HELLDIVERS™ 2

HELLDIVERS™ 2

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King Of Pigz Jan 20 @ 2:12pm
The squid nerfs can't come soon enough.
The elevated overseer and tripods have way to much health. Tripods are inconsistent with some antitank weapons, and elevated overseers are NEVER fun to fight. They spam way too many grenades, are way to accurate, have way too much health, etc etc. The rest of the squids are pretty well balanced other than the normal overseer stun locking you if he hits you with his spear melee attack.
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Showing 1-15 of 169 comments
You dont hit the tripods on the main body. Their weakpoints are the legs where they attach to the main body.

Flying ♥♥♥♥♥ are just too tanky.
"Some people never learn, nor they wish to start learning" - some random stalker.
The problem isn't overseer health, it's the inconsistency between all the weapons. If the overseers have ablative armor, why do shotguns have trouble blasting it off? Once the armor is off, why does it take so many point-blank shotgun blasts to kill? Why can they tank a direct shot from the AT emplacement but die to one Wasp missile? One Senator shot to the face? Then why 4 shots to the face with the DCS?
Last edited by Solinarius☕; Jan 20 @ 2:29pm
Foxador Jan 20 @ 2:57pm 
I don't see why they would nerf the squids. The devs have said that they want them to be the hardest faction in the game
Last edited by Foxador; Jan 20 @ 3:08pm
Originally posted by Foxador:
I don't see why they would nerd the squids. They gave said that they want them to be the hardest faction in the game
Are they? They don't even have a 1/4 of the units from HD1. Once they start putting the rest, we gonna see a lot more people complain about them for sure.
Originally posted by Solinarius☕:
The problem isn't overseer health, it's the inconsistency between all the weapons. If the overseers have ablative armor, why do shotguns have trouble blasting it off? Once the armor is off, why does it take so many point-blank shotgun blasts to kill? Why can they tank a direct shot from the AT emplacement but die to one Wasp missile? One Senator shot to the face? Then why 4 shots to the face with the DCS?

This is probably my only issue with the squids too. I like the Tripods and like that you can chew through the overseer's armour, but it does seem oddly inconsistent.

And I mean, I don't think any personal body armour of an overseer or elevated overseer should be able to take a hit from the anti-tank weapons and not be turned to paste.
Nerf them? They need their full roster before they’re even a threat. The harvesters can largely be ignored honestly and the flying overseers aren’t that bad. To kill overseers, you need to shoot them in the same spot. Break the armor plate and shoot the flesh behind it. You can take one down with half a mag from a standard liberator if you hit the same spot with every round.
Originally posted by Inardesco:
Flying ♥♥♥♥♥ are just too tanky.

I don't know why people keep saying this. They're exactly the same as the ground overseers. The only difference is their mobility which makes them harder to track. Medium pen weapon still obliterate their head.

Honestly, nowadays I use the stalwart and aim for the body because it means I have to worry about aim issues less.
Last edited by Axis of Lint; Jan 20 @ 3:33pm
Foxador Jan 20 @ 3:10pm 
Originally posted by Ahzek Ahriman:
Originally posted by Foxador:
I don't see why they would nerd the squids. They gave said that they want them to be the hardest faction in the game
Are they? They don't even have a 1/4 of the units from HD1. Once they start putting the rest, we gonna see a lot more people complain about them for sure.

I'm sure they can complain and everyone knows we only are looking at a small part of their roster. Doesn't change that the devs have gone on record for saying they want the squids to be the hardest faction
The overseers take two taps from the anti tank emplacement to kill, which is bonkers. The tripods have a weird armor class as far as I can tell. That or it's simply the fact that not all anti-tank is created equally. The Railgun often gets the white hit marker where others would get red. And this last one is more of a nitpick but still bothers me. Stationary Illuminate ships. Why do they have a higher armor class than the dropships in the sky? You can three tap the flying ones with the anti tank emplacement. But on the ground, if you don't fire into the opening, the shots ricochet off.

Aside from that; I like them a lot. Wouldn't call them the hardest faction either. I'd still give that to the bots. And I love fighting the bots.
Vistral Jan 20 @ 3:31pm 
Originally posted by King Of Pigz:
The elevated overseer and tripods have way to much health. Tripods are inconsistent with some antitank weapons, and elevated overseers are NEVER fun to fight. They spam way too many grenades, are way to accurate, have way too much health, etc etc. The rest of the squids are pretty well balanced other than the normal overseer stun locking you if he hits you with his spear melee attack.
No. Just learn how to play the game and start learning the enemy weaknesses. Try to figure what weapon work effective or whatnot. Instead of complaining straight to the forum/ thinking you're a dev. -_-
Mini Jan 20 @ 3:33pm 
Dog shoot their weak points what are you on about
Originally posted by EmeraldFoxDeity:
That or it's simply the fact that not all anti-tank is created equally.

I mean... yes... that's true?

Not all Anti-tank weapons do the same damage.

The problem you're probably having with the AT emplacement is it's hard to hit the overseer heads with it and if you're hitting anywhere else you first blow off the armour, then hit the insides. If it did more explosive damage, it might be able to one-shot them, but it only does 150 I believe.
I hate Illuminate, but I'll be the first to admit my skills are fairly mid gameplay wise. I'd like to see some of the glitches and bugs with Illuminate cleaned up first before I say nerf them. I'll probably still hate them though.
Originally posted by Solinarius☕:
why do shotguns have trouble blasting it off? Once the armor is off, why does it take so many point-blank shotgun blasts to kill?

If you're using any shotgun (aside from halt stun rounds), you should be able to one-shot the armour and then 2-3 shot the mob (depending on shotgun, some do less then 300 per shot) after that (150 chest armour, 600 main health).

If that's not happening (and you're sure your shots are registering) I'd report it as a bug.
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Date Posted: Jan 20 @ 2:12pm
Posts: 169