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The game infact is random in how patrols spawn and such
Often times if its light throughout the mission, chances are its going to spawn heavy near the end when you extract.
And other times its heavy right from the start.
Its quite random.
The most efficient way to play on higher difficulties is to run to the main objectives, get the minor points of interest, maybe a few annoying nest/fabs if its on the way there and then extract. Youll cover most of the map already just doing the main objectives most of the time.
It does get relegated to last in priority now, however, if you have 25 mins to spare, its usually another thing to do before evac. You see how many people just hang around the pelican and refusing to board to either everything is killed or they have expended all their stratagems. Game is fun, and putting in more things to do is more fun. Fabricators especially.
Killing 50% of nests/fabricators drastically increases spawn rate of patrols by decreasing the interval they spawn at. If you remove ALL of them the increased rate is merely reverted. Same goes for secondary objectives those are more forgiving since they only increase the spawn rate until the objective is completed. Primary objectives, but not their preliminary steps, also drastically increase the rate (they quadruple spawns) the ONLY "random" patrol spawn mechanic is related to player deaths, sometimes when a player dies a patrol will spawn outside of their spawn timer. This is the only part of patrol spawning not non well-documented.
When players spawn-in for the first time, sometimes the game thinks this is because of player death and it can spawn a patrol immediately rather than according to the base rate, because it can spawn one patrol per instance on a player group defined as a string of players within 75m of at least one other player and patrols can spawn 75m away from any given player, this can lead to up to 4 patrols immediately spawning close by if the players don't drop right next to each other, hearing the drops the players obviously just spawned, and come to investigate. This is why sometimes things are hot immediately and sometimes not.
The data obtained by a few randoms, and they even went against some things an actual game Dev commented on, lol.
I wouldn't trust all internet sources if I were you, I'd do my own research, play the game and look out for patterns and discrepancies myself if I were you.
Destroying bug nests requires time to pass. You can leave all the bug nests up and try to extract with little time remaining and see how bad the spawn rates can get.
Different planets and missions also have different spawn rates, and types of enemies spawned.
Depending on mission modifiers, your spawn rates are also adjusted accordingly.
WIth the right stratagem loadouts, even insane massive spawns can be dealt with easily, so long as you have chosen appropriate stratagems.
The amount of stars you get on each mission determine the impact of that mission on the liberation %. So, if you skip all the sides and just do the primary, you'll liberate the planet less than if you took the time to do the sides. I'd imagine the Helldive mission full 5 stars would give 10 impact to the planet and a Challenging mission 3 stars max to give 6 impact.
With that you can skip all the nests/fabs, but you'd probably only get 2 stars for doing just the primaries on a Helldive mission for LESS than a full 3 stars Challenging mission impact.
Gives a reason to fully clear the map for maximum stars.
Support Democracy, most importantly, support your fellow helldivers level up.
You can't even trust the devs in the first place. They've been wrong about so much of their game with countless instances of evidence on YouTube, Twitch, Reddit, Discord and whatever other forum on the internet that proves they're wrong. Hell, playing the game yourself is more than enough to see most of what the devs say isn't true. You can't trust anybody. That leaves us with a game in development hell and a slowly but surely bleeding player-base due to the lack of trust and loss of interest.