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Only shot when enemies spotted u.
Trust your gut, use your gut.
You may know this stuff or not.
First, your levels don't mean you get more powerful like in an MMO it means you get access to more Strategems and weapons/armor which can make you better equipped for higher difficulties. Starter Strats normally don't work as well on higher difficulty like turrets for instance.
Also, from what I understand, the faster you get in and out and do the objectives the less enemies you'll face. Run there and get out. If you are farming Super Credits and Medals I'd say do it on a lower difficulty like easy or trivial because you can destroy enemies than and still explore.
Going prone and not moving, as long as bugs haven't seen or heard you works pretty well. I had 3-4 patrols, one after the other, walk within 2 meters of me and not even notice me while prone. Automatons it doesn't seem to work for me but maybe because I am still farming and I take my Guard Dog with me so it is floating while I'm prone. I'll have to test that out.
Enemies go by sound and sight and I heard a Dev. say bugs can kind of smell you too. Not sure if that is true, especially since the 3-4 Pats that passed by me without even knowing I was there, but they said bugs don't fly and we now have flying bugs. -_-
Also, they said if you call in anything right after landing on a planet there is a better chance for a patrol to come to you due to landing making noise and than your call-ins making more or something to that affect.
Something else to consider are the damage types, for example bringing a cluster bomb eagle against automatons will be super great but against bugs it's generally just decent. Vice versa the napalm strike can sometimes do wonders against bugs but is pretty ineffective against automatons. The same logic applies to weapons with things like the side arm SMG vs the Revolver, naturally the one with more stopping power punctures armour a little better where the other can handle the smaller bugs extremely well.
Lastly something I personally see a lot of people make or break difficulty 7 and 8 runs at is the tempo of their mission. It's really easy to get caught up trying to clear out a hoard of enemies and spend 10 minutes fighting and fighting and fighting only to keep running into more patrols, more back-up, more re-spawns and consequently feel completely overwhelmed. It's actually completely fine and, in my opinion at least, encouraged to keep moving on with a respectful mind of specific scenarios. You can for example drag a charger around behind you for a good long while before it catches up to you in medium or light armour and then take a 90 degree or 180 degree turn around it to make it stop in place and turn on a dime - throwing it off it's pursuit for a while, while you keep running to the next major objective. I probably don't recommend using stealth as the system is a little wonky (with the visibility reduction armours) but that's also an option for small player groups. And as a pro tip: Smoke is completely broken against automatons. The smoke eagle can be called in three times every 15 seconds or so and covers a large area in smoke reducing their ability to actively pursue you. If you're actively moving along things like tanks and devastators won't keep track of you, only the little guys.
TL;DR Keep your chin up. You're likely doing better than it feels right now and things will get easier with time and organisation.
You can leave!!!
tanks
bile titans
orbital barrage
too many robots
crushers if your quick
team mates
IF IT SUCKS... HIT DA BRICKS!!
real hell divers flee
We're playing on PS5, maybe this is also a factor. There are no hotkeys for the strategems for instance. You need to keep a button pressed on the controller and then simultaneously enter the sequence with the direction keys. If you screw up the sequence, the last button you pressed my have changed your weapon to the grenades and thinking it worked out, you then throw a grenade instead of the strategem. Another example: When I have thrown a grenade and suddenly a bug appears in front of me, I quickly press triangle to switch to my primary weapon and immediately start firing. This works in all other games; here, it takes a second or so for the character to change from grenade to the rife, so by the time I start shooting, I still have the grenades equipped. So I keep throwing grenades accidentally in close-quarters situations (which is the worst). The same is true with reloading: sometimes pressing the reload button does not register. I have to explicitly stand still, press it again, wait 500ms and then the animation will trigger. For being so chaotic and fast paced, the controls seem to be laggy.
Sure, this is something to recognize and learn and get better at, still, this is making it really annoying on top of overwhelming.
The squad. My experience is that most players are just smoothbrain monkeys in helldiver suits. I just gave up on three of the new bug spray missions...
One a guy brought mortar, which not only TKs very efficiently when against bugs, it also sits there and peppers the tower, resetting it.
One a guy kept straffing the tower with his LMG, resetting it.
Last one a guy carpet bombed the tower, resetting it.
I'm honestly impressed these people can even get this game installed and join a mission with their complete lack of brain function. This extends to every mission type. The amount of people that don't understand you should nuke a patrol as fast as possible and instead just let them live and call reinforcements has given me brain damage.
Not to mention the elitists on forums that think everything is fine when all they do is play hyper meta and farm medals with no concern with ACTUALLY playing the game.
My basic go-to stratagems are:
Orbital Railcannon for heavies
Gatling sentry for ads, EMS mortal for defense missions + Gatling
Support weapon: EAT/RR/Spear/AutoCannon, depends on how I feel. Grenade Launcher for Blitz
Eagle Airstrike for helping with clearing holes or ads. Cluster for ads and egg mission. 500kg sometimes, Bombardment Orbital sometimes for clearing nests/objectives
I mostly go light armor to run quicker, I have the extra nades on my armor to clear holes. Most times I run impact nades, but I sometimes go for incendiary cause it's fun. But impact is just better for eggs and to clear groups of small ads
For guns I run the Knight(?) SMG, that smaller one, for when I want to clear small ads myself. It does a decent job.
Slugger or whatever the shotgun is called from the basic warbond down the line, it's pretty cool to clear the medium size stuff. The push back is also nice.
And other than that, just run and be aware of your surroundings. You can dodge enemies, no need to fight everything. If you're into killing a lot of bugs, you can always do that after completing the main objectives.
Also, if you run out of stratagems or stuff to kill heavies, there's always the option to die and reinforce on top of them. Desperate measures.
That's the spirit!!!
I just played in a group of 4 players, one of level 50, the others were levels 20, 16 and 15. Together we managed difficulty level 7 without too much frustration. Challenging, yes, as it should be, overwhelming and also crazy to some extent, but in no way was this comparable with the frustration we noobs had at difficulties 4 and 5.
We may have played better, communicated better, and we had 2 players who knew what they were doing (and the level 50 player carrying the team obviously) yes. But still, I felt that at difficulty level 7 the endless hordes were much more suitable and manageable for whatever reason and it all made much more sense.
So; not all is bad. And the tips in this thread here helped a lot, thanks everyone.
I.e., they feel predictable and menacing, they have purpose, on the one hand. But on the other, when you dodge or move away from a charger, and things like that, you don't get sideswiped a second off, your placement stratagems don't tick in with a pause, the strategem sticks to the chargers, the weak points actually get hit on every shot -- things like that.
So everything is tighter for the whole team.
When the stars don't align, basically, and all of that doesn't happen, you'll be on the other end of the scale: most shots either miss, or they hit away from where you were aiming (so you miss critical spots). Or you are shooting the same bug past what's necessary (the team wastes extremely precious ammo). And the spawns are late on your screen, compared to what they are actually doing. A charger is maybe in a charge, but on your screen, you only see it sort of floating towards you in a circle before somehow swiping you. It will never do that in a single-player game, or in a local game.
Same thing that happens with the hunters, that people hate so much. They have a single-hit attack that you probably actually will see very clearly. But because of these out of sync events towards the host, you're running into all kinds of issues when they get too close. On a single-player game you might have seen it in time and fired enough shots. In this out of sync game, you might see it early and shoot a good clip at it. But if there's no "contest" involved with the server at that point, you are just getting stealth-swiped from the server's point of view.
This can of course also work to your advantage: if you spot, from the server point of view, mobs before they spot you - now you have all kinds of bonus-damage going on, that then looks like - from the server and the client closer to the server - as if it happens instantly.
This is also what is happening when you are playing with randoms. Either they are far off from you and the server, and call down stratagems and various single-shot smacks, that will always be enough to either disable or kill the larger mobs. Area effect strafes as well will of course do the same thing, mowing down full spawns long before the server notices that player.
Or they are close to the server, and you are not, where they then have proper updates and are playing well - when what you see on the other end is basically that you're always late, and that mobs practically explode the moment you point your gun at it.
This issue is something that has followed all of Sony's games since about 2009, when they enforced the same standard that all the other publishers had already chosen: to treat lag and syncs towards the servers not as a technical issue, but as a support-issue only.
This is what has EA support recommend you to connect to servers on the opposite end of the planet, for example. Because they know from a gameplay point of view that playing with severe lag will make most players have an advantage over local players. So they know for a fact that people who complain about lag from really laggy players coming in a zapping them before they can do anything (from the server, what happens is that the laggy player is given a second or so to shoot the other player before they even appear). And that's then what they started recommending people to do. If you complain about lag - just become laggy yourself!
Is this an issue in a pve game that is actually pretty slow paced? Well, if you have 200ms pings (which is generally achievable across half the globe in any direction - this still splits the player base, but it won't stop anyone from actually playing the game, unless they literally live on the Moon, or play through satellite internet -- which happens, trust me.. specially on console. Anyone with extremely bad mobile or wifi will also of course struggle) -- what this means from the server to the client is that all updates will, in ideal circumstances, take 400ms. This is the objectively shortest time it takes from something to be updated on the server from all clients without any overhead. Very nice trickery has been developed to make this faster, and to allow cluster updates to propagate indirectly with hybrid servers. And this works, given that the shooter is fairly slow-paced.
What happens if you increase this ping to not just 500ms, but to a variable 5-900ms? Well, now you have 2 second update syncs happening constantly. Which means that all your stratagems are out of place (or that you need to predict, with variable outcomes, where you should be placing it ahead of the mobs). And that you need to basically be aware of how these pauses are happening between the clients to be able to compensate for it.
I don't mind telling you that I had a huge fight with a Sony person over how they killed off M.A.G. in exactly this way. Their fairly famous community manager person didn't see it as an issue. The publisher contacts from Sony who worked at Zipper at the time didn't see it. And that game ended up being a meta-competition where teams would either consciously exploit the lag, or else just end up playing into how the lag pauses work.
To the point where anyone who are just interested in an immersive game will be sort of left with this quizzical look on their face, before quitting altogether.
Helldivers 2 is such a good game, and allows local teams to play with an ok sync, that I think it might survive a little bit. But playing with randoms is going to be mired in the meta-game. Which is what the community managers are already tweaking the game for - which you see with the nerfs. It's not because the guns are too powerful, it's because the sync-advantage allows the close-to-server players to clear the map before the other players even get there.
And that's the beginning of the end for the game, basically.