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When they did the first "rebalance" on spawn rates, I knew instantly, they are doing the proto-typical dev in a snow globe approach to "balance". And now its coming home to roost.
This patch today is just the cherry on top. I do not envy the devs atm.
Secondary focus: Optional objectives, sample gathering, bug nest/bot factory demolition team extraction. Note that extraction is NOT required for success once primary mission objective(s) are completed.
Tertiary focus: Unnecessary combat with bugs & bots not required for objective success.
Stealth is a critical skill, especially when coordinated with your team of helldivers. At the higher difficulty levels, you WILL NOT survive if you engage everything that moves. Moving tactically and carefully choosing when and where to engage with enemy forces is critical. Nothing matters more than mission objective success; it's what contributes to the overall war effort.
The community is still learning. There's plenty of helldiver teams who don't survive because they haven't yet figured out that you must KEEP MOVING and not stop to fight unless it's absolutely critical to mission success.
Which then negates the stealth since it also takes longer.
Then weapons are nerfed to discourage too much engagement while still making you race against apwns despite destroying spawners.
if you mean by they had a plan mapped out then yes, but the popularity of the game made them go off-script, and thats why they are fumbling. Today's patch is pretty embarrassing
Thereby shattering any trust they could have of good intentions.
What you are absolutely punished for is standing and fighting waves of enemies for no reason. THAT is what gets teams wiped out. You've got to be quick, have a plan, and communicate. It's absolutely very possible to achieve secondary objectives on mid to low difficulty missions.
Once you get up into the suicide mission and higher levels, any unnecessary lingering around beyond the primary mission stands a good chance of getting you absolutely swarmed. Which is exactly as it should be.
People cut their teeth on the low to middle difficulty missions, where you can definitely traipse around and clear out nests and bot factories. Then they start running suicide missions and helldives and get frustrated that a different approach is required. It's not as viable on the higher difficulty levels, and that's just fine.
It's a sandbox horde shooter where you can approach things with a variety of methods in the confines of the arena you drop in.
Lately Helldive has been harder to play for me, not because of the amount of bugs, the type of bugs, or the loadouts people bring; but mainly because a lot of people are playing Helldive that just simply aren't ready for it or don't want to teamplay.
I have said this since release, even Helldive is a steamroll if your team works together. But lately very few people do.
In fact, currently I see the community held in a death grip by the belief you are meant to run away from every engagement. While disengaging can be good, finishing an ongoing engagement swiftly is also good.
I played on and off yesterday where every match the Host would start bug breaches and run away to let the randoms (I included) to deal with the fight while he continued to aggro patrols inbetween so there was no hope of maneuvering out or coordinating.
(some stream(s) proving it)
LMAO, that explains alot. Also explains why people on the harder diffs, usually just run away from everything, citing "just st4lth pro".
The devs cant balance the spawn densities properly.
It's why the game encourages finishing objectives quickly and extracting. You are given a bonus for finishing quickly, not killing thousands of enemies.
Doing side objectives makes more time pass.
More time passing makes spawns increase.
Spawns increasing punishes the player.
Do you follow?