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To have almost double that at half the difficulty level? That's not right, something's off about that.
When in doubt, nerf the Railgun.
This pretty much sums up what I was seeing on 3-5's. 5 was seriously not fun solo, as it seems that spawns might be getting doubled-up or more. Even on 3 there aren't spawns on POIs, the only guard spawns are on objectives but so often I was getting 2 distinct blobs of red on the radar, 2x fresh patrols spawning in before they stretch out in a line. Prior to the patch difficulty 6 felt out of whack considering I can do 7 in a group without too much issue but 6 in a group or solo more often than not goes nuts. I'm almost afraid to join a 6 game now.
Honestly, with the lack of quality of their patching process, I don't think anyone can trust what the developers say such as that 4-player squads should see no difference. They have made changes to how patrols are spawning in, cannot tell us exactly how those changes were implemented. So back to the drawing board running games to try and figure out how to complete missions without getting absolutely butt-reamed by happy hordes of hoppy hungry Hunters blipping into existence right behind you.
It's especially galling to read that 4 players shouldn't notice any difference when it's immediately apparent that something has changed the first time you play a match at any difficulty (as far as I can tell) since the patch.
It feels like the devs don't playtest anything and are commenting about noticeable differences from their place behind the code, like "I altered this code, but it shouldn't change anything downstream, just this one bit of the game. Oh what's that? Players are noticing huge differences in the gameplay? Well, that seems odd, lemme go back to the code"
Then again, they shouldn't be directing patches, buffs and nerfs to begin with, since the developer team couldn't even complete a level six difficulty mission, and had gotten wiped out.
Don't wanna be a bastard about it and shout "skill issue" but at the same time I'm not too sure someone that can't play the game should determine what gets changed when it comes to the player tools in the game.
Maybe they should come back when they can complete a deathless Helldive? Then maybe their approach to balancing wouldn't be so moronic when they actually have the skill set to play the game they made.
Ya' know?
Their numbers and data sheets from what they have been monitoring from the player-base doesn't equate to experience in using the tools before adjusting them, which is the reason I think they're so bloody stupid about it.
There is an exploit you can use, however. If all outposts are gone, patrols will walk towards the edge of the map as long as there isn't a player near the edge. So, if you have someone near the edge, but still within 75m of the other players at extract, no patrols will spawn.
Someone did a breakdown of how patrols behave and operate on Reddit and it has a near 100% accuracy with how they work.
where patrol keeps on spawning non-stop from start to finish,
never saw that many terminid before the patch, it was insane…
I even got multiple x100 kill with airstrike without trying.
And by the end of the mission most of my squad just decided to leave since we got something like 5-6 bile titan and hundred of terminid following each of us at different area of the map.
Worst part we actually all tried to not attack new patrol or run, but it didn't matter they keep coming.
Actually insane...
https://steamcommunity.com/sharedfiles/filedetails/?id=3235735778
For some reason it's possible for full teams to have a massive increase in their patrol spawns, forming massive hordes on the mission end.
Now that I think about it…
It kind of feel like before the first Termicid Tower event, when they patched the amount of armored enemy you could encounter because everyone told them they were too many of them.
At that time, I did have the same amount of terminids… It would not surprise me if they rolled back this change in secret.
After all, they did stealth nerf the ping,
we could reveal objective not discovered by using the ping on the mini-map on an area that could have them…
Not anymore.
To be fair, Helldivers' patrol spawn system is a black box. It was prone to ridiculous, inexplicable behaviour even before the changes. I've had games where barely anything spawned. We spent most of our time walking point-to-point and camping Alert spawns. Then the next mission over, we get an alert before we're out of our pods, then spend the next 20 minutes in a never-ending firefight regardless of what we do.
I'm not saying there weren't spawn changes for 4 players. I'm saying that the system is so ♥♥♥♥♥♥♥ inconsistent that it's genuinely hard to tell. I honestly don't know what's new behaviour, what's the game bugging out and breaking down, and what's intended behaviour that I just don't understand. This is what happens when developers go out of their way to keep players from learning the game.