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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.
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?
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 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%.
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.
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.
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.
it funny you mention that since ive also found it to be very big disincentive to take more than one eagle.