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I do feel like the game feels better overall since all the changes, but they need more "hard mode" type enemies kinda like the armored scout striders. Things like tanks with bonus armor or faster response times or more distant targeting. Possibly some devastators with stronger armor or something. Make the current stuff more dangerous on the harder difficulties only. Special hulks with stronger armor, stuff like that. Again, for like 8,9 or 10s only.
Because, like any video game, once you played enough and learned how the game works, it becomes easy.
Just random through, no need to take it serious ' A '/
If it need to be hard for these kind of play... I guess Super Helldive should be...
- Reinforcement CD is lower, double enemy chance to call reinforcement when available. But also give at least 5 seconds after first alert before start roll a call.
- Add extra patrol to match number of M/H outpost available on map, make patrol investigate objective often.
- Each objective will always trigger script reinforcement at 25%, 50% and 75%. Side objective at 50% This script can block normal reinforcement, but will not block other objective script at other location if player split group to do other objective at the same time.
- Enemy in objective area will not despawn, unless it chasing player out of objective area far enough from both player and respective objective area.
- Increase enemy chase distance, increase time to despawn and distance that enemy will despawn so it's harder to cut it off. (Keep their AI, LoS, detection range as the same)
- Greatly reduce random supply box on the map.
- Reduce range of enemy red dot on map, half ping duration and range.
Something like this?
There's like 4 units for this new faction. Please.
Let them add more and you'll see if it's still as easy.
The adamant refusal to use traditional difficulty norms and insisting on trying to hit that sweet balance spot for everyone will keep biting AH in the ass.
The question is how bad of a bite it is and currently it seems to be a small nibble on a (butt)cheek.
As it stands now, the difficulties actively gate off content and so people are, naturally, trying to get out of the lower ones as soon as physically possible and the only way forward, for the devs, is an arms race of dumping more and more heavy stuff at the players until they (the devs) eventually say "♥♥♥♥ it, this is the cap"
At this point, I feel like the answer is to halt the increase in current difficulty options and handcraft a new, parallel set of difficulties that are all about enemy damage and/or durability.
Of course this is all under an assumption that AH wants to do something about this issue or even if they consider it an issue, in a first place.
I will wait because I love the game.
But first impressions also matters. And so far it was truly bad regarding the Illuminates. Especially if you remember the prequel.
That said, difficulties 8-10 feel pretty interchangeable. The same could be said for 1-3, but I rarely touch those so I'm not up to speed on how spawns work there. I'm usually playing 8, 9, or 10. But, here's the real weird thing: 7 feels harder than all the subsequent difficulties. This is largely do to a lot more chafe spawning when compared to the higher levels, in my experience.
So, HD2 could use a difficulty balance pass, for sure.
"Trophy generation" - sounds accurate for Playstation players.
Realistically if it's meant to be balanced such that 4 good players have a 50/50 chance of completing D10 it would need either more or tougher enemies at D10. Right now I feel if I had a reliable second player I'd be looking at around that 50% chance to win even with just the two of us doing the mission.
Hence for me D10 should be twice as hard as it is right now for what I feel the balance should be. Others will likely disagree (wanting an easier, or even harder game since maybe they can already solo D10s).