We really need an armor set that reduces fire damage taken. It's pretty much instant death at the moment unless you're rocking something like a med armor set with the enhanced stims.
Recoilless rifle needs a buff. Too slow of a reload for the moderate quantity of mid-tiers on the map and not strong enough to be significantly effective enough against top-tiers.
I think that stratagems could use an overhaul in terms of how many slots they take. Move to like 8 stratagem slots or "tokens" with the better ones taking two or more. You'd ideally like to be a little more strategic in the gameplay by using defensive stratagems more, but they simply not good enough to replace the meta. Mines or a turret just don't have the value of an orbital laser for example. I don't think the answer is to buff the defensive stratagems, but rather giving the player the choice of say two defensive stratagems vs one offensive one might be good.
Recoilless rifle needs a buff. Too slow of a reload for the moderate quantity of mid-tiers on the map and not strong enough to be significantly effective enough against top-tiers.
I think that stratagems could use an overhaul in terms of how many slots they take. Move to like 8 stratagem slots or "tokens" with the better ones taking two or more. You'd ideally like to be a little more strategic in the gameplay by using defensive stratagems more, but they simply not good enough to replace the meta. Mines or a turret just don't have the value of an orbital laser for example. I don't think the answer is to buff the defensive stratagems, but rather giving the player the choice of say two defensive stratagems vs one offensive one might be good.
It's ridiculous there is minimal defense against 1000 lasers coming your way. Shield needs a major buff.
By Dark PhaZe Go To PostWe really need an armor set that reduces fire damage taken. It's pretty much instant death at the moment unless you're rocking something like a med armor set with the enhanced stims.you dont like being sent across the planet by the rocket devastators?
Recoilless rifle needs a buff. Too slow of a reload for the moderate quantity of mid-tiers on the map and not strong enough to be significantly effective enough against top-tiers.
I think that stratagems could use an overhaul in terms of how many slots they take. Move to like 8 stratagem slots or "tokens" with the better ones taking two or more. You'd ideally like to be a little more strategic in the gameplay by using defensive stratagems more, but they simply not good enough to replace the meta. Mines or a turret just don't have the value of an orbital laser for example. I don't think the answer is to buff the defensive stratagems, but rather giving the player the choice of say two defensive stratagems vs one offensive one might be good.
Not according to the devs based on what they previously said about it. But it is extremely good, and satisfying to use.
I think I've come round ot the view that the Railgun needs looking at again. It's mostly useless imo, and worse, just doesn't even feel great to use from a control mechanic point of view (lacks oomph / impact).
Agree with what you said about the Recoiless Rifle. The Quasar has nullified it. Would be interested to see what they could do to make it interesting again.
I think I've come round ot the view that the Railgun needs looking at again. It's mostly useless imo, and worse, just doesn't even feel great to use from a control mechanic point of view (lacks oomph / impact).
Agree with what you said about the Recoiless Rifle. The Quasar has nullified it. Would be interested to see what they could do to make it interesting again.
I've actually had quite a bit of fun with the rail gun. It's basically an autocannon trading off multiple shots for single shot functionality. It's inferior to not be able to shoot multiple times, but it's also not taking a back pack slot. Oh, and of course you can blow yourself up lmao. I think it's a good trade off. In practice you can still fire shots off pretty quickly.
By Dazenheimer Go To PostAutocannon, DYAgainst bots for sure ngl
Forgot the answer to 7+ bug runs was just saturating the map with EATs and finding the perfect spot for autocannon sentries
2min?
All I need is one with the wifey.
You know for freedom.
Also is it me or has level 7 difficulty become ez pz?
All I need is one with the wifey.
You know for freedom.
Also is it me or has level 7 difficulty become ez pz?
Seems like we're getting one or two new strategems soon.
Left is Airburst Rocket Launcher and right is Anti Tank Mines
Left is Airburst Rocket Launcher and right is Anti Tank Mines
By Laboured Go To PostI'm currently going through a phase where I'm finding the bots easier.
The bots are much more relaxing to fight. I like the silent/sneaky approach. Bugs always swarm you at some point during the mission. I just love how different your playstyle has to be for either.
Love this. Sound effects in this game are awesome.
Helldivers 2 is a shooter game, so the guns, grenades, and bombs are a big part of the soundtrack. How do you keep the gunfire from getting monotonous, and keep it feeling satisfying over the course of a gameplay session?
Juuso Tolonen (JT): For Stratagem explosions, we didn’t really have any hard and fast rules about the designs. (I think the design document basically said “make it cinematic.”) The main things we focused on was making them impactful, satisfying to use, and powerful.
Usually, you could identify three major beats for sound in the Stratagems – launch (either from an Eagle or the Destroyer), incoming, and explosion. These would all have multiple variations. Explosions would be divided further into separate layers, such as attack, body, and tail.
While weapons, for example, were mostly created by one dedicated team, quite a few people from other teams worked on Stratagems. This is a cool and natural way of getting slightly different aesthetics and variation in the designs brought to cohesiveness by the review process. Explosions are tough to design; personally, I started to run out of ideas quite quickly. When you have a formula that works, it can be difficult to develop new ways of finding that satisfying impact. Having multiple designers, each with their unique perception of what an explosion “feels” like, helped us achieve such a varied palette across the board with explosions of all kinds.
As we were loose with the design guidelines, the review process goal was to bring all the designs to parity. That meant we would be looking at things like frequency balance, tonal vs. noise content, and making sure everything is within their appropriate loudness range. But at least for me, when reviewing work, it always came down to how it feels in the game, or whether it feels appropriate for this feature. A lot of finding the right “feel” came from playtesting. You just had to stress-test and hear it in context enough to be able to tell if it is varied enough, feels satisfying, and cuts through, while not becoming irritating over time. Once we had a few of the main Stratagem explosion types and other explosions, such as grenades, sitting comfortably in their “power-level,” we had a reference point to balance other sounds around that.
HS: I think another aspect to consider when discussing satisfaction is how the overall audio mix can aid that through dynamic mix systems. We had a hierarchical system of slow-moving integrated loudness control, volume ducking, and dynamic EQ which enabled explosions to always feel punchy relative to the larger mass of sounds around them. For example, slowly over time, we lower most other combat sounds to control overall integrated loudness, but individual explosions are still allowed to come through at full peak loudness. Without those dynamic mix systems, the difference between the loud sustained noise of war and your powerful Orbital Strike is diminished and the satisfaction lost.