By Dazenheimer Go To PostWish they'd give us damage numbers.i've heard a lot of people say this
honestly.... i don't need them, but it'd be nice to toggle it maybe
I'd personally have no interest in that stuff at all and would make the game look ugly as fuck (as dmaage numbers always do in every game in which they are used). I do think the gun stats sheet should be more detailed and it seems they might well be doing that.
With the stats being so barebones, it would be good to be able to quantify the damage you are doing. It can be done tastefully without cluttering the screen.
The orbital attacks fot instance, there's so many but they seem same...horses of different colours at a glance. DPS numbers would be great for testing which doe why kind of damage against particular enemy types.
The orbital attacks fot instance, there's so many but they seem same...horses of different colours at a glance. DPS numbers would be great for testing which doe why kind of damage against particular enemy types.
i just don't think it has a place once you get to later levels. it would clutter up the screen something nasty - and when you're fighting multiple titans it isn't about doing enough damage to kill something and move on, but how much you can pour on an entire area.
maybe better critical/vulnerable indicators is the answer there
maybe better critical/vulnerable indicators is the answer there
As I was saying, these more granular stats should probably be on the weapon info sheets for players that want to understand them.
By data Go To PostFlamethrower is probably not that good but boy do I love using it
It’s particularly strong vs chargers, but it’s otherwise pretty easy to damage yourself so kinda shitty
Daily orders are back, brothers.
I also noticed last night that I could see my player stats for the first time in weeks.
I also noticed last night that I could see my player stats for the first time in weeks.
By data Go To PostI hope they give us a napalm gun
and then a napalm mech
By Laboured Go To PostThis and Deep Rock Galactic are like the only games I know of that have been like this recently. DRG has sold more copies than the previous year each year it has been out!
By Laboured Go To Postwhat does this mean, captain horse?
more points?
oh i can die honorably for that.
also, i tried that mech for the first time last night.
so it looks like it falls apart under fire.
also, i tried that mech for the first time last night.
so it looks like it falls apart under fire.
By Dazenheimer Go To PostThe rising popularity a month onto its release is truly something.
It will be studied.
And never replicated purposely by any large publisher/developer.
By HottestGrapes Go To PostAnd never replicated purposely by any large publisher/developer.Because it takes a game that is limited in scope and executes on it well. And the large publishers try to target everybody and everything.
By Kibner Go To PostBecause it takes a game that is limited in scope and executes on it well. And the large publishers try to target everybody and everything.pretty much.
I feel like Level 5 is way too easy but Level 6 is easy and then the game just randomly drops a sandstorm and 2 bile titans on you at the same time
arrowhead please fix the armor im so sick of barrie backpack/breaker/railgun
like i can just outrun everything on bug missions in light armor. its a joke
like i can just outrun everything on bug missions in light armor. its a joke
By Kabro Go To PostIt's gonna take 30min alone to walk across the map. It's like walking on molasses!
Did you try one that had been hacked in?
By Kabro Go To PostIt's gonna take 30min alone to walk across the map. It's like walking on molasses!yeah, squadmate dropped a mech at the beginning of the mission and just left.
that was very nice of him.
as you can imagine, i want on a rampage but at snail pace. lol
By Kibner Go To Postwhat the fuck.
this changes everything.
By Dazenheimer Go To PostBEST. REVIEW. EVERThis is great lol
Oh shit
PATCH 01.000.100
Major Updates
Planetary Hazards active
Many planets now have additional environmental challenges that will appear at random while you are deployed, from fire tornadoes to meteor showers and many more.
Balancing
Eradicate Missions
Eradicate missions now require more kills and enemies spawn more often. The time to complete the mission was previously shorter than intended and should now usually take twice as long to complete.
Primary, Secondary, & Support Weapons
Balancing adjustments made to the following:
SG-225 Breaker
SG-8 Punisher
SG-225SP Breaker Spray & Pray
RS-422 Railgun
FLAM-40 Flamethrower
LAS-98 Laser Cannon
Stratagems
Balancing adjustments have been made to
Shield Generator Pack
Orbital 120MM HE Barrage
Orbital 380MM HE Barrage
Fixes
Fixed armor rating values not reducing damage as intended.
Fixed certain Bug Holes (including Stalker Nests) that were unnecessarily hard to destroy.
Fixed anti-aliasing toggle not working on PS5.
Balanced lighting across all planets to solve cases where the game was too dark.
Improved flashlight efficacy.
Increased visibility during "sand rain" weather on Erata Prime.
Updated tutorial materials and lighting.
Improved cases where some materials could look blurry if "Lighting" graphic setting was set to "Low".
Fixed timing issues that could occur in the "Extract E-710" primary objective.
Changed button interaction behavior for buttons in bunker POIs. Helldivers will now let go of the button after holding it for a few seconds.
Fixed some cases of large assets floating if the ground beneath them was blown up.
Helldivers standing next to ICBMs during launch will get properly toasty with a chance of not-so-spontaneous combustion.
Fixed unthrowable snowballs after ragdolling.
Fixed being able to use grenades after drowning.
Camera no longer locked on the player's own corpse and blocking spectator mode.
Helldivers now take damage from fire, gas etc. generated by other players.
Armor no longer stretches when dismembered.
Known Issues
These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.
Picking up items from caches may cause characters to freeze in place for an extended period of time.
Picking up items from bunkers and caches in quick succession may render one of the items unpickable.
Players cannot unfriend other players befriended via friend code.
Players may be unable to select loadout or return to ship when joining a multiplayer game session via PS5 Activity Card.
Occasionally mission reward multiplier may not be applied.
Mission objective HUD displays different numbers for client and host during some missions.
Default armor is always shown while viewing the warbond, regardless of the armor that player has equipped.
Text chat box display is obstructed by the cinematic letterboxing during extraction.
Some text in the HUD/UI is missing or not displaying correctly.
Players may experience issues when many players attempt to login and/or play at the same time:
Login rate limiting
Players may become disconnected during play
Various UI issues may appear when the game interacts with servers
Some games may not be joinable by others for a short period of time
People complaining about nerfs when all they're referring to is the 3 pieces of kit that everyone uses (fuck the meta in its eye sockets) and also ignoring all the other stuff that was probably buffed.
And there we go:
So the only thing that saw any real nerfing is the Railgun.
Breaker: Decreased magazine capacity from 16 to 13, increased recoil from 30 to 55
Railgun: Decreased armor penetration, decreased damage against durable enemy parts
Flamethrower: Increased damage per second by 50%
Laser Cannon: Increased damage against durable enemy parts, increased armor penetration, improved ergonomics
Punisher: Increased total ammo capacity from 40 to 60, increased stagger force, increased damage from 40 per bullet to 45 per bullet
Breaker Spray & Pray: Increased armor penetration, increased fire rate from 300 to 330, increased number of pellets from 12 to 16 per shot, decreased magazine size from to 32 to 26
Energy Shield Backpack: Increased delay before recharging
380mm and 120mm Orbital Barrages: Increased duration of the bombardment, decreased spread
So the only thing that saw any real nerfing is the Railgun.
Yeah. That's not so bad. Wish they kept the breaker ammo count the same tho.
Having played games like these for a decade. Experience has taught me of the slow curve that happens with game balancing. Especially when dealing with meta builds. It can turn into a game of whackamole because new metas will always rise. Before you know it, your kit slowly eroded.
Didn't get a chance to play yesterday but will see how this goes.
Live service....it's a trip.
Having played games like these for a decade. Experience has taught me of the slow curve that happens with game balancing. Especially when dealing with meta builds. It can turn into a game of whackamole because new metas will always rise. Before you know it, your kit slowly eroded.
Didn't get a chance to play yesterday but will see how this goes.
Live service....it's a trip.
Even re the Railgun:
Overall I think they did good and they've said they'll be doing much more on weapon balancing, but their overall philosophy is to generally buff over nerfing and that's what they did in HD1.
Railgun still 2 shots chargers armor off but I feel like it's weaker against bile titans now.
Overall I think they did good and they've said they'll be doing much more on weapon balancing, but their overall philosophy is to generally buff over nerfing and that's what they did in HD1.
By Laboured Go To PostOh shitwhat the fuck