fixed the crash when transitioning to or from the ship; I know they said it was rare, but over the weekend it happened to me probably about 5 times, and those were the only crashes I had.
The problem I ran into with the Robots is that my bullets just bounce off and I get murdered fairly easily xD.
So I'm just cannonfodder and useless over on that side...
Depends on what loudout you're using. I run a grenadine build with impact grenades, grenade pistol, and the plasma punisher. The explosives ignore the Medium armor that the Devastors have and can stagger them. Depending on what the others on my team have, I either carry a Stalwart or expendable rocket launchers for my support weapons
For the most part medium armor pen is virtually mandatory except the Liberator Penatrator that weapon just plain sucks.
@@electroeel148 💯
You need to know weakpoints, and what penetrates them. Off the top of my head:
INFANTRY get killed by pretty much anything
DEVASTATORS:
light pen -> aim for headshots
medium pen and up can knock off their limbs, so gun for shield devastator and rocket pods for rocket devastators
CHAINSAW:
aim for the spine, i.e. the red area; most weapons can kill it there
headshots are hard because they sway back and forth
HULKS:
AC and AMR can knock off arms, break legs, and penetrate the red eye on the front; 2 shots to the eye kills it, and if you break both legs it'll kill it as well.
Any weapon can kill it from the back, but the higher the damage and the better the pen, the less shots it'll take.
Laser cannon can kill it in the eye as well.
Eagle airstrike cannot kill hulks unless it hits them right in the weakspot!
GUNSHIPS:
Any medium pen or explosive damage weapon can kill them
AMR kills in 4 shots to one engine (must be one specific engine, each engine has a separate health pool)
AC kills in 2 shots to one engine
Laser cannon kills in 1 second of continuous fire on an engine
TURRETS:
AC -> 3 shots to vent/back plate
AMR -> 6 shots to vent/back plate
Laser cannon -> 2 seconds to vent/back plate
Medium pen weapons can kill it as well, but generally takes the whole mag
Scorcher takes close to a whole mag as well since it has explosive damage
TANKS:
- same as turrets
FACTORY STRIDERS:
Shoot off chin guns asap using a medium pen weapon.
Weakspots: the stars on either side (AC, AMR), the L shape that's indented on its face, and its belly (area that opens up and drops devastators).
FABRICATORS
Can be closed with AC shots (ricochet off the top vent), grenades from any source (grenade launcher, grenade pistol, any type of grenade that's not stun), and most stratagems.
I'm probably forgetting stuff but that's the general gist.
STRONG WEAPONS:
Liberator: Good fire rate, good recoil, great ammo economy, overall solid starting weapon. Aim for headshots.
CS Diligence (middle of free warbond) is a very strong pick. Headshots one-shot all devastators.
Jar-5 Dominator (steeled veterans) is also a strong pick, but has a lot of recoil to manage. Don't pick this unless you're a good shooter who's used to managing recoil from other shooting games. Staggers devastators with each shot.
Scorcher (end of free warbond) can kill striders through their faceplate in 4-5 shots. Has good kill time on every devastator as well, and 1-shots infantry with headshots, 2 to the body.
Plasma Punisher (cutting edge warbond) staggers devastators with each shot as well. Good for killing groups of enemies. Cannot headshot, so it's not as good against single devastators. Good for base-busting with other teammates focusing individual targets. Arc means you can use it as a mini-mortar to shoot over walls.
Sickle (cutting edge warbond) has infinite ammo as long as you can manage the heat well. Light armor pen, so aim for headshots.
Most supply weapons are good and fill various roles. The only ones I wouldn't take are stalwart, MG, and flamethrower. HMG works but you have to know what you're doing and use recoil-reducing armor.
Hope this helps!
This is a skill issue more than anything. I use sickle on bots and it drops them fast. You need to be aiming for weak points. If you feel like everything you shoot at them does nothing and bounces off it's cause your just randomly spraying their body and not even trying to aim for weak spots😂
Dive together or not at all
nah.
@@mikedicarlis6654 yuh
@@mikedicarlis6654 you're so quirky lol
Nah. I would if the game didn’t run like trash with other players. Tried playing with Ethernet cable to see if that would clean up the frame rate but it didn’t. It made it slightly better but not enough for the game to be enjoyable to play. When I play solo, I do not get frame drops.
@@YureiOni sounds like a problem with your wifi not your ethernet
The armors not getting a maneuvering buff like their first game had feels like a let down. I dont mind sliding, but armors all using the same passives is getting a lil dumb. Love the game, but it's time to get some more work in there. And I'm not saying we NEED Warhammer 40K, but I'm saying there's nothing wrong with armor with big ass shoulders and boots, and some helmets of various styles a bit further. They can't sue you for a beaky helm like 40K has. Because those were in part inspired by actual helm designs as it is.
I would love to see them do a weekly mission like drg does with their Elite deep dives. Its a harder challenge than any normal lvl you can play thats not randomly generated and you get a reward for completing it once each week. It wouldnt be crazy for them to just give 10 medals or maybe even 10 super creds for completing it.
I love your content. You are even tempered, present info, and aren’t on either extreme. The sky isn’t falling, but it’s not all hunky-dory either. Keep up the good work fellow Diver!
Love your random crazy mission idea. Yea I would love some interrupting emergency orders redeploy... sounds super fun and would be more engaging pho sure
I hope they bring in underground missions, like the bunker that takes 2 ppl to unlock and you enter an underground base with more enclosed combat,
These devs are more preoccupied with the vacation they're taking then getting even the color of their gun right
Good point, if Devastators get infinite missiles, why dont we? I'm willing to deal with them walking up to their own stations or fellow troopers to reload, but then we should ALSO get some kind of reload option. Our ROBO buddy WATCH DOG standard, should get some reload love option too! 🏴☠
A revisit to old planets that has fallen with destroyed/semi-destroyed buildings and a game type like do more smaller secondary missions than 1 primary
👍
The thing in this game that is OP is the airship tower. If they want to keep that as is, we need a given stratagem to take them down that goes on the top bar. That tower can eat a dozen reinforcements before you get lucky enough to set the bomb off without it being shot because there is no cover to protect the bomb.
My friends and I were discussing some balance changes too last night that would be good for helldivers
Heavy weapons:
Machine guns should get a shield that covers the face and upper body, making them more viable to face tank and clear low mobs like it's supposed to
Grenade launcher needs bigger explosion radius and like 20-30 more damage per shot
Quasar should get a partial revert to the charge time, and only keep the increase to about 2 seconds more then the original
Railgun should be old railgun in unsafe mode. 1 shooting bile titans, and hulks but with the danger of unsafe mode
Flamethrower should have either increased range or a slowing effect
Arc thrower should be how original arc thrower was, high damage high skill ceiling
These would be great changes to all these weapons that would make all of them feel better and be more fun and none of them are nerfs, all of them are buffs but they could all use them
I really want my arc thrower fixed. Tired of 1/3 shots firing
Yeah, that's annoying
Strategem to refill exo suit
Mini gun as support gun 5k ammo 1k per reload
Refillable Rail gun in sniper category
The Pummler is the best Submachine gun and makes the Ballistic Shield build totally viable. I'm loving this gun.
Two of my biggest gripes with Automatons atm (which I prefer fighting over the bugs, btw) are:
1- Fog only works for players. On planets such as Chort Bay or Charbal, in which you have horrible visibility, bots can still see you for hundreds of meters and blast you accurately and constantly.
2- The excessive ragdolling from rockets after rockets after rockets hitting your vicinity. I've had instances in which I was stunlocked for a very long time, not able to reload or fire back, despite being in cover.
These two are probably the main reason people hate fighting bots so much.
Ragdolling isn't the problem. The bots having infinite rockets and no overheating (despite being mechanical and using energy weapons) is the problem.
part of it is that the bots don't even need a target to fire, they just shoot at wherever they saw you last, sometimes at extreme ranges. This means that with enough of them doing it, you are going to get hit just through sheer probability. The bots don't seem to have to contend with magazine sizes or overheating either, so you can't even wait until they have to reload or cool down to make a move. The only counter play is to kill them, and that gets a lot harder when your weapons are constantly getting nerfed and strategems are being continually cucked by mission modifiers.
@@PRC533 Precisely
What stratagems are you guys using for bots, i only played bugs before and dont really know what i should take for bots (also primary/secondary).
(Im Level 38, so i have everything unlocked)
The scope I tested when I heard about the AMR missalignment and its true that when you are too close to the target the impact point is below the crosshair. I attributed to the geometry of the scope/barrel, since in a realistic setting it is expected that the bullet should hit at the right height only at the right distance. Seems like it was an error al along?
People also have to realize that Arrowhead has to balance guns to make the difficulty levels stay difficult, but they ALSO have future aspects to balance them to. We have no idea what the illuminate will be like or if there are other factions/enemies they have planned and they have to keep things balanced a certain way to make the guns work for all play styles for the factions.
The "priority diversion" mission interruption is a cool concept. By that token, however, I'd want to see outfitting bunkers introduced where you could change up your loadout. Granted it wouldn't be armor/weapons from your inventory but it would be nice if, for example you went down on a bot mission with your bug primary, that you could swap it out.
I still don't understand the need to constantly ballance weapons as if this was a super competitive PvP game.
I highly doubt the game has sold 12 million copies with a peak of 475,000 and now 180 countries that can't play with mass refunding, I would have believed it if it released on Xbox as well.
I was playing earlier and thought, what if you extract and the ship gets shot down, you then need to get to a separate extraction point. You thought you were out of the woods and it flips and now you have to deal with more. That would be cool.
I really agree with the rocket devastator one, rockets are one of the reasons why bots aren't as well appreciated, they keep spamming them way too much. having them be limited would be so much better
I want a helmsdeep / Hoth style defense mission. On a mountain, sloping terrain, anti aircraft in-placements forcing the enemy to be dropped at a starting location. And we have to just mow down waves of enemies using our loadouts and the bases defenses. Like calling in ammo for ranged nuke canon that could shoot the enemy starting area.
This random rare mission sounds like a really fun idea. A couple caveats I think should be added, this mission should always have a bonus stratagem of some kind, probably have a higher amount of rare resources and rewards [maybe something like rare/supersample rewards on completion whether you extract or not], and most importantly of all, it needs a decline button.
10:24 Personally I just want less spore mushrooms(appears on red moss, grassland, fire tornado, and pretty sure desert planets,) to not be Everywhere, it’s a 1 and 10000000 chance all those planets had a mushroom who evolved to do that in the same shape and color, however other planet types being added, new environmental hazards(fuck you hellmire) and generally more variety in where we get reduced to blood stains would improve the game a lot for Me.
I’m actually surprised that it’s been this long and I’ve not seen anyone complain about mech rocket accuracy after they fixed the spontaneous combustion issue.
Pre-patch the mech rockets were highly accurate. Now you have to aim slightly to the right and aiming high and low isn’t even possible.
The first thing they need to add is a saved weapons loadout. So I can quickly select my geard depending on the map or mission. Or just for the fun of it.
Hopefully one of these updates we finally get more options for customizations for the armor and able to change the color.
Congratulations on the success of your channel. Love the content, keep up the great work. I was just wondering, have you got a sim racing rig? I would like to see you give some impressions on that gaming experience.
I would LOVE for rocket devastators to have limited rockets, OR a 15 second reload (some time as quasar cooldown). Heavy Devs I think would be fine with their MGs overheating.
I do wish that useable mechs would still have a chance of spawning on the maps, similar to the random support weapons.
I also wish it was possible to use req chips to "buy" mission stratagems for a mission. Like 2500 req chips on a mission and everyone gets a free, random mission stratagem, 5000 req chips and you get your choice
A new map type could be part of the map being under ground. An abandoned mine or quarry, the space beneath a fallen building or mega structure. Hell you could do style in the corridors of abandoned facilities, maybe one on an ocean planet which could introduce new gameplay mechanics.
I'd like there to be an escort missoon when you escort a heavily armed and armored transport that'll carry and assemble a super robot that'll fight by your side. Think of that one mission in Fallout 4 where Liberty Prime stomps beside you yeeting nukes at synths.
The MO progress is not bad considering at least 30% of players are keeping the Termanid front solid.
Love the Idea of random mission modifiers or "surprise missions"
Awesome channel bro and I don't even own the game!! I heard it was coming to other platforms soon too. I hope that's true
Cool mission ideas. I hope they add weapon/stratagem upgrades. Maybe a new resource like data shards could be collected to create upgrades. I think an interesting twist on finding a shard would be that they can be damaged from explosions. So blowing the crap out of a base will damage any shards such they are unusable.
If players stopped fighting bugs today we could actually accomplish the major order. There are 48000 people fighting Automatons and 34000 fighting bugs atm.
Because it's just more fun to murder bugs than robots that basically cheat. Especially with the terrible balancing the AH Balance Team has done.
Yah I was gonna say the same thing lol^ there'd prob be a lot.more players willing to do bots if the balancing wasn't so un-fun atm.
I'm not gonna dog you guys at all but personally unless it's dif 8-9 it's not that hard. 8-9 just get overspammed with heavy enemies
Sorry but I cannot stand fighting bots. To me the 45 medals isn't worth playing the game mode I do not enjoy in the slightest.
Nobody likes fighting the robots
Just a thought, hopefully to see new ships in the future? I mean, at this point "super samples" we dont need alot of it to unlocked "ship module" but what if we needed alot more super samples to unlock new ships designs with unique perks for different stratagems usages.
Limiting ammo for the bots is definitely something that should be implemented, not just for rocket devastators I think it should be for everything that isn’t a heat sink type of weapon, eg flame hulks after it runs out it just starts to hack at you or has a secondary weapon
I’ve personally taken a break and here’s why:
I agree that the nerf first mentality is an issue. I would much rather see a buff the enemies more mentality than nerf the weapons.
Power creep exists in all games, and that’s fine… but deliberately nerfing guns and making most of the primaries feel either too similar or completely useless is not fun.
On top of this I haven’t been real thrilled with the story of late. I want to see new planets, cyberstan a machine world, meridian super colony be a bug infested hive world. I want new missions to go along with this. When we pushed the bots out of the galaxy it was one of the best times in this game. I really want to see more major operations and memorable story lines.
Lastly, would love to see end game content for those of us that only play on 9.
Devs need to focus on actual content vs the same armor sets reskinned over and over.
For example, launching Polar Patriots. Armor set should have passive buffs that either reduce fire damage, grant immunity to the blizzard effect, or introduce a new enemy type that uses frost damage and now you resist that. Weapons could have frost damage applied to them that with enough rounds, will slow bigger enemies down, and/or freeze them, making them take more damage from regular bullets. Capes should reflect the frosty environment. Heck put a Yeti on one as a nod to an extinct species on Super Earth or something silly like that. That basic concept covers all your basis and allows those who purchase the Warbond to have access to new toys, help out other divers, and flex some drip.
They should cycle weapon buffs, each week/ month having a slightly buffed weapon. Lore reason being maybe factory upgrades/ shutdowns
Anyone remember Mercenaries: playground of destruction and it's sequel on the old consoles?
That's how this game felt.
To the random missions idea: If the selected difficulty is faithfully adhered to, I'm all for those! I've also seen some people suggest selectable mission traits like limiting or boosting the number of a certain type of enemy - if something like that were in place, those should be honored, too.
I have a whole armor expansion scheme designed for Helldivers 2 that bolts on without changing anything they already have in the game. And nowhere to send it. Arrowhead Games email says "Go suggest in the Discord!". Like that's not shouting into a hurricane.
Super easy way to get the daily order. Equip the Qusar Cannon on a level 1 mission and look for the illegal broadcast mission. You can equip the fast extraction hellpod bonus and land on the extraction point. Call in the cannon strat, hit the illegal broadcast tower, call in extraction and you are good to go in about 2 mins of game time from drop in to extraction. Did this three times and got my order rewards.
Autocannon also works I can't remember what level each unlocks but I feel like ac unlocked earlier
I think automatons should have it where they can over heat and shut down to cool off. Especially the devastates.
I think it would be more interesting if instead of nerfing us they buffed the bots to show the bots adapting on a large scale similar to how the bugs evolved. Instead of new enemies just adjust their stats a little bit and see what happens.
Just a note to add to the Mech vs. Devastator question... The missiles fired by the Devastators are smaller, but travel faster and have a greater explosive capacity when compared to the ones carried by our Exosuits...
I was thought that an infiltration mission deep in enemy territory would be cool. Kind of like a dungeon, crawler style mission.
Low chance "secret" missions being added to the game(maybe even something like a fusion of already existing missions). Suburban and or even urban environments would really spice up the currently gameplay loops too.
That mission type sounds amazing!
I understand that we’re not supposed to be able to obliterate everything in our path without a second thought. Super Earth promotes the Helldivers as this unstoppable ultimate force, and we’re supposed to be seeing the reality on the battlefield so the game balance is going to reflect that and give us uphill battles to fight. But if a weapon is powerful and *fun* and we’re still redeploying constantly? I don’t see a need to nerf it. This is, in the end, a PvE horde shooter. When it’s 4v1mil, powerful weapons for the 4 aren’t gonna make much of a difference
Bet they're gonna remove all the rockets from bots and turn them into plasma bombs (basically similar to our plasma weapons) so they'd still have infinite "rockets"
They need to stop the balancing before this goes the way of Outriders.
Don't pull on the infinite ammo thread, because by that logic bile titans and spewers should have 1-2 shots of bile in them, judging by the amount that comes out of them in one go.
As a person who primarily plays bots because I find them more fun. I don't have to much issue with devastators. I mean yes, rockets are super annoying and heavies can be. But I pretty much always have a tool for the job. Autocannon being one my main one as I run it a lot. Next would be my impact nades. One nade normally kills any devastator, sometimes two are needed. Also like to run Ballistic shield and SMG, just shield and poke the head of heavies and normal devastators and for rockets dodge till you are in nade range or close enough so they only use their gun and boop their nose. Been playing around with other more recently like all beams (Scythe, Dagger, Las Cannon, Las Guard Dog, and Orbital Las) and a all range set up (DCS/AMR/Senator.) And while I always have my Eagle Strike (literally can't think of a drop I didn't have it) I have had no issue tazer facing them or sniping them. Or just nading when to close and in the open with a heavy. Also like to run the ballistic guard dog sometimes to and it will pop their heads sometimes. Funniest case of this I've had was walking up on a POI, making a left turn around a building so the drone was went around the turn first being on the right and just fired 2-3 bullets and the devastator was on the ground before I knew what the drone shot.
5:55 tested most of sniperrifles and when you are scoping most of the originals scopes are right and down from where they should be
all primary sniper rifles
granade pistol
laser cannon
recoiles rifles
eat is fine
maching gun or heavy machingun i forgot have scopes abose where they shoot
and few more
"Crash fixes". Not a single crash in two months. Two right after the update. And they still don't give players the daily mission goals until well over the threshold. Had to extract five times to get the 15 medals.
Can't say I agree on the random mission deviations idea. The whole point of the galactic map is the player having agency in what missions they engage in. Planetary modifiers, operation modifiers (seriously, fuck AA Defenses), mission types, hell, even which faction they're fighting are all things players consider when choosing a mission. It's going to frustrate people to pick a mission that they know will be fun to them, only to get sent somewhere else. No one likes a rug pull. And plus, that's probably going to just result in a lot of players leaving the mission and going back to the map to try again, only now they're frustrated at their wasted time. Like, can you imagine having a Personal Order involving one enemy faction and then suddenly you're being diverted to a mission involving the other? Or you're trying to do finish an operation before bed, but suddenly that's no longer in the cards, because you got whisked away and don't have time to do two missions instead of one? That would piss me off, and I'm not even one of those people that prefers Bugs to Bots or vice versa.
Granted it's would have been too soon to actually have something like this in game, but the armor in the war bond really could have done with "hidden" armor passives. Like a blanket "winterized" so no more slipping on ice but maybe increase stamina drain on hot planets and still keep the regular armor passives. Inversely have one that's "heat reducing" so normal stamina drain on hot planets but further reduces rate of fire on ice planets. It would give people a reason to change out armors rather than "Well it's Light, lets me throw stuff further and looks cool."
This bot mission is much harder now that Scumny has alienated so many fellow Helldivers!
I think with the CEOs guidance they are cooking something proper! Fix bugs and crashes is great while they cook.
While nerfs are not always fun. Sometimes it needs to happen. The old RG was beyond broken and rendered everything else useless to the point it was being used as a primary. I am glad the under powered items are getting buffs as well as enemies being tweaked up and down as well. But no primary, could back then ever be buffed to be on par with the RG. Unless you can kill all the heavies with 3-4ish shots in safe mode, run at full speed while running, gain most of it's ammo back from most ammo boxes, kill everything while still being in safe mode rendering unsafe mode pointless and to boot let you have a backpack. That thing needed toning down. Otherwise even with the headshot buff rockets got. No one would be taking those due to the convenience the old RG offered. Did they go a bit overboard? Certainly. But, as it is as of the current patch. It has it's place and is viable once more.
I honestly think that they need to just apply a flat 50% damage and ammo capacity buff to every weapon in the game at this point, and then they could work from there
I don't think we're getting those anti tank mines. This time around it definitely felt like 25% carrying the whole major order.