HELLDIVERS™ 2

HELLDIVERS™ 2

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The STIM shortage without LOGIC
If there's a shortage of stims, then there's a shortage.....

How does that shortage affect my capability to CARRY more?
Did my pocket shrink?
Did my bag get smaller?
How would less of something available limit the size of my inventory?

LOGIC - it wouldn't

What would happen:

You would start with fewer
Find fewer
Receive fewer from supplies
Maybe a diluted solution and heal only 50%
ETC ETC



I don't care either way, i'm just saying - let's have some logic behind the temporary nerfs.
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Showing 1-15 of 24 comments
Dwarf Apr 24 @ 7:12am 
your read the dispatch bud?
Originally posted by Dwarf:
your read the dispatch bud?
pretty sure he did
Originally posted by Dwarf:
your read the dispatch bud?
Yes, and what is happening doesnt resize my inventory capability. It would affect the quantity available not the quantity able to be stored on my person.

Do you comprehend my point bud?
Caboose Apr 24 @ 7:26am 
when the stock is low, you cut the allowance on each diver to conserve some supplies to the masses. yes you can technically carry as much as usual, you are not given as much as usual to prevent wasting them
kevin Apr 24 @ 7:31am 
should play something else while its active
Big Lazy Fox Apr 24 @ 7:38am 
If we're doing the whole "explore it through in game worldbuilding" then it doesn't make a lick of sense to limit the supplies of your most suicidal, democracy drunk, belligerent and kamikaze soldiers (IE the playerbase) by limiting how many stims they can carry. I wouldn't mind starting with 0 stims and having to accrue a supply in-planet by whatever means I can device.

Now, they are taking something away without a clear reason. You can try to reason it with 'limited supply' but I do have to agree with the OP here. Did they fine the size of our stim packs? the logistics of refitting every helldiver in service with smaller stim packs (if we are attempting at explaining this in-world) would be far more expensive than just giving them less stims at the start of a mission. It's just ridiculous. I didn't mind the gas shortage on cars and mechs. I wouldn't mind having less bullets. Most enemies in this game hit you pretty hard and with the number of projectiles coming your way, 2 stims max is an astonishingly shortsighted idea of a punishment for the playerbase of a game such as this.

Also a quick question. Was there a 'message from super earth' describing the consequence? because I played a couple hours ago with just 4 stims (I usually play with the bonesnapper armour) and I didn't see anything explaining the smaller stim capacity.
MKUltra Apr 24 @ 7:46am 
So, I was playing in between the MO change and... I'll be honest. It didn't change a thing.

We were playing 10, as... Even I normally dive on 7-8, but on Squids... Crank it up. It's not even remotely difficult.

Sure, the final match we had 6 lives left rather than 12... But it's not like it made things difficult.

Squids are crazy easy to fight, anymore I hate any MO with them because... I'm gonna get a ton of kills. #FrickinLaserBeams
DrLamp Apr 24 @ 7:49am 
I just wont be playing until it's changed back. Simple.

Factorio is calling.
Icolino Apr 24 @ 7:49am 
Yeah... Logged just now... oh still fighting iluminates... still way far away from complete the MO goal.... Reduction of Stims by 2... close the game... Yeah, l will play something else for couple days...
Wait! Let me see if I can understand this situation correctly. With all these people bragging endlessly about how the game is too easy because they are just too good at it, are now complaining excessively because there was a slight difficulty adjustment that halved the standard number of stims? People wanted consequences for losing planets and here one is!! There really is no pleasing people, is there? I am somewhat entertained by this turn of events.
Originally posted by TheVipersFang:
Wait! Let me see if I can understand this situation correctly. With all these people bragging endlessly about how the game is too easy because they are just too good at it, are now complaining excessively because there was a slight difficulty adjustment that halved the standard number of stims? People wanted consequences for losing planets and here one is!! There really is no pleasing people, is there? I am somewhat entertained by this turn of events.
You can't understand the situation correctly, because im not complaining - im talking about the logic of reducing the amount you are able to carry. Is the supply limited, or were your bags reduced, pockets, etc...
Originally posted by Big Lazy Fox:
If we're doing the whole "explore it through in game worldbuilding" then it doesn't make a lick of sense to limit the supplies of your most suicidal, democracy drunk, belligerent and kamikaze soldiers (IE the playerbase) by limiting how many stims they can carry. I wouldn't mind starting with 0 stims and having to accrue a supply in-planet by whatever means I can device.

Now, they are taking something away without a clear reason. You can try to reason it with 'limited supply' but I do have to agree with the OP here. Did they fine the size of our stim packs? the logistics of refitting every helldiver in service with smaller stim packs (if we are attempting at explaining this in-world) would be far more expensive than just giving them less stims at the start of a mission. It's just ridiculous. I didn't mind the gas shortage on cars and mechs. I wouldn't mind having less bullets. Most enemies in this game hit you pretty hard and with the number of projectiles coming your way, 2 stims max is an astonishingly shortsighted idea of a punishment for the playerbase of a game such as this.

Also a quick question. Was there a 'message from super earth' describing the consequence? because I played a couple hours ago with just 4 stims (I usually play with the bonesnapper armour) and I didn't see anything explaining the smaller stim capacity.

Well, what a surprise - somebody that actually critically thinks as well. Rare breed indeed. Godbless.
Originally posted by kevin:
should play something else while its active

same starship troopers exermination here i come back
Yeah at first I was like, okay, -2 stims, no big deal. Would have been nice if it had been communicated at all that losing Turing would result in stim shortages, but it's not like I have any control over how M.O's play out so whatever. Then I started a mission and saw that the MAX AMOUNT CARRIED was reduced, not the amount you start with. Makes zero sense, did an intern program this?

Originally posted by kevin:
should play something else while its active
Nah, I'll keep playing because I enjoy the core gameplay. Doesn't change that this is a stupid idea implemented stupidly.
kevin Apr 24 @ 9:24am 
Originally posted by Burger McFries:
I'll keep playing because I enjoy the core gameplay. Doesn't change that this is a stupid idea implemented stupidly.
negative feedback is what made them make good decisions last time, thats what they respond to.
swedes want to get whipped and punished
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