HELLDIVERS™ 2

HELLDIVERS™ 2

Näytä tilastot:
Destroying every single outposts is a waste of time
i have the feeling a lot of players waste time by hunting down every single outpost on the map and by the end having endure a 2(4) minutes extraction without stratagems.

Making the extraction harder and more prone to fail, for maybe 1 or 2 more samples?
a a bit more worthless exp and credits?

it may be fun on lower diffs but on higher ones not so much
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Näytetään 16-30 / 41 kommentista
Well, if you cleared all the outpost and don’t live to evacuate you didn’t fail, you get a passed in your campaign mission and get the medals where after you unlock everything that’s all you care about.
cant speak for everyone but can say not everyone likes to skip over stuff, I for one like map clearing because it allows me to further engage in the gameplay and enjoy the combat and just traversing, etc. 'wasting time', yeah to some extent and even I as the one who ENJOYS it can see that, but in a sense to me (and to others like me, perhaps) it's not really 'wasting' time, but time well spent.

I honestly just do not like the timer, it feels like a very dumb way of adding tension and challenge. I'd rather get rid of it, but as much as I hate it i can still semi-appreciate the (artificial) tension it enforces on us.

As for why *I* farm, because it's something to do aside from just completing ♥♥♥♥. I farmed samples because I needed em, I collect em now out of ocd (not wanting to leave certain ♥♥♥♥ behind)/habit, + others might need em for whatever reason.

Also because future updates may need em, such as maybe weapon upgrades whenever devs feel like adding it.
Shiki Diki lähetti viestin:
Hawk lähetti viestin:
Agreed with the OP, no real point other than stalker nests, you get some extra XP but not much over all and certainly not worth cutting your respawn tickets down while trying to kill the last bug hole.
There's no reduction in forces, no reduction in spawn rate, no reduction in response time, literally zero in game benefit other than numbers at the end of the mission.

Patrol Spawn Reduction would be thematically fitting, but Arrowhead thought destroying outpost should INCREASE spawn rates! (At least if recent tests are to be believed)

That said, my group and me love to just full clear maps and always do so in Bot missions at least.
Actually stupid if true.
asura lähetti viestin:
The Spoon God lähetti viestin:
It doesn't make sense because we're closing patrol-spawners in an enclosed game area, and to me that screams 'do this to make your life easier' not 'do this for some extra challenge and exp lol'.

Agreed. I mean the advice is sound for the stalkers... but not the general adds whether bots or bugs.

On a side note, the most useful/important thing I think that reddit thread has is the explanation of patrols. If you have 4 people split in 4 directions you have the possibility of spawning 4 patrols - if you're working as an actual fire team you spawn 1.

There's an infographic/image thing in the article. That's the most important part of the analysis as far as I'm concerned.

While that makes sense, I will admit that's disconcerting.

A lot of people in this thread will no doubt give me flak for it, but I have maintained my stance on the fact that sometimes splitting up (either 1 person to a nest/lair or side objective, and 3 to smth else or 2 and 2) is an excellent strategy at times and should REMAIN a viable, but risky strategy. Seen a lot of people disagreeing and flaming it because 'rambos ruining muh teamwork and co-op', but I feel like being able to trust a member of your team to split off and handle something for the team/for you is a great example of advanced teamwork and strategy... so knowing that i'm spawning extra patrols by doing so is kind of upsetting lol
asura 17.3.2024 klo 16.18 
The Spoon God lähetti viestin:
A lot of people in this thread will no doubt give me flak for it, but I have maintained my stance on the fact that sometimes splitting up (either 1 person to a nest/lair or side objective, and 3 to smth else or 2 and 2) is an excellent strategy at times and should REMAIN a viable, but risky strategy.

I mean tbf if you're actually good at it - great.
But 90% of people are wearing heavy armor and a shield backpack while complaining about being overrun.

Run scout armor and no backpack. Make sure someone has the stamina booster. Run all you like. I'm only going to complain if you start shouting into the mic that you lost your samples when you get trampled accidentally spawning 5 chargers.

The Spoon God lähetti viestin:
so knowing that i'm spawning extra patrols by doing so is kind of upsetting lol

Check it yourself. Peel off and watch double spawns suddenly happen.
Viimeisin muokkaaja on asura; 17.3.2024 klo 16.24
if you don't need the R or xp anymore, ignore them.
The Spoon God lähetti viestin:
asura lähetti viestin:
Not only is it a waste of time, but it's pretty well proven that it literally increases the number of spawns.



This, tho.

Is this actually true? it really INCREASES spawns? That's so ♥♥♥♥♥♥♥♥. I saw that floating around but I passed it off because it sounded absurd to me.
Destroying factory's and bug-holes (You can destory 50% before it effects spawn rates), Being near an objective or extraction (Closer you are to it the higher the chance). Number of completed objectives, main objectives and number of deaths ALL effect spawns. However with this said Light outposts DO not effect spawn rates

I personally always aim to clear the map if time allows, Tho that is not always the case or realistically do able
You're definitely right, and the game should be spawning LESS enemies the more outposts you destroy. It makes zero sense that it works the other way around, Devs are kinda dumb for that one
Viimeisin muokkaaja on 6Sinclair; 17.3.2024 klo 16.29
Frostea lähetti viestin:
Shiki Diki lähetti viestin:

Patrol Spawn Reduction would be thematically fitting, but Arrowhead thought destroying outpost should INCREASE spawn rates! (At least if recent tests are to be believed)

That said, my group and me love to just full clear maps and always do so in Bot missions at least.
Actually stupid if true.

Yeah, I suspected this when playing on easier difficulty levels where there were fewer spawns, but thought it just increased the longer you were in a mission, but the fairly thorough testing showed that clearing outposts increased spawn rates, almost as much as clearing objectives.

It seems counter-productive. From their perspective they are treating it something like 7 Days to Die where confirmed activity in an area raises a "heat" value leading to more frequent spawns. However, the way I see it, outposts should represent the capability for the enemy to release patrols so destroying them should reduce patrols.

IMO patrol spawns should originate at map borders and outposts. As you complete objectives then spawn rates can increase, but destroying outposts would stop patrols spawning from those outposts. (other patrols spawning from map edges would continue)

However, the current "patrols spawn from wherever near the player" nonsense is both unrealistic, and un-fun when you can have crap spawn in behind you. There is no reward for taking the time to "clear" an area, or count on having a direction to fall back to if things get hot.
Grisnir lähetti viestin:
i have the feeling a lot of players waste time by hunting down every single outpost on the map and by the end having endure a 2(4) minutes extraction without stratagems.

Making the extraction harder and more prone to fail, for maybe 1 or 2 more samples?
a a bit more worthless exp and credits?

it may be fun on lower diffs but on higher ones not so much

Crazy idea: maybe some people really enjoy the game and don't play it to farm ressources
asura lähetti viestin:
The Spoon God lähetti viestin:
A lot of people in this thread will no doubt give me flak for it, but I have maintained my stance on the fact that sometimes splitting up (either 1 person to a nest/lair or side objective, and 3 to smth else or 2 and 2) is an excellent strategy at times and should REMAIN a viable, but risky strategy.

I mean tbf if you're actually good at it - great.
But 90% of people are wearing heavy armor and a shield backpack while complaining about being overrun.

Run scout armor and no backpack. Make sure someone has the stamina booster. Run all you like. I'm only going to complain if you start shouting into the mic that you lost your samples when you get trampled accidentally spawning 5 chargers.

The Spoon God lähetti viestin:
so knowing that i'm spawning extra patrols by doing so is kind of upsetting lol

Check it yourself. Peel off and watch double spawns suddenly happen.

I run supply pack or rover. Does it actually decrease speed? It's never seemed like that to me.

And yeah, if i die twice I stop, that's my limit. At that point I discern that the risk has outweighed the reward and I go back to my team, don't need to be ego about it, is what it is.
Echun 17.3.2024 klo 20.47 
Why destroy outposts? Freedom forever! Just like stims, feeeeeels gooooood!
Viimeisin muokkaaja on Echun; 17.3.2024 klo 20.47
GeforceJoe lähetti viestin:
Well, if you cleared all the outpost and don’t live to evacuate you didn’t fail, you get a passed in your campaign mission and get the medals where after you unlock everything that’s all you care about.

while my mission was a success, i lost 29 common and 24 rare samples because i had no more stratagems available to deal with Charger and Bile Titans :steamsad:

Sasa, der Barbar lähetti viestin:
Grisnir lähetti viestin:
i have the feeling a lot of players waste time by hunting down every single outpost on the map and by the end having endure a 2(4) minutes extraction without stratagems.

Making the extraction harder and more prone to fail, for maybe 1 or 2 more samples?
a a bit more worthless exp and credits?

it may be fun on lower diffs but on higher ones not so much

Crazy idea: maybe some people really enjoy the game and don't play it to farm ressources

i guess some people find it fun to running in circle with no way to reinforced or call stratagems after the Carrier left and then dieing before Pelican 1 lands
Cas 17.3.2024 klo 21.00 
i wish side objectives have more impact.
There's always a few samples at every outpost so it's not a complete waste of time if there's someone in the group that still needs to upgrade their super destroyer.

In a full group where everyone has everything maxed already then yeah not much of a point in it, though no doubt the devs will add new mechanics for outposts once more of the player base gets above 25 and maxes their destroyers.
Viimeisin muokkaaja on pwn3dg4m3r; 17.3.2024 klo 21.01
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