HELLDIVERS™ 2

HELLDIVERS™ 2

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Δsh Mar 7, 2024 @ 8:08pm
Can y'all stop bringing up HD1?
I could be wrong but it sounds like some of you guys haven't actually played it

Haven't played in forever (ps vita) but did hop on for a diff 7 solo (pc) and finished it just fine but heres some differences off the top of my head iirc.

-Primaries are actually impactful (goes against the "primaries are supposed to suck" thing)

-Anti-Tank stuff actually works (anti-tank stuff is clunky on high difficulties which is why people ran railgun in the 1st place)

-Scouting parties consist of "scouts" (not warriors and chargers and.....) (can read the enemy wiki for more details)

-Scouts telegraph their call-in pretty well (i was able to kill them before call-ins no cheapies furthermore only scouts made call-ins)

-Infinite mission timer (you just keep going till you run out of reinforcments and you or your team is wiped)

-Lower cooldowns (cooldowns were generally lower allowing more stratagem use)

-Limited use Stratagems (the sentry i used only had 3 uses and the mech was one time)

-atleast 6 more difficulties (helldive is 12 but goes up to 15 so i guess 9 isnt supposed to be the most difficult)

-weapons AND stratagem upgrades (making them even more effective to allow for more difficult content probably)

-only 1 sample type (not forced to do certain difficulties such as 7 for specific samples for upgrades)

-atleast according to the wiki hunters (vanguards) don't mention a slow (making this small enemy harder than it should be and a primary reason people ran the shield even post nerf it's good to run)

-patrols weren't homed in on you (i've noticed especially with buffs to UAV that some patrols will follow you across the map not being aggro and regardless of vision, could be tied to missions though such as calling in extract even though they should just camp extract itself instead of following me)

-2d perspective locking all players on the same screen (game is now 3d and can split up allowing more freedom)


The point is that these 2 games are so wildly different you can't seriously compare them and claim that helldivers 2 should be less fun because it fits some weird notion you have that helldivers 1 was the same way when it wasnt, heck just infinite mission timer is enough to throw any argument out the window imo.


In regards to the nerf itself though i'm only salty about the reduced damage to "hard" parts cause i only used the railgun as a tool to strip charger legs at like 90% now its 99% charge or otherwise 3-4 shots which also likely kills it outright so i can still kill them no problems there but its just less fun cause now i don't gotta switch back to my primary it's just less tactical is all would've rather cut the ammo in half instead. but hey I heard heavies are getting an hp and spawn nerf so there's that if true.


TL:DR - Both games are wildly different and likely made by completely different people so please do not compare the two to justify any opinions.
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Showing 1-15 of 21 comments
Runaway Hearse Mar 7, 2024 @ 8:10pm 
3
Originally posted by Δsh:
y'all
you must be from California or New York City
The992255 Mar 7, 2024 @ 8:26pm 
I am a first-generation veteran with a PS4 platinum trophy. There are no achievements on Steam just because I have no interest in re-killing 100,000.

I think the super sample is the only problem. This game is very fun at difficulty 3~5 because players have enough firepower to kill everything in sight, which satisfies the "Starship Troopers" fantasy very well.

However, super samples are only generated at 7+ or above, which means that players must face an endless sea of ​​heavy armor, and the current firepower is far from enough to fight against these heavy units.
xDDD Mar 7, 2024 @ 8:27pm 
Originally posted by Garry:
Originally posted by Δsh:
y'all
you must be from California or New York City
Or reddit
Celto Mar 7, 2024 @ 8:38pm 
HD2 really needs to adopt some thing from HD1 like primaries being better and the shorter stratagem cooldowns
Moffin Bovin Mar 7, 2024 @ 8:50pm 
Originally posted by Δsh:
-Lower cooldowns (cooldowns were generally lower allowing more stratagem use)
.

the worst thing helldivers 2 added was the eagle rearm.

the eagle strafing run in helldivers 1 sucks but it has a 10 second cooldown, as opposed to the eagle bombing run with a 90s cooldown. So its strength is that its spammable.

now in hd2, why the hell would anyone take a strafing run when it shares the same 2 minute cooldown as a 500kg bomb?
Alex Mar 7, 2024 @ 9:00pm 
Both games are not that different besides the views being switched from top down to third person/fps aim. It's the same small company so most likely the same developers so I can understand the bugs and stuff cause it is a big change from the previous game. Look stuff up before writing your rant please. You look stupid.
Bum Ghost Mar 7, 2024 @ 9:05pm 
no.
they took the ridiculous overwhelming firepower aspect of stratagems, reliable but siloed roles of weapons and the upgrade system and threw that in the trash.
enjoy your 3 minute cooldown to deal half damage to a tank when in the first game that same stratagem wouldve dealt with a tank and partially damaged another tank or heavy right next to it.

stratagem stacking was fun, as well. if I want 4 gatling turrets going BRRRRT let me have 4 gatling turrets.

overrall it's a disappointing follow up title. I'll probably drop it in a month at this rate.
Chaos Mar 7, 2024 @ 9:36pm 
Did someone really use HD 1 as the basis for why everything in HD 2 should be weak?
I thought we were much stronger in HD 1 compare to whatever we have now.

The "Main Gun" actually work and reliable, not to mention there are a LOT of strong weapons (think we have like 5 beaker tier guns to choose from back then).

The strats are strong and have reasonable CD and can be even faster if you choose "stratagems priotiy" which cut down the already fast CD by 40%.
Madder Red Mar 7, 2024 @ 9:46pm 
Just compare the cooldowns of stratagems and its a difference like night & day.

Orbital Railcannon Strike : 210s

- Orbital Laser : 300s (can damage heavy armor. 3 uses)

- Orbital EMS Strike : 75s

- Orbital 120mm HE Barrage : 240s

- Anti-Personnel Mines : 180s (unlimited uses, bigger field/more mines)

- Airstrike : 8s, 3 uses. 120s rearm

- Napalm Airstrike : 8s, 3 uses. 120s rearm



Helldivers 1

Orbital Railcannon Strike : 60s

Orbital Laser : 180s (can't damage heavy armor. unlimited uses)

Orbital EMS Strike : 45s

Thunderer Barrage : 180s

Anti-Personnel Mines : 45s (10 uses, upgrades to Anti-Tank mines)

Airstrike : 90s

Napalm Airstrike : 45s

And you have to add the different modifiers to the stratagem cd/call in time etc. if playing on anything above 5.
Suddenly the orbital laser has a whooping 450s cooldown if the 50% cd increase modifier is active. Which is frankly absurd.
Kay Mar 7, 2024 @ 10:32pm 
Originally posted by Moffin Bovin:
Originally posted by Δsh:
-Lower cooldowns (cooldowns were generally lower allowing more stratagem use)
.

the worst thing helldivers 2 added was the eagle rearm.

the eagle strafing run in helldivers 1 sucks but it has a 10 second cooldown, as opposed to the eagle bombing run with a 90s cooldown. So its strength is that its spammable.

now in hd2, why the hell would anyone take a strafing run when it shares the same 2 minute cooldown as a 500kg bomb?

Because you can use both for that one cool down?

The more eagles you bring, the more you can throw out every 2 minutes, and you don't always need/want a 500kg bomb
Last edited by Kay; Mar 7, 2024 @ 10:33pm
Hawk Mar 7, 2024 @ 10:39pm 
Originally posted by The992255:
I am a first-generation veteran with a PS4 platinum trophy. There are no achievements on Steam just because I have no interest in re-killing 100,000.

I think the super sample is the only problem. This game is very fun at difficulty 3~5 because players have enough firepower to kill everything in sight, which satisfies the "Starship Troopers" fantasy very well.

However, super samples are only generated at 7+ or above, which means that players must face an endless sea of ​​heavy armor, and the current firepower is far from enough to fight against these heavy units.
Thank you!
Moffin Bovin Mar 7, 2024 @ 10:43pm 
Originally posted by Kay:
Originally posted by Moffin Bovin:

the worst thing helldivers 2 added was the eagle rearm.

the eagle strafing run in helldivers 1 sucks but it has a 10 second cooldown, as opposed to the eagle bombing run with a 90s cooldown. So its strength is that its spammable.

now in hd2, why the hell would anyone take a strafing run when it shares the same 2 minute cooldown as a 500kg bomb?

Because you can use both for that one cool down?

The more eagles you bring, the more you can throw out every 2 minutes, and you don't always need/want a 500kg bomb

it goes both ways.

if you use your 2 bombs and want them back then your strafing run gets a 2 minute cooldown too.
Willow Mar 7, 2024 @ 11:02pm 
You did get slowed when you had the bugs close on your heels and it usually lead you to death. So that stayed the same, if you let yourself get swarmed and you couldnt dive out of it it was basically death. Though HD1 had a downed state where you could be picked back up till you bled out which I wouldnt mind returning. Weapon upgrades I'm pretty sure will make a come back, and the current ship upgrades are replacing the direct strat upgrades. The games arnt drastically different really as someone who has consistently played both,

there are little small changes that've been made to increase the difficulty to compensate for the fact we have freedom of movement away from the team and the ability to see enemies coming. The scout patrols were easier to manage on lower difficulties like you mentioned. 7. On higher difficulties the scout patrols were never alone and coming from all directions it was very hard to kill all of them before a flare went up. They also were accompanied by bigger units. the patrols typically had 3 scouts + some form of front line with them to eat some bullets giving them time to flare.

The weapons more or less performed the same, outside the AT the AT options do need buffing still. Most of the time one EAT was enough to drop the medium sized armored enemies. in regards to lower strat cooldowns, I think they are longer in this one to compensate for the fact that we are no longer limited by use count like a good number of them were in the first game, letting people have access to their turrets and big bombs etc more often throughout the mission.

The timer is one change I'm very against cause I did prefer to just take my time most of the time in the first game as I was one of the ones that stealth and enjoyed manipulating the AI to clear harder difficulties. I do hope they either ditch it or add a timer as a modifier instead of a constant thing.

First game also had basically MMO healing where one person could have a healing gun and constantly heal the whole team + mechs and vehicles which it. I've seen the medic drone is returning I'm wondering how they are going to change it to more match the mechanics of this game.
Willow Mar 7, 2024 @ 11:05pm 
Originally posted by Bum Ghost:
no.
they took the ridiculous overwhelming firepower aspect of stratagems, reliable but siloed roles of weapons and the upgrade system and threw that in the trash.
enjoy your 3 minute cooldown to deal half damage to a tank when in the first game that same stratagem wouldve dealt with a tank and partially damaged another tank or heavy right next to it.

stratagem stacking was fun, as well. if I want 4 gatling turrets going BRRRRT let me have 4 gatling turrets.

overrall it's a disappointing follow up title. I'll probably drop it in a month at this rate.
I disagree with most of what you said but I fully agree with strat stacking, Being able to do setr ups like a wall of sentries from one person as the others did barbed wire and etc was a good time.
highstricker Mar 7, 2024 @ 11:29pm 
Originally posted by Moffin Bovin:
Originally posted by Δsh:
-Lower cooldowns (cooldowns were generally lower allowing more stratagem use)
.

the worst thing helldivers 2 added was the eagle rearm.

the eagle strafing run in helldivers 1 sucks but it has a 10 second cooldown, as opposed to the eagle bombing run with a 90s cooldown. So its strength is that its spammable.

now in hd2, why the hell would anyone take a strafing run when it shares the same 2 minute cooldown as a 500kg bomb?

it funny you mention that since ive also found it to be very big disincentive to take more than one eagle.
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Date Posted: Mar 7, 2024 @ 8:08pm
Posts: 21