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its a waste of time to even bother with them since theres probably 3 more charging at you once its dead
Right now like 4 or 5 of them spawning all at once, suck, but i think thats because thats all that can spawn vs down the road we might only get like 1 or 2 and then the rest of those slots are filled with other elites.
I have to disagree with your take on Helldivers 1's approach to combat. Yes it is designed to be a punishment for allowing a patrol to spot you and call for reinforcements, but with how hard the game tries to force combat on the higher difficulties, its very clear you're fully intended to make this mistake routinely and engage in combat.
All Helldivers 1 really just asks the player think about the terms of engagement. You are meant to fight, you just need to pick your battles based on what you think your team can handle, and if winning the fight is worthwhile for the mission. I actually think this improves the fights themselves, since it adds more meaning to them, and also adds a sense of urgency that simply wouldn't exist if you never had to consider the possibility of if you never had to consider the possibility of retreat.
That being said, thats a bit off topic, though entirely. I must say I think what makes HD1 different HD2 in how this dynamic works is how both games approach difficulty in combat. HD1 was simply much better designed in this regard. Enemies had well telegraphed attacks that behaved consistently and could easily be avoided on their own if you were vigilant and knew what you were doing, but were also very punishing to get hit by, so you could hold pretty much as long as you could keep up with avoiding their attacks and killing them well enough.
HD2 by contrast has a lot more randomness in its mechanics, enemies with random spread on their attacks, locational damage being applied to the player, and rag-dolling, so rather than feeling like a test of skill to face the horde, it just feel like their trying to bog you down in a fight until you get unlucky and die to something random. Of course this is all easily worked around by just not engaging with the horde at all, but thats not exactly fun, so your next best option is to simply kill as fast as possible to mitigate the length of time in which something can go wrong.
While HD1 and HD2 go for similar ideas in regards to having the player think about the terms of engagement, HD2 kinda falls flat in the execution, at least in my opinion, due to the game pretty much exclusively taking the low hanging fruit when it comes to the pursuit of difficulty, rather than actually trying to provide a challenge in an interesting way.
Now as far as the fleshmob itself, which is the original topic of conversation, the issue with that is there simply little depth with combating it. You run to the side when it charges, and shoot it until dies. That is pretty much it. Explosive weapons get some extra depth with them due to the potential of hitting multiple body parts at once to stack damage, but for most weapons its really just a matter of magdumping them. Its not exactly interesting to switch your machine gun to max RPM and hold LMB until your enemy dies. I wouldn't even say their bloated health pool really even makes them a threat, they're so easy to dodge that once you spot them the outcome of the fight is basically set in stone, and the presence of other Illuminate units doesn't really change much because they also stuggle the player. From my experience the only time a fleshmob can really kill you is if you either get ragdolled into one, or you grow complacent, get tunnel visioned, and one manages to sneak up on you and kill you. In other words, its only the rare one that you don't shoot at that manages to kill you. You cut their health in half and it would make little difference in terms of their impact on the gameplay besides maybe players wasting a bit less time and making them dodge to the side a bit less. Its not even that its good at wasting ammo either, players have more than enough supplies available to deal with them. They just don't improve the game meaningful way, and feel under developed more than anything.
AT into followup shots on exposed leg flesh wasn't really challenging
just meant it was a good idea to bring disposable launchers with you
Charges and Allegations of Treason will be dismissed- AS LONG AS YOU FIGHT DON'T MAKE ME SHOOT YOU!
SUPER EARTH NEEDS COMMITMENT, NOT LAMENTATIONS OF A TREASONOUS SCUM.
FIGHT OR BE SHOT.
FIGHT OR BE SHOT.
SUPER EARTH WILL NOT FALL.
Would it trivialize the enemy ?
- Probably
Do i think it needs to change ?
- Nope
I personally like the way it is, its not particularly hard to avoid and while tanky, its not too hard to kill ( couple shots and a thermite grenade works like a charm )
Now that we agree on that, you can go find a different post to troll.