HELLDIVERS™ 2

HELLDIVERS™ 2

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Vesperion 6.3.2024 klo 19.32
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When will the magically spawing enemies end to exist?
So i just had again the experiences of my life during an Robot mission that from one moment to another after clearing an outpost from out of nowhere the game spawned at least 2 patrols close to my location while during the base destruction nothing was close by even with all the shoting and stuff that was going on. Aditionaly it was even an open field so i would have been able to see the patrols from miles away.

It is so unbelivable that the game simply spawns units in rndmly close to your location because of whatever reason. Most of the time those spawned in enemies also cause more chaos in the end when they spawn silently behind you without any info about a breach or drop.

Imo it is a simple cheap strat of the devs without any logic behind it. I mean it would make sense if an info of reinforcements or stuff would show up but not from out of thin air for whatever reason. Sadly i guess the devs will keep that cheap strat just for an artifical difficult increase.

If we start to liberate a mission area it should be logical that the number of units decreases with bases/nests destroyed instead of keeping a constand number of units on the map with spawn magic. I have no issue with the difficulty increase that patrols and stuff get increased numbers of units and tougher units to deal with but even we Helldivers have no magic abilites and only a limited number of tries before a mission will end in failure if the main objective could not be cleared.
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Näytetään 1-15 / 44 kommentista
Amon 6.3.2024 klo 19.46 
這是真實的。 極少數人發現並討論了這種惡意提高難度只會加速玩家流失。
This is true. A very small number of people have discovered and discussed that this malicious increase in difficulty will only accelerate the loss of players.
Laho 6.3.2024 klo 19.50 
The Devs want you to think enemy camps and call-ins matter, but they don't. You can shoot any number of Breathing bugs or Flaring bots, but as soon as one dies, another will instantly start until one finally manages a call-in.

I haven't even played the game that much, and twice already I've had the game spawn an entire patrol on me. LIke not pop out of the ground or get dropped by a ship. Just enemy appearing out of thin air in nice rows right on top of me. Director mess-ups, I guess. But it goes to show that no ammount of player action actually impacts enemy spawns. It's all smoke and mirrors.

If the director wants to spam you, it will spam you no matter what you do.
It's even worse when enemies just literally materialize around you. As in, all of a sudden a patrol just appears all around you and you have absolutely 0 means to avoid it.

In HD1 stealth and patrols were far FAR better done. Here it's like "meh. Just have the patrol spot the player always and nearly always call in a swarm."
Jiffypop lähetti viestin:
It's even worse when enemies just literally materialize around you. As in, all of a sudden a patrol just appears all around you and you have absolutely 0 means to avoid it.

In HD1 stealth and patrols were far FAR better done. Here it's like "meh. Just have the patrol spot the player always and nearly always call in a swarm."
yeah just experienced it again cleared one patrol poof the next patrols appears out of nowhere, cleared this patrol as well (no chance to avoid due of a connection point between 2 islands) and poof again another patrol comes from the very same spot the previous 2 came from...

We can liberate all we want the enemies just spawn stuff in all the time what really breaks the immersion of achieving anything during the whole mission. It basically is only a "do the main objective and ignore everything else as it does contribute to nothin at all" what is more anoying then anything else.

Makes me wonder what kind of QA the devs have to give to this mechanic a go when the whole main point of the game is to reduce the enemy forces who don´t even need any fabricators/nests if they can spawn in all the time despite our efforts.

From the very logical point Uberearth would alraedy be lost as bugs and bots could simply spawn on the whole planet everywhere they want without any need of anything.
Brad 7.3.2024 klo 10.34 
I would like if enemies spawned from logical locations like bug nests and things. and you will reduce the amount of enemies on the map by destroying the nests.
Wait till they nerf stratagems because they are the new meta.
yep, even worse when they immediately call for reinforcements
It wouldn't be so bad if the enemy came from the edges of the map and then moved in or something.

The best way to counter this is to stay together and deal with the enemy slowly and carefully while closing in on objectives. Like moving from cover to cover in army training (except it's more mob to mob). If you only try to rush then you will end up getting swarmed.

Remember. "One mob at a time." I've been in missions where players only rush on suicidal and I ended up being swarmed in bugs exactly as you see in Starship Troopers. Because no one was killing them on the way to objectives.

The objectives aren't going anywhere. Learn to slow down and play as a team. You can survive a 0 timer if you keep the gear and stay together. Tactics beat haste.
Viimeisin muokkaaja on Mesond; 7.3.2024 klo 10.54
If we start to liberate a mission area it should be logical that the number of units decreases with bases/nests destroyed instead of keeping a constand number of units on the map with spawn magic. !!!! +1 !!!!!
Blekkki lähetti viestin:
If we start to liberate a mission area it should be logical that the number of units decreases with bases/nests destroyed instead of keeping a constand number of units on the map with spawn magic. !!!! +1 !!!!!
It's daft that it's an optional objective to destroy bases and nest but the amount of enemies don't decrease when you do like it should yes. And also daft as the OP said patrols spawn randomly out of the blue within 15 meters of your location. I've argued this many times in the official Discord and no one refutes it's an annoyance nor a pain on higher difficulty that plays the higher difficulties.

It should be a natural thing. Destroy their bases the less enemies that appear. Ignore the enemy bases the more enemies that can appear. Make patrols start from their base and move around the map instead of spawning out of thin air. Increase the amount of time it takes for an enemy to call in reinforcements and make it easier to locate the enemy that is calling for reinforcements. Allow us to seal a bug breach with explosives like we can destroy drop ships with EATs.
Veldaz lähetti viestin:
It wouldn't be so bad if the enemy came from the edges of the map and then moved in or something.

They do that too, and it just reminds you that the enemy is a baby playing on game journalist mode.

Watching enemies walk in from the ocean at full speed to negate the fact you just blew up the last nest/factory on the map. "Guess the small robot soldiers have magic float feet? Because that ♥♥♥♥ is three times as deep as a helldiver is tall"
Viimeisin muokkaaja on ImHelping; 7.3.2024 klo 11.05
Leon 7.3.2024 klo 11.04 
Thundah lähetti viestin:
Wait till they nerf stratagems because they are the new meta.

Next month we'll be down to melee only
I just like how one of the loading screen tips is telling players to search and find where the enemies are coming from, and destroy the factory/nest.

Only that patrols don't come from there. :steamfacepalm:
Veldaz lähetti viestin:
[...]
The best way to counter this is to stay together and deal with the enemy slowly and carefully while closing in on objectives. Like moving from cover to cover in army training (except it's more mob to mob). If you only try to rush then you will end up getting swarmed.

Remember. "One mob at a time." I've been in missions where players only rush on suicidal and I ended up being swarmed in bugs exactly as you see in Starship Troopers.[...]
I basically do this all the time (Solo playing so far) but what´s the point in trying to deal with a patrol if the game simply spawns another patrol in with the moment the current patrol was dealt with?

Depending on your location you may have luck that the next patrol can be ignored or you end up in a stalemate with one patrol spawning after another and keeping you more or less locked in your position

Veldaz lähetti viestin:
[...]Because no one was killing them on the way to objectives.[...]
As technically killing brings nothing. Someone stated in another post even that it seems to give some sort of "spawned units number" that always must be keept during the whole mission. Not sure if this really is the case or not.

I would be fine if Patrols still roam on the map as long as outposts/nests are still present but once everything was cleared it gives no more patrols in the area that magically show up and also during extraction no units show up anymore as well and the ship will be called automatically to pick us up from the liberated point.

But considering the devs i´m pretty sure they would simply go the cheap way and make it "logical" by spaming drops and breaches hence no unit would be there to trigger those anymore.
Vesperion lähetti viestin:
I basically do this all the time (Solo playing so far) but what´s the point in trying to deal with a patrol if the game simply spawns another patrol in with the moment the current patrol was dealt with?

Mobs come in waves. If you let the waves build up then you got more then a mob to worry about. Clear. Take a moment to resupply. Move. Clear. Take a moment to reload. Move. get into a rhythm. And don't run too far ahead.

Most people overextend themselves. Split up. Pay the price for it. Your greed can be a squad wipe.

Vesperion lähetti viestin:
Depending on your location you may have luck that the next patrol can be ignored or you end up in a stalemate with one patrol spawning after another and keeping you more or less locked in your position

I'm able to move away from patrols easily enough in open maps. Jungles are a different beast though. Crouch and move away from alien mob. Not alerting the enemy in downtime moments can help. Or it can be an opportunity to set up a killzone. It needs a team to be effective.

If you get overrun then get to a location where you can have good viewpoints. With high ground if possible. Or cover if against robots. Overwatching and teamplay is very effective, strikes or not. If you each know what targets to aim for then you can do wonders.

I like to use a 500kg bomb and HE salvo when it gets hairy. Clears the area enough so mobs aren't swarming. The team can mop up at that point. Great for defending evac as well as attacking large lairs. The 500kg bomb will work on hulks as well. A charger will survive the damn thing though.
Viimeisin muokkaaja on Mesond; 7.3.2024 klo 12.07
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