HELLDIVERS™ 2

HELLDIVERS™ 2

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Not a fan of the way Weapon XP is done
Now, Now, I get the part reason of preventing XP farming
with scavengers etc.

I think it should be a combined gain
Mission XP + weapon usage

what is the point of gaining experience in a weapon if you don't get familiar or effective with it. that is my simple take.

Also would like Chokes for the HALT but that is another topic
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Showing 1-15 of 18 comments
it is a little slower than i'd like. especially since most of the actual useful attachments you can get are either right at the start or right at the end for a weapon, and as it stands weapons with no attachments just feel bad to know they're completely neglected. i know its a WIP and they said they'd be actively adding new attachments but like man... most of the good weapons either don't need the attachments or don't get them
Tequila May 16 @ 9:19pm 
Most people will only use the same 3-4 weapons, idk why dafuq they even made the exp grind so ass. We have been playing since launch, why dafuq do we need to farm for so long just to get a stupid drum mag? Anyone over level 60 should automatically get all attachments
i am all for how many kills you get to lv up the weapon not a fan of this mission xp to lv up the weapon idea
Originally posted by Arch-Magos Wicked:
it is a little slower than i'd like. especially since most of the actual useful attachments you can get are either right at the start or right at the end for a weapon, and as it stands weapons with no attachments just feel bad to know they're completely neglected. i know its a WIP and they said they'd be actively adding new attachments but like man... most of the good weapons either don't need the attachments or don't get them
i love the idea of having more rounds to work with in the mag and the idea of reloading a new round into the chamber faster or loading a new mag faster when your current one is 100% bone dry
Last edited by justanotherhuman; May 16 @ 9:35pm
Chaos May 16 @ 9:34pm 
I think the exp requirement is kinda stupid when we have so many useless sample lying around, waiting to be use.

But exp can also work too if it wasn't such a stupidly long grind.
The first 1-15 is fairly reasonable, but it get so MUCH worst from there.
Originally posted by =7Cav=SPC.Crimzon.E:
Also would like Chokes for the HALT but that is another topic
+1
this and 4x / 10x scope for Scythe
Hawk May 16 @ 11:50pm 
Originally posted by Chaos:
I think the exp requirement is kinda stupid when we have so many useless sample lying around, waiting to be use.

But exp can also work too if it wasn't such a stupidly long grind.
The first 1-15 is fairly reasonable, but it get so MUCH worst from there.
Even the first 10 is turning into a slog unless you're constantly doing 8-10 Difficulties. They need to tune this way down, otherwise folks will just have to use the same gun for every.single.mission until next year when maybe they reach rank 25.

Yeah, the lack of sample usage yet again shows how out of touch the devs are. Kills would help another way too, sure keep your XP requirements but allow kills to ALSO count. What would it matter anyway? Most of our kills are with either support weapons or stratagems anyway so who cares if we can gain more gun XP via kills? Again out of touch devs who've never played a single game in their lives.
Last edited by Hawk; May 16 @ 11:54pm
Quizorp May 16 @ 11:53pm 
it's too slow but overall im happy with it. adds another layer of progression the game needed.

imo they should release a LARGE free warbond similar to helldivers mobilize. i doubt they will, but would be cool.
Fauxsteel May 17 @ 12:01am 
by the time you've gotten your weapon to a competent point, you're basically done leveling the weapon/it's capped on exp and you're no longer progressing because you're not leveling another weapon. It's a terribly-designed leveling format. Sorry, not sorry.
Hawk May 17 @ 12:21am 
Originally posted by Fauxsteel:
by the time you've gotten your weapon to a competent point, you're basically done leveling the weapon/it's capped on exp and you're no longer progressing because you're not leveling another weapon. It's a terribly-designed leveling format. Sorry, not sorry.
Exactly, Arrowhead missed how games used to do it like COD4 or MW2, the SKINS were the proof of proficiency with the weapon but the attachments were the easier items to earn because they effected GAMEPLAY.
Last edited by Hawk; May 17 @ 12:21am
Cavemanner May 17 @ 12:29am 
Or even just separate the attachments from the skins. Make attachments require leveling and skins require kills or something to that effect. Would allow you to still feel some sort of progression with the gun when the leveling gets to the grindier stages.

Also the skins they dropped are kinda booty. Really hope they do something about that soon.
Commancho (Banned) May 17 @ 12:44am 
Attachments should be unlockable account wide. Its means, the moment when you unlock for example Reflex Sight, you can use it on all weapons that can use it. Then to unlock attachements you need to make some orders like get 1000 kills with any SMG or get 100
headshots with sniper rifle. It would be more fun and less grindy.
Originally posted by Commancho:
Attachments should be unlockable account wide. Its means, the moment when you unlock for example Reflex Sight, you can use it on all weapons that can use it. Then to unlock attachements you need to make some orders like get 1000 kills with any SMG or get 100
headshots with sniper rifle. It would be more fun and less grindy.
This too
Hawk May 17 @ 10:42am 
The other problem I see is that right now, what am I playing for? I'm not playing to have fun, right now I'm playing to unlock attachments for one single weapon, just GRINDING XP for a weapon. Again this was a massive failure on AH's part.
imo I thought the weapon XP would be for kills. I didn't for a second think it would just be a lazy 'You get this much XP for your player level and weapon level now'.
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