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Even me, feel daunted seeing this big text. Despite being a gen that grew up reading HP.
Anyway, yes. Spawns are "currently changing/tested".
We can only blame Devs/Exec/CEO for not hiring pple THAT CANT EVEN BEAT DIFF6
+ trying to slow down players progress
By failing once Diff7+ and clutch win in another
and seeing other threads
I think in this current Vers. of the game, its better to simply ignore the "side objectives" until the spawns are nerfed.
(Do 1 or 2 max. And i talk about Diff7-8-9. Its fine to do them if low diff)
Bugs spawns are fine but after doing MAIN OBJEC and 2-3 nests, and 10min remains, you totally see the spawns going OVERDRIVE MODE
Also like a guy said : Side object are pointless (no medals) as they only give creds/xp
And you don't have to engage every enemy you come across , the amount of time teams waste strategems and ammo attacking patrols miles away and then they trigger drops/holes.
Also bug nests and Bot factories near by your objective will add to attacks so take them out first.
And a pro tip try dropping in on the edge of the map and not on top of shreaker nests or gunship factories.
The gunships are op? You're joking right? The only opness of them comes from encountering them and not knowing their weaknesses because you've never seen them before. But they Fall over to anything that has decent Medium Armor Pen.
AMR, Autocannon, Laser Cannon, Quasar Cannon, EAT, Recoiless, Spear.
All of those support weapons can demolish a Gunship in very short order. Some may require targeting an engine to do so but they are all capable of wiping the floor with them. And there are a few other stratagems that are capable of taking out gunships.
While there are legitimate problems with peoples games crashing on evac at higher difficulties and other issues. The new added enemies aren't part of the games problem and actually work to change the dynamic of play, keeping it from getting stale because you've dealt with the same spawns for the hundredth time.
You have a period between alerts, its like 2.30 on helldive. Clear em all out before they call in a new group or tactically retreat if you are not really need to get there
I know those weapons are good at dealing with gunships. The point I was getting at is that when you have seemingly 10 million bots after you, mostly comprised of (heavy) Devastators, which get more accurate over time, Rocket Devastators which seemingly never have to reload. a bunch of Bruisers and a few Hulks and Tanks. You can deal with them easily enough if you also aren't in imminent danger of getting shot/sliced with a chainsaw. Though if you are, you have to deal with closing infantry, to give yourself a window of opportunity to deal with them, at which point, another gunship comes along, then another and another. Sooner or later, no matter what you do, you'll get bogged down hiding waiting for your death, because if you run, you'll get caught in the open where their rockets throw you around like a dog toy and then you wont have the time to shoot them down before the ground-based units wreck you
I/we usually do pick our fights. We found out the hard lesson of trying to go Rambo on everything. It still doesn't change the fact that the enemy spawns are way too high and instead of fixing them, they just prioritise nerfs/buffs and add new things to change the dynamic of getting in a fight, instead of fixing what is broken. After-all, you don't build a house on broken foundations because you are essentially painting over some structural weaknesses and pretending they don't exist
We also don't spawn right on top of marked enemy presence. Sometimes you drop right on-top/next to enemies standing around a medal/POI, that will call for backup before you fully get out of your pod and are able to engage
Not sure if it's commonly known but I've managed to replicate the "zero spawns at extraction" deal after watching this video out of curiosity. It's no fix by any means BUT it does shed light on why sometimes my team gets near constant spawns and other times it's basically a ghost town. At bare minimum being able to predict where enemies will be coming from is super handy and more so if you're running the scout perk
The whole point of the game especially higher difficulties is that it's four helldivers going in against the odds but bringing a lot of firepower. At higher difficulties you are meant to be swarmed if you don't deal with things quickly and effectively.
At lower difficulties...this doesn't happen unless you really screw up. Or are playing solo, which the game isn't balanced around because it is meant to be co-op, so going in solo is taking the full challenge on by yourself.
Honestly the moment you start to push for objective (clearing all nearby problems ofc) it starts to snowball fast to unmanageable levels. But instead of fixing all those problems Devs do some other stuff that's not important.
The agro system you're misunderstanding , it spreads to any enemy within a certain area and LOS is Irrelevant it only takes one , bugs detect by smell, bots by sight .
Stealth works fine , most effective with Bots but as bugs detect by smell distance is key.
I'm simply pointing out obvious flaws. Yes, you can still work with that broken system and achieve certain results. Doesn't mean it's fine and should be left as it is.
A lot of people also seem to struggle with the concept of reinforcing away from enemies which just makes things worse.