HELLDIVERS™ 2

HELLDIVERS™ 2

View Stats:
Nekra Feb 11, 2024 @ 12:44pm
Some Feedback/Suggestions
Hi there, I just wanted to take some time to share some feedback and suggestions I had for the game for some tuning. I have been having a great time playing this game with friends, for a bit of background I've made it to level 15 and am currently up to Difficulty 8, the game has been fun!

Terminid Balance:

These missions are absolutely miserable once you get past Level 5 difficulty, its constant pressure from the moment you land to the moment you extract. Some of their units are absurdly tanky for how many enemies are on the screen at any given time, and some of their damage outputs are just nuts. The biggest outlier are the big vile bugs that spit the acid streams, there is no real pattern to how they fire, and the helldiver more or less just gets 1 shot if they make even a slightly wrong decision.

Automatons feel like a walk in the park compared to terminids on later difficulties, my friends and I can completely Difficulty 6 and 7 missions on Automatons no problem, but still challenged and having a good time. Terminids are just miserable, especially when there's a stalker lair infinite spawning stalkers that hunt you down across the map while you're getting constantly spammed with tanky chargers, fliers, and general trash, without much way to identify where they're coming from except trying to spy where the next one comes from.

I'd really like to kill more bugs but these missions just feel kinda unfun at a certain point. All the Automaton enemies have reasonable health pools, even the armored ones, but the Terminids are just insane, I get that they're mostly melee only, but the big offenders are really the chargers, their health pool is NUTS even after you blow off their armor and magdump their weak spots.

Mission Conditions:

I literally only have one to complain about, and its Electronic Countermeasures, for those of you who don't know, electronic countermeasures scrambles your Stratagem codes, so you'll call in a rocket launcher, but actually call in an airstrike and call it at your feet. This can be avoided by simply paying attention to what you actually pull out when you put your code in, but this leads to you either having to pray to rngesus you get the right stratagem, or throwing out stratagems you don't need and putting them on cooldown. This condition just kinda sucks and is super unfun at least to me. I think you could fix this by either scrambling the actual buttons to push to summon the stratagem, or making it extend the stratagem input codes, rather than just getting an rngeus stratagem.

More Weapon Info:
Just more information about weapons, their firing modes, what can be modified on them, what their Armour Penetration is (this especially for support weapons)

Overall though, I'm having a lot of fun with the game, and definitely want it to succeed
< >
Showing 1-14 of 14 comments
Ratbait Feb 12, 2024 @ 3:33pm 
so correction to Electronic Countermeasures, but they're only scrambled once at the start of mission. so if you try each stratagem and see which one it swaps with (for example i had my guard dog laser drone get replaced with the eagle cluster bomb) you can remember to call the swapped code for the rest of the mission.
McFuzz Feb 12, 2024 @ 3:35pm 
I think the pressure is fun. Being constantly overwhelmed is the point of high difficulty.

But I agree some enemies could do with a nerf against small arms fire.
Last edited by McFuzz; Feb 12, 2024 @ 3:35pm
GatsandCats Mar 16, 2024 @ 10:46pm 
Just some issues that I've run into that I hope can be fixed...I wonder if anyone else has been having these same issues consistently?
1) Crashing games give no compensation
2) Patriot exo-suit sometimes randomly blows up with no enemies and no mines or anything on the ground
3) Patriot exo-suit blows itself up if turning right and firing rocket
4) Stims inject but sometimes dont heal
5) When reloading, if reload is cancelled due to a dive or sprint, the new magazine is completely dropped and lost
6) Dropship for extraction can be blown up with orbitals
7) Bugs that call for reinforcements will reinforce even if killed the millisecond the pheromones leave their mouth
8) (This ones not a big deal but...) Titles, weapons, and armor sometimes don't change especially when selecting "equip" after unlocking
9) Can't see what mission it is when joining quickplay, can't properly loadout
10) Patriot exo-suit blown up midair by terrain when calling in
11) Maybe like a 2 or 3 second spawn protection would be nice for when reinforcements get called in
12) Sometimes spawn in without either a Primary or a Secondary weapon, but never both at the same time.
13) 3/15/24 game has crashed over 20 times. (update, continues to dc extremely frequently)
ZeusOnJuice Mar 27, 2024 @ 10:40pm 
I wanted to suggest.... how about undergroumd missions. Iy is an amzing game but missiins on the srface of the planets gets kinda boring
Bent Bucket Apr 4, 2024 @ 11:38am 
because you can only hold 50k requisition slips maybe have the option to spend 50k for an extra stratagem or something?
The Banana King Apr 4, 2024 @ 2:22pm 
Fix the fire damage so you don't die in like five seconds after setting one foot in a single half lit campfire.
Bent Bucket Apr 8, 2024 @ 11:50am 
instead of a jump pack that launches you straight up instead one that slings you forward at like a 15 degree angle but can kill you if you launch yourself into a wall or something
ScylesPog Apr 9, 2024 @ 12:52am 
I am just waiting for melee warbound if the idea ever comes to mind. Like improve the melee with a quick dagger and have a primary weapon as a sword[and an armor that improves specificly speed and stamina regen, as they did with armors with armor padding stats like fortified commando]
Ps: i see the fortified commando heavy body armor like Freddy suit without the head
Last edited by ScylesPog; Apr 9, 2024 @ 12:57am
YuliedMi Apr 11, 2024 @ 6:20pm 
Bots calls in reinforcement way to fast and to many...
Blackwolf_swe Apr 13, 2024 @ 2:30am 
I REALLY dislike the low dmg on most weapons, and now with the so called "fix" for arc thrower it's completely useless as it never arcs to what i'm aiming at instead it targets whatever is closest and smallest. so if i'm trying to quickly take care of a devastator or rocket enemy it only targets the small-fry to the sides of em which results in rage inducing deaths.

ALL of the guns under-perform extremely as they are either too slow to aim like if you had some mouse smoothing enabled that you cant get rid of and even the armor penetration of guns don't do squat unless you still aim for the heads or weak-spots on enemies with some kinda aimbot precision.

The hunters need nerfing in both damage and numbers as they are too spastic for the crappy guns to take care of unless you somehow manage to ONLY get them infront of you

The gunships need to be reduced or at least nerfed down to manageable number as they suck all the fun out of the game and it's more of a chore to deal with them than a challenge or fun.


Heavy machine-gun needs a MUCH bigger magazine to be useful or a lot more ammo clips.

If anything nerf the numbers of enemy spawns or REALLY increase the dmg on all guns and revert the arc thrower back to being good.

Snipers need a better scope with less clutter and should come with a supressor if anything since they are nothing like what the cloaked and godmode'd video description of the items show. Maybe make the guns actually have a better use than only supporting roles in a team and make them useful even for solo players?

The armors don't even work at protecting more or less as you still die from 1-2 bullets at times with 150+ armor

All of the guns or at least the weapons you spawn with need better scopes, better ammo capacity, better damage, better handling, better impact on enemies above scrubs that die in 1-2 shots from anything.


As for new gear: Satchel charges that you can detonate with the force of up to 4 impact grenades or more 4 or more.

Ability to switch from standard to sticky on grenades?

Helmet stat increases as well or improved ( Fixed or working ) armors.

Just because some players can solo level 9 missions doesn't mean we all can so stop buffing every enemy to the point they can aimbot snipe us and one shot us.


FIX: unable to shoot properly with the arc or any other weapon for that matter through or over bushes/shrubs. increase the range on the flame thrower so it doesn't just hit the ground in front of you when trying to take on bugs.

Larger splash area for explosive impact on enemies from player weapons like rockets or jar-5 dominator and such.

Larger magazines or more magazines for rifles.

Nerf hunters/gunships/aim-bot behaviour of bots.

Better scopes for all guns. The punisher shotgun has a good clear one with less useless clutter in the way.

Enemies shooting THROUGH walls and mountains or rocks. Especially when you somehow manage to go high up on a rock and they shoot fire and lasers from right below and hit you...

UP the dmg on all guns so they are either fun or worth using.

Remove the mouse smoothing mechanic.


Honestly after testing every armor and gun in the game it's getting extremely boring not being able to vary my loadout on missions above 5 as it's useless and do next to nothing compared to the called in ones or part from a small selection of guns like the defende, punisher, dominator, and arc (WHEN it decides to work, which is very seldom).

The only useful armors i've used are the 200 armor b-27 fortified commando to take at least a FEW hits of small arms fire before dying, the armors that give you increased stims/nades for only that reason or the stealth armor because it's about the only useful armor for solo or guerilla tactics you can use.

We need VARIATION and gear that feels fun or GOOD to use instead of peashooters only meant for bugs on lower levers.
Zoned0ut Apr 17, 2024 @ 3:24pm 
I just have some minor adjustments that would make the game play a little better;

First I feel like the jump pack could be buffed slightly, as it flies you kinda low, and has a long recharge.

Second, the mantling mechanics could be smoother, there are so many times where it just doesn’t work

Third, the shield gen pack could have less health, but be able to recharge if it is at half up or something, as it only recharges once it reaches 0

Finally, I feel like different helmets could give different effects, such as being able to see in fog, reduces suppressive fire effect, a feature that charges that lets you know where enemies are, etc

Thanks!
bandar67 May 7, 2024 @ 1:39pm 
Increase the limit for samples at least to 999 all since right now i have all upgrades and i'm at max common, rear, super rear
Pax Nov 23, 2024 @ 6:18am 
Ok, I was a bit late with my last suggestion, but I got more:
1) A portable gatling gun. I'm definately not the first one to suggest this, but my approach is a bit different from what I've read so far.
How about replacing the front end of a LAS-98 Laser Cannon with a rotating cluster of six or eight LAS-16 Sickle? This could be the M-105 Stalwart among the laser weapons, but with less accuracy (due to the rotating barrel cluster), an overheat time similar to the LAS-98 or LAS-16 (7 to 10 seconds), and an incredible rate of fire. Since the LAS-16 comes with 750 rounds per minute, a laser gatling with 4500 rpm (6 barrels) or even 6000 rpm would make sense. Such a weapon would be a devastating tool for crowd control and burst damage, even if the damage per shot would be the same as the Sickle or even less. In terms of armor penetration I'd suggest medium if it's the 6 barrel version with 4500 rpm and light for the 8 barrel version with 6000 rpm.

2) A high capacity MP. Something similar to the PP-19 Bison or the FN P90. In Terms of design I would prefer something similar to the P90, though the cylindrical shape of the mag of the Bison also looks like good sci-fi material to me.

3) Weapons with caseless ammunition. It does make sense that the Helldivers still use firearms with regular ammunition as it is easy to mass produce and reliable, but since caseless ammo allows to fire multiple projectiles from the same barrel pretty much simultaniously, this would be a way to add weapons with insane burst damage potential (at the cost of an heavy recoil if all projectiles are fired at once).
I would imagine this as a rifle or a launcher-like configuration (either single use or with a replacable block of barrels).

4) A traversal tool similar to the LIFT-850 Jump Pack, but for horizontal movement. Such a tool would allow Helldivers to perform quick dashes to evade attacks, seek cover and maybe even traverse small bodies of deep water.

5) self destruction for EXO-45 Patriot and EXO-49 Emancipator Exosuit.
Currently the Exosuits are pretty much useless once they run out of ammo. A self destruct option would allow these warmachines to go down in a democratic blaze of glory, potentially killing additinal enemies of freedom. Of course there should be a timer, so all Helldivers can get away. An accustic signal and flashing lights could be used to warn Helldivers and maybe even draw the attention of enemy units towards the Exosuit.

6) Additional Exosuits. Maybe even a high tec version that carries a single energy weapon. Or a Railgun version, maybe with advanced optics for long range fire support. Or a version with a flame thrower and maybe a (incindiary) grenade launcher.
Major DikkeBarry Dec 27, 2024 @ 4:57am 
Please add something like a portable bunker backpack. When you lay on the ground without moving for about 1 sec it will deploy and will be able to withstand all explosive damage. That way you will be able to nuke yourself as a final solution.

Cheers.
< >
Showing 1-14 of 14 comments
Per page: 1530 50

Date Posted: Feb 11, 2024 @ 12:44pm
Posts: 14