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I've never experienced the claimed squad impact increase based on not dying in subsequent trivial missions, but it would be interesting to test that for myself. I have only seen the multiplier increase by completing concurrent higher difficulty multi-missions. A recent patch note indicated that the calculation for squad impact is now based partially on side objectives completed.
Since the mission timer is 40 minutes for the longest missions in the game, there are no missions that can take up to two hours.
Perfect Game and the Perfect Time and you can still fail by hubris, not listening to the paying customers, and not having in house beta testing to get feedback to the right ppl before the fail leaves the office.
That's because it's a particularly slow process. You need to repeat it for DOZENS of missions, ideally flawlessly every single time.
Either way, I'll have fun seeing if someone can truly "BECOME A LEGEND", because that's a question I ask every game like this: how much of a difference can one player make?
So, the way my mind imagines it, the growing rating signifies the fact that my one guy is building a reputation as someone extraordinary, so much in fact that if this continues for the long term, a single victory made by this character will be worth several from any average Helldiver. And the reason that the one mission is so much more impactful is because of that proven track record of several flawless runs in succession.
That improved efficiency of time-to-liberation ratio may eventually be "nerfed" should it get so ridiculous that I end up turning the tide by 1%, which would mean a Squad Rating of 5,000. Talk about a one-man-army. :D
Update - i exited a game made a short break and after 1 lvl mission got 2 progress points... I think we get more progress points when less players are playing and less when more.
Implying, if we had 50,000 Helldivers taking these lessons to heart, and each of them complete a single mission, we can easily push the Liberation score by AT LEAST a WHOLE percent! That's big.
Plus, I wanted to know what kind of detriment dying has, so the efficiency "Squad Rating" may not completely flat-reset back to 2 the moment your killstreak is broken. Which is a comforting thought considering human error is still a thing that exists.
More data is required. The Helldiver R&D branch yearns for knowledge!
NEW DATA!
Before I slept today, my "Squad Rating" was 5. 1 sleep later, I return to a "Squad Rating" of 3. It's still a net plus, but this means that inactivity WILL decrease your per capita value. Evil never rests, and while breaks are understandably necessary, we can not dally for long or else our gains will be for naught.
ALSO, I don't know if it's because I used a different computer or there was some kind of sneaky patch, but once I got back from maintenance on my end (plus delay because of a thunderstorm), I was all the way back down at the base Squad Value of 2.
I think we get more progress points per mission when less players are playing and less when more players are playing.
True
I've been at it for a few days and I have seen no sustained gains, which means I can confidently rule out a couple points. Namely, the "Squad Impact" is NOT influenced by aggregate kill count, nor is it influenced by your kill-death ratio. I still do not know if kill count on a per-mission basis matters.
That said, speed still matters because even if the per-mission score does not improve, the sheer QUANTITY of missions do matter. So getting more of them accomplished in shorter order is more efficient. That means ignoring loot, ignoring secondary objectives, and not attacking your teammates. You just rush for the primary objective, and extract as quickly as possible. You do that, and each mission run can take about 5 to 10 minutes apiece.
(2 days later...)
There's about 11k Helldivers at the current objective, and I got to see Squad Impact of 7 on Trivial. That's a new personal best, but then the game crashed, and took me to updates. Ah well.
Point is, I still believe there IS a correlation between the impact per person plus the lack of sheer quantity. It's just the exact data points feel too inconsistent to parse the exact inner workings.
I DID also accomplish a Challenging (4) operation, SOLO, no deaths. It was quite a thrill. But I can't say if that had any impact on the server-side numbers nor my own reputation, both in-character AND out-of-character.