HELLDIVERS™ 2

HELLDIVERS™ 2

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Cadwell Oct 8, 2024 @ 8:47am
Armor and Enemies : how to make both better
Why would i pick Warbond Armors that are fire-resistance, gas resistnace or are electric proof when such elements are so situational, and other armors have perks that are always useful?

SECOND ISSUE, since recently we got our armors nerfed, some are becoming irrelevant because they basically offer no protection.

So here are my proposals for solve this issue

1) Warbond Armors should have a secondary effect to their Perks for example, in addition to the fact that one armoro reduces gas damage, it should also have stuff like "increases grenade capacity by +2" or "blastproof" or even "reduces recoil by 30%" which would justify us bringing them along.


2) we need more varied perks stuff like "+1 to grenades, +1 clips for primary and secondary" , or one that increases only the use of clips, and i would even dare to go as far as to say "+15% resistance to long range damage" or even "+15% resistance to melee damage".

That way, you aren't invulnerable to damage and still need to pay attention.


3) Light Armor should let you perform a "dodge roll" as you are already so vulnerable, it would make sense that the armor would allow a "skill based" high risk/high reward method to avoid damage.


4) Enemies should start using elemental types of damage imagine the Automatons (using them as examples because i am an Automaon main) having sub-factions!

Some carrying gas/flame grenaes, or flamethrower troopers or their equivalent for gas.

Meanwhile those using Arc Weapons would have Arc Towers of their own defending the outposts and Elite Troopers carrying arc weapons instead of mgs.

This would justify bringing such armors and add some much needed variety and themes to the enemy's roster.


welp, those were my suggestions, let me know what you guys think.
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Showing 1-15 of 15 comments
karal the crazy Oct 8, 2024 @ 9:15am 
OK so here is my thoughts.
1: Good Idea but it would need to be added to all armors or else all existing armor would suddenly suck.
2: the clips is a good idea, we already have a grenade one, and damage resistances would be unbalanced on the different fronts.
3: Not to be rude but this is a terrible idea. Keep in mind you cannot swim in light armor now imagine trying to do a somersault in it
4: I really like this one but here is my Idea. Bugs get some poisons bugs that emit deadly farts out their butts, and maybe some toxic landmines that wen contacted release toxic gas.
Bots already have flame hulks, but give them flame troopers, and some form of mega tank ( tank roughly the size of a factory striker minus the legs.) With a flame thrower mounted in side slots on either side.
And then once Illuminate come out give them arc weapons like they had in the first game.
Cadwell Oct 8, 2024 @ 1:40pm 
Originally posted by karal the crazy:
OK so here is my thoughts.
1: Good Idea but it would need to be added to all armors or else all existing armor would suddenly suck.
2: the clips is a good idea, we already have a grenade one, and damage resistances would be unbalanced on the different fronts.
3: Not to be rude but this is a terrible idea. Keep in mind you cannot swim in light armor now imagine trying to do a somersault in it
4: I really like this one but here is my Idea. Bugs get some poisons bugs that emit deadly farts out their butts, and maybe some toxic landmines that wen contacted release toxic gas.
Bots already have flame hulks, but give them flame troopers, and some form of mega tank ( tank roughly the size of a factory striker minus the legs.) With a flame thrower mounted in side slots on either side.
And then once Illuminate come out give them arc weapons like they had in the first game.


1) true. In part i thought it could have been a selling point of Warbond armors, but at the very least regular armors should get a little somethingto compensate.

2) i mean, the "damage resistances" imo wouldn't be that unbalanced because the damage reduction would be really minimal, and you are still vulnerable to other sources of damage regardless.

You gotta decide if certain defensive perks are works the hustle.

3) you cannot swim in any armor, tbh. and you'd want to avoid pools of waters regardless because you drown in 3 seconds and there aren't places to crawl out. So it's not like a somersault/dodge would be out of the question.

4) Yeah! Agreed!
Koala 4peace Oct 8, 2024 @ 2:08pm 
One and two would be nice. Four could be good if a In-Ops deck is added to the ship that allow players to see what they need for the mission, at least to a degree.

Three... If you mean adding I-frames, no. I have enjoyed some soullikes and other games that have that mechanic, but in the end it's lazy design. I personally enjoyed those games despite the i-frame thing. If you mean another thing, then whatever.
Last edited by Koala 4peace; Oct 8, 2024 @ 2:08pm
grune Oct 8, 2024 @ 2:27pm 
Am sure they can make floating armour....
Cadwell Oct 8, 2024 @ 11:07pm 
Originally posted by Koala 4peace:
One and two would be nice. Four could be good if a In-Ops deck is added to the ship that allow players to see what they need for the mission, at least to a degree.

Three... If you mean adding I-frames, no. I have enjoyed some soullikes and other games that have that mechanic, but in the end it's lazy design. I personally enjoyed those games despite the i-frame thing. If you mean another thing, then whatever.


-First, it's what i have been aksing for a LONG time, a way to know specifically what enemies we'll be facing, not just a generic "heavily armored foes" .

The Automatons already have one that prefers ranged and another that uses Berserkers, Melle Troopers, Jetpack troopers and Bruiser Hulks, so it wouldn't be out of the question to add more that use chemical,flame, arc weapons.

-also, i do not mean adding "I-frames" but just a more rapid dodge to avoid the physical attacks that come our way, adding i-frames would nullify 90% of the strategy we have in game
黒人 Oct 8, 2024 @ 11:10pm 
Bloody hell, souls players strike again with their dodge rolls.

However, I do agree on the point that the armors we wear should be reworked. The whole system needs more depth to it.

:lunar2019piginablanket:
Chaos Oct 8, 2024 @ 11:28pm 
Personally I think AH should decide already what they want the armor system to be.

If they wanted to be a gameplay mechanic then it needs way more thought put into it.

But if it just meant to be cosmetic then remove all the stat all together and place them somewhere else.

A half-baked mix of both pleased no one.
Last edited by Chaos; Oct 9, 2024 @ 2:03am
Sophie Oct 8, 2024 @ 11:34pm 
i think the gas/arc/fire armors should have extra stuff relevant to their element. like Gas slows enemies (or reduces armor like acid rain), burn lasts longer, and arc stuff jump an additional time.

it really made no sense that most cases of Arc weapon usage cant even hit yourself, so arc resistant armor is something everyone ELSE would bring
Trig_Zero Oct 9, 2024 @ 1:12am 
imo there should be modular function and appearance
e.g. each armor have slots, weight class has more slots, but also get more punishment for bringing more modules
modules as below :
+2 Max grenade
+25% ammo reserve
+25% HP/armor
+2 Max stims
stat-based modules

now the fun ones
Utility modules :
NVG function for helmets
servo-assist exo-skeleton
fire-resist-paddings
Chemical Filtration system for helmets
Electric-Shock-bypass
which some are based on the "perks" we have now, but this way, it'd make more sense
than to slap the same thing on multiple armor, then say its "realistic"
Malidictus Oct 9, 2024 @ 1:57am 
Originally posted by Chaos:
Personally I think AH should decide already what they want the armor system to be. If they wanted to be a gameplay mechanic then it needs way more thought put into it. But if we just meant to be cosmetic then remove all the stat all together and place them somewhere else. A half-baked mix of both pleased no one.

This. "Apple which tastes like a hot dog" nonsense aside, the simplest solution here would be to de-couple armour perks from the armour sets themselves. Maybe restrict them to witin the same "weight class" if you HAVE to, maybe restrict them to owning an armour set which natively comes with the given perk, but let us mix-and-match. There's already very little visual connection between armour sets and their requisite perks as it is. Make them cosmetic and treat them like perks which only affect the player wearing the armour set.
czSkaPo Oct 9, 2024 @ 2:53am 
Nice idea, I'd add a helmet perk. For example 5% better aim with optics 1-3 and more or better aim with collimator. 5% more range with lock guns etc.
Cadwell Oct 9, 2024 @ 3:39am 
Originally posted by czSkaPo:
Nice idea, I'd add a helmet perk. For example 5% better aim with optics 1-3 and more or better aim with collimator. 5% more range with lock guns etc.

Helmet Perks have been a desire of the community for a looooong time, really hope they come around to adding them, it's underutilized potential.
Cadwell Oct 9, 2024 @ 3:52am 
Originally posted by Chaos:
Personally I think AH should decide already what they want the armor system to be.

If they wanted to be a gameplay mechanic then it needs way more thought put into it.

But if it just meant to be cosmetic then remove all the stat all together and place them somewhere else.

A half-baked mix of both pleased no one.

I am inclined to agree.

Don't get me wrong, i can appreciate the current situation where the various enemy encounters are REALLY intense, and make for dynamic and chaotic gameplay.

But it's also infuriating getting one-shot by "Elite Troopers", "Heavy Devs" and "Automaton MG emplacements".

Getting one shotted by cannon, tanks, and such i can totally understand, i respect it because they are heavy ordinance.

But common mgs and gatlings? Those are the worst and make me feel like my armor is made out of cardboard.
Vintage Shin Kartz Oct 9, 2024 @ 4:00am 
I would prefer a separation of armor perks from armor sets.
Basically, allowing the player to choose the armor attributes separately, while the looks become the "personal drip" thing.
Also, in that spirit, I would rework the light/medium/heavy in a way where adding/removing attributes would substantially decrease/increase the armour ratings.
Something simple such as zero perks = freaking tank or one perk = big protection, while three perks (max) = glorified clothes
Cadwell Oct 9, 2024 @ 4:01am 
Originally posted by Vintage Shin Kartz:
I would prefer a separation of armor perks from armor sets.
Basically, allowing the player to choose the armor attributes separately, while the looks become the "personal drip" thing.
Also, in that spirit, I would rework the light/medium/heavy in a way where adding/removing attributes would substantially decrease/increase the armour ratings.
Something simple such as zero perks = freaking tank or one perk = big protection, while three perks (max) = glorified clothes

Such a unique take, hadn't thought of this! Could be interesting to see implemented!
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Date Posted: Oct 8, 2024 @ 8:47am
Posts: 15