This Needs FIXING! Helldivers 2 Devs Respond & MASSIVE Missing Info...
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- Опубликовано: 8 июл 2024
- Arrowhead Devs need "More Time To Cook" with primary balancing changes.
Here's the latest in Helldivers 2 News!
Studio devs have responded that they are working on the weapon re-balance changes, but they aren't ready yet. Our current Major Order is starting to look like it might be just a smidge out of reach. Game Master Joel has cranked up percentages on certain planets and campaigns, but you would never know it from what we see in-game. And finally, Major Order rewards have started arriving, and I answer the "question" about that optional PSN screen.
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CHAPTERS
0:00 - Intro
1:04 - Superstore Repeat
1:53 - Major Order Update (Iffy?)
3:30 - Major Balance Pass...When???
5:03 - Still Waiting On Reversal...
6:18 - Update To The Update!
7:01 - We Need This! (In Game)
9:00 - 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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CHAPTERS
0:00 - Intro
1:04 - Superstore Repeat
1:53 - Major Order Update (Iffy?)
3:30 - Major Balance Pass...When???
5:03 - Still Waiting On Reverssal...
6:18 - Update To The Update!
7:01 - We Need This! (In Game)
9:00 - Hit Subscribe & Join My Helldiver Discord!
You all take words with zero action as gospel.
What are you on fat kat ? @@MrWhateverfits
there is no supplie booster...the bot right sais how fast the enemy is attacking
@@bradleygolden7000 That's what I was thinking! I looked at the page and thought, "what is he going on about? what boosts? You have Divers impact %/Hr and the Bugs/Bots %/Hr and the red or green number above those is the difference between them.
I almost can't even remember what version 1.000.00 helldivers felt like. Someone give the cook some FTL fuel please. HD2 is gasping for help.
You're absolutely right, all that extra information about supply lines and boosters and such NEEDS to be available in-game. The fact that it ISN'T is mind-bogglingly stupid.
Also more details on weapons and especially support weapons.
Yeah there's really no reason why things like stagger etc can't be given some form of metric. Look at the Pummeler - it says it hits harder but there's nothing in the stats (unless I'm very wrong) to tell you it actually stunlocks everything up to stalkers.
Almost as stupid as having to choose one single emote to "equip" before leaving your ship.
We need a Remote Control for the Ship News Screen where we could switch between news
They are basically handling us like we are retarded and can't differentiate between 2-3.
Hey, I’m one of the devs who works on the companion website, thanks for featuring the site in your video! All information we use (apart from the historical values) is pulled from a public part of Arrowheads data - so that means we should be getting supply lines and stuff like that in the future on the war map in game :)
Nice something that should’ve already been in the game let’s gooooooooo
I am embarrassed to ask, but could you please break down how to read the site. Where on your site does it explain the boosts? I hover over one part, but my dumb ass still doesn't get it…argh. Thank you in advance for any clarification that you can give this knuckle dragging Hell diver. And thank you for creating the website. I think it will be very helpful once I understand how to read the information better. Take care.
Heck yeah!
@@jlugo78jl yeah sure -it is a bit confusing when you first look at it (the website could probably explain it better) but here is a break down:
LIBERATION
Superearth Icon - combined % per hour that helldivers are contributing to the liberation of the planet
Enemy faction icon - the combined % per hour that the enemy faction are reducing liberation of the planet
Centre green icon - the difference between the above two, which gives the net liberation per hour
DEFENSE
Works a little differently, there’s essentially two progress bars racing each other
Superearth icon - combined % per hour that helldivers are defending
Enemy faction icon - combined % per hour that the enemy faction control progress bar increases
Centre green icon - the difference between the two, if it’s positive it means the helldivers defence bar will out pace the enemy control progress bar and the defense will be successful
I hope that makes a little more sense - if not the helldivers official discord are quite good at explaining it too :)
@@jlugo78jl Superearth symbol is how much progress we (the community, helldivers) are making
automaton/terminid symbol indicates how much pushback we have -- how much progress we're *losing* to the enemy.
these three numbers are linked. top one is the total, then our progress, then enemy pushback. With the net value being the difference between the two.
That’s how it works for liberation, but defence planets are slightly different, as the enemy % is how much the enemy progress bar is progressing per hour and the super earth symbol bit is how much the helldivers % is progressing per hour. Then the net value is the difference. So if it’s a positive net value eventually the helldivers progress bar will out pace the enemy one and the defence will be a success
Hope that helps - we should have a page on the site giving a proper explanation as it could be clearer :p
Next patch devs nerfs breaker incendiary and Jar and calls it a buff by relativity.
Breaker Incindiary:
Reduced inital and burning damage by 25%
Increased projectile speed by 5%
Reduced recoil by 3%
"OMG CAN'T YOU SEE WE GOT MORE BUFFS THAN NERFS QUIT CRYING GIT GUD SKILL ISSUE" - 🤓
and air burst rocket gets nerfed
what is breaker incendiary bro hahahaha (delete your comment before the devs see it and gut it like the Eruptor)
@@AquafalconHD it’s too late, the devs already have the back end data on a spreadsheet that shows I’m using it every game on bug helldive🤣
@@DLAJC how the hell does the devs think we gonna kill 3.141bn bugs and automatons with the nerfs 😂
Like I said on Reddit.
If they are still cooking. They need to bring out some Salads while we wait.
If Tuesday's patch isn't an Olive Branch, and is more of a nothing burger like last week's. It's going to look really bad. Players are chomping at the bit to get some positivity patched in.
I'm willing to bet we are gonna see a nerf to the new SMG on the next update LOL
You know what? I'm the first guy that would say 'be patient, let 'em cook'. But to this, I say fair enough. Where's my salad spoon?
You use reddit? Oh hell nah man
They would do that and the community would still bitch and cry and complain about something, or cry that a series of big buffs isn't enough because everythibg needs to oneshit to be meta.
Community itself is somehow worse than even the feral Nintendo ones.
@@rx7fd9782 IMO they should swap the stats of the liberator concussive and the pummeler, that would make a little more sense.
I had never seen or heard of booster percentages for specific critical mission/defense planets. Been playing for a couple of months now. Haven't heard it in chat, read it online or seen it on another content channel. Good info. Thanks!
The only thing you MIGHT notice in game related to this is that if you have a squad of 4 and finish all 3 missions, instead of gaining 4 points of liberation, you will see 8, 12 or 16 even.
This is because we completed the major order to defend these planets 2 days ago, this is the result of that and now we are gonna lose it because pepole either just Wana mash bugs or don't know any better.
No, bad info because they don't explain it at all.
Arrowhead need to understand the game has lost momentum, and is bleeding players. I'm not even talking about the Sony thing, either. This is just the natural life cycle of games these days. We've been conditioned to accept these short life cycles, and it is what it is. They need to reflect that in their major orders and balance patches. Keep setting major orders for an active playerbase of 250k+ and removing the fun from weapons, and it's not going to end well. Players don't want to keep seeing failures on major orders, and the vast majority don't want to be shoehorned into the most meta loadout because everything they like has been turned into a nerf gun.
This MO would not be difficult if Sony and AH hadn't dissed half their player base
Agreed. We need open recruitment centers.
It wasn’t the player numbers it was and is about them trying to change after the fact. If it was from day one nobody would have said crap even if they had a mouthful
Nobody really gives a shit about the Sony thing. The game has been in decline since the first patch. If people were still actually enjoying the game then they wouldn't be quitting.
@@GoodBoyGoneDad the sony controversy lowered player number from 160k down to 80k in one week. this had massive influence on the decline. furthermore 170+ countries can currently not purchase the game meaning new player influx is also reduced. for many players this was the final nail in the coffin.
I also want a sitrep per operation set. Even if it's a ship upgrade. It would add strategy to loadouts a d load out diversity of we had a clue of the enemy type distribution before we went in. Maybe not an exact number or exact unit type, but at least hints. Expect heavy armor, expect a balanced force, expect a swarm of smaller faster units, etc.
There's still bugs with the extraction ship. Played a game this morning, got to the end and called extraction and nothing happened when we walked in the ship. We waited until mission time ran out to see if that fixed it but all that happened was the ship took off with no one in it. Lost over 30 common samples, over 20 rares, and 3 supers.
That and the dropship INSTANTLY taking off when a single helldiver hops in and leaves the rest of us to perish along with our samples!
Yeah I had this happen and the group of randoms I was playing with, 30-40 samples gone and 30 mins of grinding as well it turned me off to the game to play d4 since it’s out of beta now😂 I think the glitch happens when the ship lands on something so it’s can’t register touching the ground, in our case it was an exosuit
@@leonc9760 This happens when Pelican 1 is damaged. If you run with the type of crew that likes to screw around in the extraction zone fighting for fun rather than getting out, or if the extraction zone if overwhelmed and he lands in a battlefield and takes damage, he'll bug out the second the first Helldiver hops on board.
All 4 of us walked in the drop ship in a mission last night yet it says I failed to extract. HD2 is still sooooooo buggy
That means the ship was damaged too much
It's been reproduced
If it's smoky/has any fire on it make sure to pass the samples to first man on board@@leonc9760
I'd rather see Arrowhead get a Product Manager and/or Release Manager that can make sure the devs are releasing the correct expected changes. Having worked extensively in development I can tell you their problems seem like there's either nobody charged with managing releases (which can be a full time job) or whoever's doing it is incompetent and needs to be replaced.
Coukd be helpful. I think for thr most part their changes are mostly fine, but it does get tiring to see "op we crashing agaaaiinnnn."
@@yukioacumora4430 Yep. Lotta regression bugs. A lot of them openly admitting "Whoops, we released a previous version!" Also a lot of straight up shit that clearly wasn't tested at all.
i still dont understand how this can happen. is every dev disorganized and chaotic to the point where they don't even know what they are working on and what the goal is?
so many eyes should be watching those mistakes and yet they happen every single time meaning everyone involved is grossly negligent in his work.
@@KT-pv3kl actually very few eyes are on each problem if there's nobody on that job specifically. Each dev will have their head down buried in their own work and problems. It's why you need a couple folks with their heads up specifically to manage the problem. They could be well organized individually but uncoordinated as a group.
@@mawnkey even if the problem is a one man job there should be one dev, one qa person,1 supervisor or team lead and one or more testers. At the bare minimum every "solved" problem or new change should pass at LEAST 3 pairs of eyes if not 5 or 6. If all 6 didn't catch the problem before release they all failed in their duty and were grossly negligent. The other option is nobody is doing any of those jobs and the company is operated like a headless chicken and has zero oversight and zero qa control.
both prospects are exactly promising for the future of the game.
also if they were well organized on their own as you say they would double check their own work and spot the mistakes before they slip trough and get into the game updates. a well organized worker on average makes less than 0.2% mistakes that he doesn't notice after reviewing his own work this gets down to less than 0.02% if more people are involved in the review process.
in helldivers we have an error margin closer to 5-10% if not more given how many "fixed" problems weren't actually fixed and how many other bugs get introduced in the patches.
The one thing that's frustrating me is when we complete a defense planet it takes us about 2 or 3 days to take a planet next is line so i take a brake before heading off to the next planet but after 24hrs there is a defense mission again on the same planet this is the biggest thing that frustrated me just give us a few days to push a planet
I agree. I think they’re holding us in place for their narrative but it would be nice to feel like we’re making progress.
Major order is going to be tight now that the weekend is over and the senior helldivers are back to their day jobs stimulating the economy for future operations.
Helldivers need more diverse maps, like large cities.
Oh those will come when we get pushed back to Super Earth
@GLVSCOW there could be a chance to see them on outer worlds too since we've seen footage from Strohman News that cities do exist on planets that were fighting on were just fighting in the more rural areas of the planet hitting small yet vital points of our freedom hating foes
I just want more diversity on the bot front. Too many ice and acid planets.
@@kaden-sd6vb Agreed.
Environmental art design is always tricky. The proceedural generated system they have now works great but only for something organic. I have a feeling they will need to fully rewrite the code for something more urbanized.
Id love to see it, but im going to let them cook
i stopped playin til the big buff patch kicks in, hope to feel like it did at launch and have a blast.
Same, they broke the game with the last patch. No fun getting swamped with enemies with mediocre nerfed guns!
@@hellerhsI’m just mad I unlocked the eruptor the day prior to its nerf
Thank you for mentioning increasing the medal and samples increase. I’ve been capped for over a month and it’s hard to stay motivated playing when the only thing you can really work on is level increase which isn’t much of an incentive. I can’t be the only one that feels this way.
I haven't played since the big balance patch that killed a lot of the weapons. At this point I've moved on from the game, and I think a lot of others are coming to this point.
Same, when it comes to nerfing or removing fun it takes them less than a week, when it comes to fixing, reverting or adding anything else it's MONTHS. When guns were fun you could overlook the repetitivness, but when the guns are shit you start to realize how redundant the game is and not worth playing anymore when all the fun gets removed or takes forever to get added
Prbly because you sweated the game since launch. Only got yourself to blame tbh.
@dean8525 played the game since hour one.the only time i took breaks from the game is when they nerf things. I can make the game last a long time by dropping down to level 5 here and then to use "bad" weapons. However my main fun is in helldive and i would still be playing if they didn’t nerf the eruptor that gun was so fun when it came out.
I’m back on RDR2 story mode, I needed some peace while gaming so went back to story based games.
@@itsjustjoker4454 game has not even been out that long where are you getting the months from you clown
Fix the bile titan corpses. They're STILL launching people high into the air when you get near them. If you land on the corpse it launches you into near orbit. AH please fix this!
AH - need more time, we be cooking.
Community - Sorry we have food poisoning from your last 3 dishes.
They need to do SOMETHING about the difficulty. Me and my two friends drop for bots, go to the first objective undetected and the moment we start it we have like 6 bot drops(I have counted) along with two patrols that spawned just outside our area and it's not fun. Or getting stun locked from 21(I have counted) hunters and having our back blown from 3 chargers from a single called bug hole.
Same! I was doing a geological survey and I had 6 airships drop bots off at the same spot, literally a fountain of bots. I wiped them out with an airstrike, but 30 seconds later, 5 more ships come in and drop them all off at the same spot again. It's insane. Even if you blow up one of the ships, none of the enemies die when the airship explodes. It feels pointless to shoot them down.
As he said in the vid they've confirmed they're working on it but it probably won't be this update
@@Chadronius You have to shoot the ship in the second or two timeframe before they start their drop to also kill their payload. I believe one of the reasons the Quasar has the long shot charge-up is to intentionally prevent it from being useful in taking out the dropships.
@@Breakman79Yeah because that'd be broken with infinite ammo. If all 4 Helldivers brought a Quasar you'd literally never have to fight a bot drop.
Didn't take them very long to "cook" up all those nerfs
They burnt all the food cooking it fast. So maybe them taking it slow will yield tasty patches.
Right
I wouldn't be surprised if 25% of the people who quit the game already did so because of the tremendous amount of fun reduction they caused with their ruthless "balancing"
I pop in every now and then, see the rotting corpse of the eruptor festering in my armory, then I go play a different game.
@@DarkRavenhaft Yeah, looking at all the weapons that used to be fun and then got massacred by Alexus is pretty sad...
Yep. I play some amount of hours with my friends on weekends but i play other things solo on work nights
Thats why I stopped. Account linking is whatever. Honestly the game just isnt fun anymore. Constantly being slowed. Defeating the bots just to have them come back stronger 2 days later and not something new. finding a load out you like only for it to become worse over time. Whats the point of doing any of it?
I left BEFORE. The patch becauae of the lack of fun.
I am still watching. I am waiting for the game to almost die.
Thats when they will buff the gun. Not before. Thats how the devs think. They enjoy making us suffer. Its their idea of fun. Not mine. And i am not the only one.
My biggest issues are the rewards having caps for them, the lack of in game information about the world and lore, and the nerf first attitude regarding weapons, but not enemies.
I haven't gotten -any- major order rewards since the first week or so, because I always end up capping out after unlocking everything that I can in the latest warbond. Then I get 2-3 major order rewards (Which I should have gotten early enough to help with the warbonds, but didn't.) Then they just get wasted.
Samples? I've been capped on samples for weeks. It took a little while to get caught up with the "new" ship modules when they dropped. But only because they took like half of the cap of rare samples for each one.
Increase the sample locker size. Increase the medal limit. AND give us stuff to spend those things on.
The information regarding trade routes/supply lines needs to be clear. The Devs mentioned not wanting to put too much info on the war table-Neat. Make it a toggle in the settings. You want the info? Go turn it on. You don't care? Good. You just keep on playing. Same issue with the weapon and armor details. Give us all the info. Give us more info. Let us see the Durable Damage. The Explosive Damage. Stop hiding the numbers and just show us.
With regard to nerfs.... they will nerf anything they feel is being used too much. Rail gun was so good, there was very little point in anything else? Nerf it. Slugger was really solid primary? Nerf it. Eradicator putting in work? Nerf it. Enemy spawns almost 4x what they're supposed to be? We're working on it! Heavies spawning more often and faster than they should be? We're working on it! (Granted. They did get patched. Eventually. But not as quickly as the weapons did.)
Oh. And we smoked one MO for killing billions of bugs. Then they fixed a bug that was counting each kill 4 times, and kept it at billions, and we've been struggling since. I'm not a numbers guy but it feels like they just cut every kill into quarters, and you gotta hit 4 kills per member of your squad for it to count as one, meaning we're killing something like 16 bugs to get it to count for one. Reallllly hard to get accurate numbers for how much we're contributing per mission though.
i hope they fix everything in time and get the game back to how fun it used to be
so many players walked away from the game after the sony ordeal, number of divers active has never been lower
Games still just fun ass wver for me lol
@@yukioacumora4430 the nerfs are dumb and suck like they doubled the recoil on the heavy machine when people started enjoying it i thought they'd stop that??
@Chicken12Salad it is manageable, and it only really punishes standing upright while shooting it. I personally like it because it makes the gun feel more powerful with the heft it has from shooting it now. Which, like it or not, is also pretty important. For example, it feels and even weird to most players in games where heavy melee options exist, but they have no wind up or recoil behind strikes or any actual heft to the attacks. Or I guess to better put it, imagine playing Bowser in smash, but he was quick and floaty with weaker attacks thsn you'd expect. Feels weird and wrong.
HMG is a similar story where ehikenit technically is a nerf it helps sell the power fantasy of the weapon. Now, all they need to do is give it more ammo capacity per mag, and its perfect, in my opinion.
Even at launch when the railcannon was overpowered, I never used it because it just felt like shit to actually use. It did so much damage but the actual feedback of thr weapon made me feel like I was shooting wads of tissue paper due to having *very* little recoil, yet thr damage it was actually doing was like shooting fallout mini nukes.
I still don't use it because it just feels terrible to actually use, regardless of how much damage it is or isn't doing.
@@yukioacumora4430 the recoil stays the same no matter if you're laying down or standing up and it just feels terrible to shoot now, don't understand why they did this
8:52 I STILL don't know what boosters are. You talked about them existing... but didn't explain what is being boosted or how to read that info at all.
I also looked it over many times and my best guess is that he's misinterpreting the impact contribution rate (the blue percentage) as some kind of booster. But then again he said "bottom right" and that number is square center on the bottom so I really have no idea what he's talking about .
Yeh, I have no idea what he was talking about. Don't see any booster rate or whatever on the site.
@Disaster_Tourist I went to the page, you can hover over icons and see descriptions, but nothing I could see indicated anything was being modified.
It boost he progress towards liberating or defending the planet. How effective one helldive can be.
Its the Sony PSN Booster Pack. If you choose to sign up for PSN you get great in game boosts for XP and a 10% discount on Super Credits Purchases. You also get free 10% bonus to mission medals and samples when activating the boosters for those which cost $5.99 in the in game store. Im kidding. I hope.
the major order should be easy as Pi :D
And once we succeed they will add on Trigonometry major order 😂
@AD3SPG new major order: provide written proof that string theory and Democracy are intrinsically linked
I'm glad someone recognized the numbers.
Yeah because we get to kill lotsa bugs and not struggle killing a measly 2 factory striders
👍
My biggest gripe still is supply drops not showing on the mao when you have called them in. I usually have to ask for supplies and hope a team mate can ping the supply drop so I can find it.
heavy machine gun buff :
Reduced penetration to medium
Reduced recoil by 5%
Increased magazine size +5bullets
Reduced reload time by 0.1s
“More buffs than nerfs to it’s technically a buff!!”
The game needs a load out you can switch to it through when getting into the pod. Would make using different primaries amazing
Yeah you should be able to switch loadouts so when you redeploy you have a new one
Especially since sometimes you don't really know what you're gonns be facing
You already can, unless you're talking about between deaths.
Which i'd fully agree with, it's a completely different person dropping after you die, why wouldn't they have the option to take any of the other guns on your ship?
I still don't understand the boost, what exactly is it boosting?
Question do we share stratagems or is my game glitchy. Teammates call airstrike then I do but they been used already so I cant n yes it's the same airstrike with 2 uses before cooling down
I'm not sure Which number on those panels you are talking about is the booster ... it's just numbers and you didn't zoom in or circle them or something so in the bottom right are a cluster of 3 number sets ... which is the booster ? if those are in red does that could for less? Anti booster ?
Thank you for making us aware of this site but I'm confused on how to properly use it to it's fullest
0:23 how did you remove the hud?
Urgently need to reinvest some those 12m sales into the game.
Steams pays with 3 months delays and if AH did not payed the developpment and it is sony, they probably only get a few % of the sales
I didn't know about the boosts, but it had a bit of an idea something was going on. There were times when I (as a solo diver) was finishing operations and contributing 1-2 points. Then others where I didn't change the difficulty or anything, but I ended up contributing 4 pts, 8 pts, 88 pts (I don't know if that one was a bug or not). It was a bit weird that randomly I'd be adding more than just 2, but that would make sense.
Arrowhead needs to decide on how they want this game to be. They use the term "primary" for a collection of guns that we end up sidelining for "support" weapons. It's the weapon we use all the time that's considered a primary, the one capable of taking out bigger threats as a support, and a side arm for when you're "Captain Miller"-ing it and trying to shoot a Tiger tank to death in your final stand. They've slammed support and primary into the same thing in the sense that primary guns are either nerfed or janked to where there's a better and more stable support version. Your "primary" becomes you're secondary and your secondary becomes your emergency reserve. If they want us to actually use primary weapons as primary weapons, we have to be able to actually handle the majority of enemies with them in some capacity. The difference between a primary and support should be efficiency. Primaries (with appropriate stats) should be able to address the heavies, albeit with difficulty. Support weapons should be able to address the heavies with less hassle and be considered a massive waste against chaff. I'm not saying we need to be able to gun down a factory strider with the Liberator or the Peacekeeper. I'm saying if we have the Diligence Counter, Adjudicator, Dominator, Scorcher, Plasma Punisher, Slugger, Eruptor, or Lib Pen, we should have the ability to inflict some damage to heavy units and eventually kill them. Heavy units are both a threat and a time sink. If you can't deal with them quickly, then you burn up mission time dealing with them. Primaries should have that ability to address and take care of them, but feed into the time sink part of their purpose. It should be that you CAN kill a Charger with the aforementioned primaries, but you're going to kill it faster with support weapons.
Having weapons with differing armor pen and damage while also trying to "horizontally balance" them as viable options for the same job, doesn't work. There's just some guns that inherently have to be better than others and I feel like they need to work more toward making more valid situations for each weapon. You don't bring a shotty to a longer ranged fight, you don't bring a DMR to a CQC situation, you don't trench warfare with explosive guns, and medieval weaponry don't belong on the battlefields of space. Either get rid of the crossbow or make an entire category of joke weapons. It's something PayDay2 did and I can definitely see HD2 doing the same. You had a game about doing stealthy heists or high action smash and grabs (it changed later on, but the premise remained the same) and you had sawed off shotties for crowd control, knives and clubs for close quarters, a guy running akimbo silenced mini-deagles to infiltrate. And then you had the clown with a mini gun, a grenade launcher and a stack of money in case anyone got to close to him clomping around in heavy armor, which is only marginally better than the previous heist where he took a heavy crossbow, a pistol cross bow, a US flag on a flag pole, and flash bangs. Like there's room for viable humorous weapons, just go all in. Don't half-ass that stuff or else it just doesn't work either way.
Bringing a support weapon takes up a slot for something else, and most of them can't just be used as a primary lol.
And the right primary for the right job can deal with heavies, but in my opinion they're fine to be used against the fodder.
Just like in real life war, you fight the grunts with your assault rifle etc., then bring out your recoilless gun/rpg etc. to kill the tank.
Basically, i disagee with you and think they should be left to make their game what they want it to be.
I also don't wanna be a super soldier that can handle everything they throw at me with all primaries, you're literally expendable AF as a Helldiver, that's kinda the point.
People going no-death and steam rolling everything should be the exception, not the norm.
With regards to one huge rebalance or lots of tweaks:
One huge patch is preferable, though I would be fine with a few substantial ones.
After a big Ballance pass I'll try out a load of weapons and see how it feels. The constant little tweaks just make me feel that I can't trust anything to be the same from week to week and I absolutely hate that. It stops me getting really comfortable with my favourite weapons and invalidates my play testing because I'm not going to constantly retest things to see what has been tweaked.
The major order is the first 10 numbers of Pi which is 3.141592653 x 10^9. 😊
I see the Helldivers companion but I have no idea where I should be looking at. What boosts? I do not see any boosts shown! Can someone explain what Buzz is talking about?
hey buzz, thanks for the informative video
i have a quick question, maybe you or someone else in the comments knows something about this
when i am on my ship, open the menu --> options, and then try to open account, i get a short loading cycle and the menu closes out
i am actually not sure what all is in the menu point account, wether its only for un/linking the psn account, but i am annoyed that i can't open it
IHDK, but it sounds like you've already linked your Steam and PSN in-game.
Yeah, did that when we were told we had to; but i want to unlink it
Yeah, did that when we were told we had to; but i want to unlink it
Anyone know why the Umlaut sector is inaccessible? Haven’t played in like 3 days. It doesn’t say 100% liberated on a few planets
Could be wrong, but I think at least some of the booster stuff is related to what the one dispatch had mentioned after the last major order. As long as we held Vernen Wells, Asir Pass, Heeth, and Angels Venture, we'd have SEAF forces bolstering the lines. It sounded like that was a background bonus so long as we hold the SEAF training ground planets.
With the Max cap on resources I think it would be interesting if you could use those resources to expands the Max cap, like using 100 medals to increase the Medal cap by 50, same with samples and resources
I use a helldivers 2 app.
Doesn’t tell you about the boosters (I think) but has pretty much all the other info you’d want.
Thanks for sharing the companion site, definitely wish some of the info was listed in the effects.
Given AH track record on updates, I think they should take it slow with the plan of speeding it up as they go along. For example, re-balence 2-3 weapons a month (for about 2 months) then after that up it to 4-8 weapons.
Facts. And any mess up they do on the patch is on them. They still have not put up a public test server for players to help stress test it.
Pretty sure they wont do that unless the get a whole new balance team and manager in.
@@MrWhateverfits At least you used the word "team" and not just throwing it all on the Hello Neighbor 2 dev :) That be silly of them not to. Test server is more about bug finding than giving feedback on their nerfs nerfs nerfs. I mean people will of course cry about it(Me included).
I still don't get/understand how the planet boosters work. Could anyone kindly explain?
Random cool fact that, idk if anyone else pointed, I just noticed. The total kill count for the major order is pi.
Just a fun fact
Frankly, with Ghost of Tsushima out and Wuthering Waves coming in a couple of days, idk if I'd return to play HD2 any time soon. They messed up so much that they need to take a more cautious approach to balance changes. Getting feedback from a public beta test server would work in the long run. However, they need to be more transparent with gear stats. We have no frames of reference for a lot of categories because we can't see exact numbers. I'm just concerned that even if they release it all at once and everything is community-approved, it will be too little too late. If I were them, I'd push out a few nerf reversals that are most commonly wanted to buy some time. It won't be much time and I'm not a dev, so idk if that'll help their situation meaningfully. The "balance" team did more damage than sony and it'll take a lot of time and effort to earn back our trust. Just like in every other trust violation, repairing that trust 100% is practically impossible. It'll take a series of miracles to get that population anywhere close to what it once was. It's depressing to witness it in real time.
I wonder what the number π has to do with the kill amount?
I saw someone say it's probably linked with the illuminates who have still yet to show up
Since the last patch play time has been less then 1/3 and I have over 100hrs invested. Nerfs killed the vibe for me and the squad heavy
Have they reverted the spawn rate yet so it's not based on team size? I went on last night and holy crap it felt like i was getting swarmed every 5 seconds. Went in on hard difficulty and went through my reinforcement budget on the span of 5 minutes
its still based on team size they just reduced the spawn rates slightly for less than 4 man teams. its still worse the less people you have in a team.
@@KT-pv3kl well here's to hoping the revert they promised is in the delayed patch.
Basic software development is to encapsulate individual changes into the game, test/validate just that change, and then bring it into the release branch.
TLDR: they should do small patches each week as each new fix/change is validated for release, rather than lumping all the changes into the game at once and hoping nothing breaks.
What i really need an eta on as far as updates is the reversion on broken spawn rates and patrols. Right now theyre always spawning as if for a full lobby, and even then, theyre spawning like CRAZY. Like, even more than before with a full squad. I'm seeing FIVE factory striders at once on diff 7 missions at extraction, its absurd. They really need to revert that ASAP
I didn't now about booster percentages, but last night the ship announcer was requesting all available Helldivers assist with Vernon Wells.
my biggest issue with the game is the super lack of power to primary weapons. Every weapon should be viable . Every weapon should do damage. This is not the case with helldivers 2 atm.
There's only a couple weapons I consider viable and they are very few.
As said in the vid, it should be fixed soon, maybe not this update but soon
@@maxaudet5177The damage has already been done. Its yoo late they need a big update. a New enemy type or a theatrical liberation of cyberstan
@@johncrowley3322 this kind of attitude isn't helping in the least
this happened to me once during a defense mission
at the 6/8 there are no bugs swarming and the rockets are lifting off
We really need both a cap raise in samples and medals along with new GOOD items/weapons/stratagems to spend them on asap
It's easy to point out why the problems happen. The balance team messes with things not a single player complained about and then fudge it up. Like when you make a spill on a rug and make the stain worse than it originally was. Why was there a mess up on spawning time now compared to launch? Because the balance team messed with it. Why are weapons worse now than during launch? Because the balance team messed with it. Why is the accuracy so high on some enemies? Because the balance team messed with it. Instead of just doing slight tweaks to figure out if they should go further, the balance team decides to go full nerf bat on anything deemed fun by the community right into the ground.
You nailed it.
I fucking HATE Alexus
What I would like to see is that when they do release anything related to any problem that those fixes are actually ready. If that means they hold off and bundle them fine, if it means they release several patches over the next couple weeks fine. They should both work and they should not break the game.
They should send out smaller patches instead of big ones.
They create so much frustration with bigger changes.
Instead they should give us small ones, look how they work and improve that way.
Wish they had just reverted the stuff they did to the spawn rates to the previous build...
Can't be that hard to figure out what values they messed around with and change them back.
That alone would make the community a little happier.
If they keep cooking too long, there will be no one to eat.
👍
So THAT's where they are posting those planet stats from on discord. I was searching through my menu options in game and getting nowhere haha. Thanks
We need to have a way to choose the paasive on the armor.
Like aome form of transmog.
Like a medium armor, you choose the look you want, and the 50%damage reduce to explosion can be switched for another one in the list.
But you cannot change the stats of the medium armor. A medium is always a medium.
With such a system, our look wouldnt be bund with the effect we like the most.
Anyone noticed the number of kills we need to to is the number PI?
Every time you Nerf a PVE game because you are killing the monsters too fast. That is a them issue. That is them not being good at what they are supposed to be good at. Proving how deaf they are to the situation at hand. Calling something an Exploit when it is something that was part of the guns features. It is again, them being deaf to what they are making. There are too many hands in the pot cooking the food in the kitchen.
We got too good too quickly and they nerfed us instead of getting good themselves. Absolutely killed the game for me. I will not be returning until the liberation of cyberstan or an new enemy type. Very anti fun patches.
The boosters need a rework, make perks like vitality, stamina, traversing rough ground etc be passives we can apply to armor to give us more individual abilities then allow us to pick 1 like enemy confusion or fully topped off on ammo to benefit the group…
Great informative video as always Lt, can’t wait to grab my medals later :D
I had no idea there was a booster at all. The lack of info is one of the things I really dislike about HD2. There is so much hidden from us for no good reason I can see, and it frankly baffles me. For example, don't you think we should be able to see how many spare mags a weapon has in the weapon description? That's just the most obvious and glaring example, but also one that could and should've been fixed a long time ago.
Anyone else notice we have to kill pie number enemies (but in millions)
👍
And we need a way, in game, to collectively push forward a strategy.
Cheers Buzzlightbeer!!! 👊😉🤘
2:26 I've been running the eradications on both sides and I've been running the high value asset rockets. I've been trying to cheese the bots because they come in infinitely with the dropships.
I saw a game being played at level 4 that had not only my name but every name on a helldive I did hours earlier.
I will come back for the rebalance, I have always been an AR user in shooters and the AR’s in hell divers at the moment seem very lack luster.
I think this MO is in game lore to represent the patrol spawn rate changes coming soon.
They should not increase any of the caps. They just need a mechanic or multiple mechanics to use a sinks. E.g. Like HD 1, use samples to 'upgrade' single weapons, single strats etc.. And they can bring stuff in like: melee dmg increased for one of the AR's. Just simple, but immediate sample dumps. Increasing the cap means you can unlock everything instantly, or they have to increase the requirements for new strats, which in the end will result in the same cycle over and over.
Or use samples to 'roll' bonusses on gear.. Turning them into Super Creds is something ive seen a lot as well, but that would defeat the purpose and any kind of profit they could actually get.
why is nobody talking about releasing a new armor class that can help spot samples from a longer distance? this would be a great addition to the game and get some new armors to spend our resources on.
the armor can increase sample detection by 25 meters. that would be awesome!
its a neat idea but it wont fix any of the current issues and the list is VERY long ....
The major orders could be shortened, or more unique. Lately it’s been “kill enemies” orders and that gets boring.
We have been in a stalemate on both fronts for a while now, and people are getting bored of rinse and repeat defense missions. Give us some more unique missions to keep people engaged.
Defence campaigns very often falil if there is no Major Order focusing on them becouse we can't organise and now def missions seams to be buged sometimes allowing enemies to climb walls or rocks to get to the generators
Quick math on the MO: 5 days breaks down into 20 periods of six hours. Meaning, every six hours is 5% of the time. Three days = 60% of the time (which is even easier math, but the 20 part breakdown makes it easy for other times like '2D 12H'). Add in three hours, we have 62.5% time left/37.5% of the time gone on your screen shot with over 40% of the mission done. We're on track to succeed comfortably.
What’s really needed is a way report players who purposefully tk there’s been a lot of team killing at the end of the mission during evac don’t know if it’s just that there’s more toxicity at higher difficulties or I’m just unlucky but it’s a problem.
never experienced this personally. you can block those players. team killing is part of the game either due to accident or intentionally. you may want to start playing with an actual team by joining one of the many many discords and find a group there that should fix your problem.
The real question is what do you do when there are twenty chargers and five bile titans not to mention all the other bugs. I'm not exaggerating, there were five holes at all times, as soon as we killed one or two, they were immediately re spawned in. It was crazy, all but one of us exfilled, but I've never seen it like that before. It was wild
Oh the B27 Armour! Love that 200 armour rating, i wear it a lot! Tanking rockets is a good time.
Resources, (samples, requisition slips, medals), don't need their caps raised. We just need some other system(s) to use them on. Raising the cap solves nothing. Cosmetics, turn them in as part of a Major Order, purchasable buffs for yourself or team wide (active for one mission)... anything.
Not being able to see before you land that you will be fighting in fog that reduces visibility to the point that you can't shoot the AC without getting splash damage is why i have been rage quitting after 1 or 2 missions lately. I don't want to be able to see across the map but even when you destroy the spore spewers you can't see bugger all even on the day missions.
i think one of the big reasons is also alot of other games are comming out that people want to play. and many places of study are aproching the examens period, or is allready in it
I didn't know about the boosters and didn't really see or get what you meant when you were explaining it hah.
Honestly, they need to get those balance changes and patrol timers fixed ASAP. My little play group won't be back until they fix both of those issues. The game has just became unfun... make it fun again and people will come back.
anyone else notice that the kill requirement number is pi? I'm honestly surprised but I haven't seen anybody else say something about it.
thanks for the update
Theres so much missing from the game. The fun gameplay and my friends playing with me enabled be to look past the lack of content for over 300 hours! Now though its become a major problem for us all. We've gone back to playing Baldur's Gate and AOE due to these long gaps between content alongside strange balancing decisions. Fun isnt what im having now, its more frustration.
I'd absolutely use that extra info if it were in game (although I still won't play missions with AA defense modifier, +25% cooldown, or the orbital accuracy tanker mod).
Screw that, no fun.
Hand it out piecemeal, because every screw up is a nail in the coffin. I remember jumping on and being super gung-ho about the whole thing, now there are no mic players, the lack of stopping power with just about anything that shoots lead forces you to play it safe constantly.
Remember when the whole thing about the game was "the game is just like the edits everything else the edits are one in a million but this is different every moment feels like a movie"
Now it's just the stratigem routine. I'd love to run in a take out a detector tower with nothing but lead and the console with a hellbomb but why do that? You'll probably just die and it's 25 seconds till your orbital Laser cool down is up, just pick daisies till then and drop the Strat in.
I guess what I'm saying is that those risks don't feel like their worth taking, why lose all your support gear (which we are heavily relying on now) to save 20 seconds when you can just throw and forget? I love this game so much I actually read the starship troopers book and you can tell the Devs didn't really understand the source material one of the lines from the first chapter was something along the lines of "we're trained to be a one man catastrophe all while keeping track of the man beside you, where your going and when the boat is landing for exfil"
maybe i'm not understanding what you mean by boost, but the persentage marked by super earth is about how much the helldivers progress the liberation in 1h if you minus the persentage that is marked with bug or bot and you get how the progress is going.
would be cool to see it ingame sure, but exepct for how much resistance we meet those numbers don't affect us much
I still love the game but yes some of these major issues need to be put to rest. The playable countries and gun balance need to be priority BEFORE another warbond I even hinted at. And then the team really needs to look at adding something big to pull people back into the game.
We dive together or not at all mates.
Why did I only just now realize the required kills for the major order... is pi?
capes and helemts should have their own passives aswell
My guess is that they will eventually. Helmets will at least, capes could just stay cosmetic
Love the Pi major order.
I think they’re making slight changes because respawns especially for bugs won’t chase u and u can evade and run stealth
i did not know, but would have loved to. As someone who cares about winning the galactic war, it is extremely frustrating to see a lot of players wasting effort on planets where they basically have no effect due to regression, etc.
I hope they make those test servers a thing as that will help the game greatly.