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번역 관련 문제 보고
It's getting a bit absurd. Like...seriously. It was suppose to be some sort of meme, a conspiracy theory that the devs don't test anything before pushing it live...but time after time they just keep proving that they, in fact, don't appear to test for ****.
At this point I am fully expecting the autocannon mech to somehow blow itself up if you so much as try to shoot something at your feet. Or when they add the truck and/or APC, that they will blow up if you turn too fast, thus causing it to nearly tip over onto its side. Heck, when they finally push the fix for the Spear so the dumb thing actually locks on consistently, I wouldn't be surprised if firing the thing now causes your game to crash or for the rocket to blow up in your face somehow. Oh oh oh! and let's not forget the obvious one where if/when they make a new warbond focused around fire with fire resistant armor, they will most likely have added yet another broken code that causing fire damage to now crash the player to desktop.
they literally patched it today:
Patchnotes for 01.000.300
RL-77 Airburst Rocket Launcher
Airburst Rocket Launcher will no longer detonate when shot near stratagems (HMG turret, Sentries, Resupplies) and other Helldivers.
Reduced proximity radius
1. Proximity radius didn't need changing. The weapon is now WORSE than it already was because you can no longer shoot it over bug bases and have it rain down explosives into the crater like an airburst weapon is intended to do. It still detonates if you shoot it over a nearby bug.
2. The rocket needed an arming distance. A configurable arming distance, ideally. It can still detonate almost right out the tube and holding the R button still does nothing.
3. It still doesn't have a staged reload. If something interrupts you after inserting the rocket, but before twisting it in place the whole reload resets.
4. It still has a bugged animation where the rocket does not get removed from the backpack.
5. It still can't kill even a pack of hunters consistently, let alone damage Devastator weapons or anything of the sorts.
Arrowhead literally went into a config file, tweaked the radius, set a flag for it not to detonate on friendlies and called it a day. What a joke.
No it's not lol. It tickles em.
So after trying it a bit after the patch:
I do completely agree that the weapons needs improved armor penetration. The way it fails to kill medium bugs is very frustrating. It should be at least on the level of a hand grenade (one to two hits on the medium bugs) so only those on the edge survive.
However i think the Proximity radius change is welcome. While it requires better judgement to fire it above a group of enemies, a lower proximity radius means that when using direct fire, the explosion will be better centered on your target. The way the Explosions spread when using it against ground targets i don't think you actually need to aim above it for an effective hit (against enemies that are vulnerable to this weapon lol) and this change will reduce accidental explosion in the air near the helldivers and increase it's effectiveness in the direct fire. With the size and spread of the explosion when using it you don't even need to rely on the proximity fuse against ground targets, just aim at the ground or a wall near them.
The minum Arming Distance can be a nuicance, but it's not meant to be used when sorrounded anyways, and this way you can at least suicide bomb if you wont survive either way.
The Reload is painfully slow and absolutely needs to be sped up, it feels like i am having athrities when pulling out a rocket.
And finally. Bro, literally every single balance change in every game is a change in a config/ini file. The way you described it being done is probably completely right, and there is absolutely nothing wrong with that, do you expect them to rewrite the engine for every balance update?
Proximity radius makes it worse at being what it is supposed to be - an Airburst weapon to shoot over fortifications / trenches. Now it's just an RPG.
Regarding arming distance, I specifically mentioned a configurable arming distance. Just let the gun be set to 0, 50 and 100m. Easy. Let the projectile still detonate on impact so you can still suicide bomb.
The weapon needed more than a change in an config file. It needed finished and improved animations. It needed a hold-R menu to set the fuse. It needed the explosion AoE looked at because that is likely what is making it so inconsistent. It got literally none of that. It's still the same garbage that is now slightly less likely to kill you, but also slightly less likely to kill your enemies.
I think it might be due to armor penetration from my experiences with the explosive crossbow. That one also really struggles with Devestators/Medium Bugs while the eruptor works fine, and the main difference i see there is the armor penetration. i assume the damage isn't that bad (seeing how it kills helldivers) but it just gets reduced a lot on those enemies for the airburst.
I mean with how the level design works, the amount of times i actually need to shoot over a trench/ fortification, without having acess to an elevated position or a wall / structure behind it to aim at is pretty rare. Altough i understand the flair behind it, i just don't think it comes up that often in the game, especially if you can just chuck an eagle in there. But while we are at the idea of switching arming distances with the R menu, why not also have a fuse detection distance setting there? something like 3m / 5m / 10m could easily fill both rolls and should be doable to implement.
like i say, i do agree that the overall balancing of the weapon needs to be adjusted and additional functions would be welcome, but some wonky animations isn't something that personally bothers me, as long as it doesnt have a gameplay impact ( i mean i played through release Cyberpunk 2077 lol). Overall the weapon is much more usable than before the patch, but not more useful.
Bots have literal fortified hills with MG nests and objectives. Bugs have trenches and ant nests. Both are perfect for getting airburst. Both no longer work.
It impacts gameplay. You were literally complaining about reloads yourself. The reload would be fine if it was staged like other support weapon reloads. You can animation cancel the hell out of an RR because it has 3 animation stages. The Airburst has a single stage despite there clearly being breakpoints in the animation that could have stages.
Don't defend receiving an unfinished product in a game you paid for.
Like i was saying due to the hill structure and multiple layers of Walls, it is very easy to target a wall/structure behind instead
To be clear: i complained about the length of the reload (helldiver seems to move in slow motion), i do not care for the quality of the animation. A multiple stage reload would also be welcome, but due to how it is reloaded (just put rocket in) i am not sure how that would be implemented. I am not sure which "break points" you are talking about. The only one i see would be between putting the rocket in and twisting it (you cant break between getting the rocket and putting it in) but the twisting secures the round and would mean it would be at risk of falling out when not completing that motion.
first of all: don't tell me what to do. I am trying to have a constructive discussion in good faith about how to improve the game. I have criticised this weapon and game multiple times, but i believe it is important to be constructive. I "defend" against people who are just irrattionally angry about these thing and go on spewing vitriol about some number values in an ini file.
I do believe that this game has a lot of issues ( i have had a lot of crashes) but from what i have seen they are working on this game and it has been improving a lot. They implemented Bugfixes and Balance Changes faster than Valve ever did. Have a much better monetization system than anything Activision Blizzard / EA put out. And the game released in a 10x better state than Darktide did. They also have added more support and content than Starbreeze did for Payday 3 in a year. I have spent exactly 40€ on this game and i was able to buy every single Battlepass and some armors within 90 hrs of gameplay from collecting super credits ingame. You don't get that from many bigger games these days.
That shows me that this gamedev has more respect for it's players than most of them out there. And i don't think going around insulting a dev team of 100 people for balance issues in the first 3 months of release is reasonable in any way when they have much larger issues to deal with. The amount of crashes i get with this game have significantly dropped since release and i personally appreciate them putting in the work in that area, and they still have been adding content. So honestly, things aren't going perfectly, but it's been pretty decent so far.
yep, it's about what you can expect from the devs, there are things broken since the launch that hasn't been fixed
i mean if you just ignore all the things they did fix, sure they haven't done anything . They have a list of known issues they are actively working on and here's just a small excerpt from todays patch:
So yeah, that's about all you can expect. They don't fix ♥♥♥♥ after release maaaaaaaaaaaaaaaaaaaaaaan.