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k
the rest just no except picking your own color would be cool.
why did it sell so well? exactly, democracy
Looks like it's alright huh
Yeah, and that was a bad thing. The original Helldivers was honestly quite ugly, from an art direction point of view. All the armour sets looked the same, with the same awful "black and gold" colour scheme. At that point, you may as well not bother with customisation - especially since the point of view and graphical fidelity meant the details weren't visible anyway.
Not only does Helldivers 2 have far greater visual variety, but the overall art style is superior, as well. At least to me, anyway. I like the look of the guns and especially the armour sets. Just because it's different doesn't make it worse.
This isn't new. Helldivers was full of absolute ♥♥♥♥♥♥♥♥ one-shots. IFVs could one-shot you from off-screen. Cyborg Dogs could knock you down and kill you before you got up, armour be damned. Illuminate snipers could snipe you from offscreen, Obelisks could kill you with their shield walls. Bugs were even worse. That one bug which burrows tentacles underground could one-shot you from off-screen before you even knew it was there.
Helldivers has always been excessively cheap, and that's not a good thing. I'm just as critical of one-shots in this game as I was in the prequel.
This isn't even remotely true. While Helldivers does reward accuracy here or there, the most popular weapon is an auto-shotgun. More to the point - accurate weak point hits aren't going to cut it against enemies with no weak points (like the Bile Titan), enemies with armoured weak points (like the IFV) or enemies with all of the above. Weapon choice and strategem choice makes far more of a difference than precision aim. As does knowing the Byzantine mechanics behind each individual enemy's design.
To treat Strategems as buying you time to use your guns is... very backwards, in my opinion. Strategems are your most powerful weapon. They are how you wipe out large groups of enemies, take out heavy targets, set up defences, etc. When I asked for advise on killing Bile Titans with weapons, a majority of the advise I got back was "Don't. Kill them with Strategems, Instead."
Sure, balance is all over the place, but you can still find a few Strategems which work well and stick to those.
Again - just because Helldivers 2 is different from Helldivers 1 doesn't make it worse. The original isn't some holy relic which can never be criticised. It was chock full of absolutely absurd instances of bad design and bad ideas. If anything, I wish Arrowhead had shed more of the original game, because they carried over some of its worst aspects. Hopefully that gets addressed over time.
the AAAA thing got me xD
nice shot man
You didn't got what i mean, first Helldivers ofc had weapon that kills you with one shot, but with one little detail - all you mentioned gives you second or two (or three) to jump or simply walk out the way to survive, literally screaming for you to jump off (instances when dogs even have a chance to kill you with no chance to do something, not to mention it actually happen, are rarer than once in 10 missions), while the only instance when Helldivers 2 gives you such a luxury are acid spiting bugs, and still it doesn't guarantee you will not get randomly headshoted in the end of your jump, i am not even talking about randomly appearing bug behind you and killing you before you notice, or this acid artillery shot landing directly on top of your head in the middle of nowhere. Such randomness simply isn't present in any scenario in Helldivers 1, 90% of deaths are slow reaction/failure/missclick, the rest 10% are situations you managed to end up without any option to deal with it.
Even at difficulty 7 there is already a lot of "headshots" to do against cyborgs (but pretty doable without railgun/autocannon), and most of the waves can be cleared with couple of stratagems... But at level 8 and 9 it is absolute neceserity to have railgun-autocannon for headshoting or you will end up spending 50% of mission time running between objectives and another 50% running from dude with flamethrower because your stratagem have only 1 second window to hit him after he dropped from the plane or otherwise he will be chasing you to the end of the world absolutely undamaged (yea, and don't forget there is at least 4 planes every wave which are comming faster than your stratagems reload so whole your squad have to show the miracle of coordination and luck to kill most of the airdrop with stratagems... just to face one more wave of the very same robots you just killed, but this time you have to deal with them with your bare hands or railguns).
And with bugs whole mission is about running away from bile titans and dropping orbital railguns on them while shooting their heads with hand railguns, while also shooting charger's front leg and sometimes paying atention to smaller bugs. Yea, you clearing good ammount of smaller bugs with orbital- and air-strikes, but this is still a routine distracting you from such important headshoting bile titan and legshoting charger.
...And then there is an evacuation stage which multiplies all said above to the point of absurd and unplayability.
They barely carried any aspect, if any but stratagems. Could call it "Helldivers - FPS" instead and then i could have nothing to say against it, but since they called it "2" - then they declaring it as a game for the fans of "1", while it not in aspects i mentioned in my first message.
Possible. Difficulty 7 is the highest one actually HAS to play in order to progress. As far as I'm concerned, difficulties over that are entirely optional and should be only for those who actually enjoy them. I personally don't, for pretty much the reasons you mention. Which is no different from Helldivers 1.
I completed Bug mission at Difficulty 15: Inner Circle of Hell in Helldivers, because the game locked the disposable LMG Strategem behind it. Obviously, I had to have help from the Helldivers discord, but I did it. Wasn't any fun, I don't want to do it again. Frankly, I don't particularly enjoy Difficulty 7 in Helldivers 2, either, but the same reason applies. Arrowhead decided to lock Super Samples behind Difficulty 7, so that's what I'm doing.
I can't speak to difficulty 9, but that's what I used to do on Difficulty 7, yes. It's exceptionally boring, though, so I've been trying different approaches. Turns out a fully-upgraded Autocannon Sentry can do a lot of work against a Bile Titan, and EAT-17 rockets aren't terrible against them. It's not exactly "meta" but it's more interesting than mag-dumping into bullet sponges.
Supposedly there's an issue with Bile Titans being a lot easier to take down with a PS5 host than with a PC host so they may not be working correctly at present (certain seem to take WAAAY too much damage to take down). Me personally, though - I tend to use 500KG bombs or 110mm Rocket strikes. They give me multiple charges and a shorter cooldown than the Railcannon Strike while being honestly about as effective. Which is to say they're a roll of the dice.
I beg to differ. Arrowhead carried over most of the absolute worst aspects from the original Helldivers. They retained the Alert system which disincentivises fighting (you know, the fun part) in favour of sneaking and running away. That's probably the game's single biggest flaw, because it turns combat (again, the fun part) into a failure state. A "clean run" is one where the players engage in combat as little as possible.
They also carried over the awful lock-and-key design behind enemy armour. Either you bring anti-tank weapons or you GTFO. Except it's even worse in Helldivers 2, since anti-tank weapons suck donkey this time around. This right here means that at least one part of my build is decided for me, thus artificially limiting build variety. Crew Weapons made a comeback, despite being awful in Helldivers, but here they're even worse due to the slower crew reload and the "sticky" stance of the loader.
I'd argue that both of the above aspects are as characteristic of Helldivers as "Democracy" or "capes". Then again, Arrowhead did improve on a lot of other awful aspects from Helldivers.
Ammo is now free Strategem, rather than a mandatory Strategem further eating into our limited slots. Objectives can no longer be failed. The worse that can happen is players fail to make progress and get ground down in combat. Means failure feels a lot less "cheap". Speaking of which, limited Reinforcements and a full-squad reinforce makes the rest of the really cheap, stupid deaths feel a lot less frustrating. If I accidentally kill myself and two other team-mates with a fumbled Rumbler shot, that's not an instant game over. Simultaneously, it keeps missions from getting dragged out into perpetual death spirals, as well.
Even purely in terms of gameplay, Helldivers 2 feels like a far more professional, designed game than the "let's throw stuff at the wall and see what sticks" approach of Helldivers 1. I hope Arrowhead have enough wisdom to iterate on their product, rather than digging heels on "their vision".
HD2 is on the same engine as HD1 but modified, lmao.
Must be to farm jester awards