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.
Airburst Launcher is out, however it is likely getting fixed in the big patch and hotfix coming next week:
Big patch is out:
Overview
For this patch, we have made improvements and changes to the following areas:
Balance changes to weapons, stratagems, and enemies
Change to the Spread Democracy mission
Balancing
General
Armors with armor rating above 100 now also reduce damage on headshots.
Victory poses will now only play for the extracted. (No stolen valor on my ship.)
Burning damage reduced by 15%
Primary, Secondary & Support Weapons
CB-9 Exploding Crossbow
Slightly smaller explosion
Increased stagger
Decreased number of maximum mags from 12 to 8
Increased number of magazines received from resupply from 6 to 8
Slight reduction in ergonomics
Muzzle velocity increased
LAS-99 Quasar Cannon
Increased recharge time by 5 seconds
BR-14 Adjudicator
Full auto is now the default fire mode
Reduced recoil
Increased maximum mags from 6 to 8
Increased number of magazines received from resupply from 6 to 8
Now placed amongst assault rifles
LAS-98 Laser Cannon
Slightly increased damage
Slightly reduced damage versus large volume bodies
SG-8P Punisher Plasma
Decreased maximum mags from 12 to 8
Increased amount of magazines received from resupply from 6 to 8
Increased projectile speed, but will still keep a similar range
Decreased damage falloff on the explosion
Now placed in the energy weapons category
ARC-12 Blitzer
Increased shots per minute from 30 to 45
Now placed in the energy weapons category
R-36 Eruptor
Decreased number of maximum mags from 12 to 6
Explosion damage drops off slightly faster
LAS-16 Sickle
Decreased amount of magazines from 6 down to 3
LAS-5 Scythe
Increased damage from 300 to 350
Decreased max number of mags from 6 down to 4
RS-422 Railgun
Increased armor penetration in both safe mode and unsafe mode
Stagger force slightly reduced
MG-101 Heavy Machine Gun
Third person crosshair enabled
63CS Diligence Counter Sniper
Damage increased from 128 to 140
Ergonomics improved
R-63 Diligence
Damage increased from 112 to 125
P-19 Redeemer
Slight increase in recoil
P-2 Peacemaker
Increased damage from 60 to 75
P-8 Senator
Increased damage from 150 to 175
Speedloader added when reloading on an empty cylinder–speeds up reload on empty considerably
LAS-7 Dagger
Increased damage from 150 to 200
AR-19 Liberator
Damage increased from 55 to 60
AR-23C Liberator Concussive
Damage increased from 55 to 65
JAR-5 Dominator
Damage decreased from 300 to 275
Guard Dog Rover
Decreased damage by 30%
Guard Dog
Slight increase in damage
RL-77 Airburst Rocket Launcher
Airburst Rocket Launcher will no longer detonate when shot near stratagems (HMG turret, Sentries, Resupplies) and other Helldivers
Reduced proximity radius
Stratagems
A/MG-43 Machinegun Sentry
Increased health to match other Sentries
A/ARC-3 Tesla Tower
Increased health by 33%
FAF-14 Spear
Added reload stage reload after the spent missile had been discarded
Enemies
Bile Spewer and Nursing Spewers movespeed slightly reduced
Hulks: Force required for them to stagger slightly increased
Hulk Scorcher direct flamethrower damage reduced by 20%
Devastator fire rate slightly increased (only the standard devastator)
Gunships sideways movement slightly increased
Scout strider Riders now less vulnerable to explosions
Fog Generators health and armor increased
Gunship spawners now have a much lower cap on how many gunships they can have active at the same time
Enemy Patrols
Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties
Gameplay
Made minor level generation improvements to how we distribute locations throughout the mission map. This should improve variation in distance between objectives, and objectives will likely not spawn as far away from each other as often as before.
Added setting in the options menu gameplay section to disable automatic climbing and vaulting while sprinting.
The Spread Democracy mission otherwise known as “raise the flag” can now be enjoyed on higher difficulties for maximum freedom spreading.
When readying up, Helldivers now salute to ensure maximum democratic readiness.
Added ambience to the Tremor planetary hazard to underline the severity so Helldivers can react accordingly
Shots that ricochet from heavy armored enemies will now properly hit the Helldiver who fired them. Trigger discipline is highly recommended.
Fixes
Crash fixes
Fixed crash that could occur when host abandoned mission with squad.
Fixed crash that could occur if a player tried to enter an occupied EXO-45 Patriot Suit.
Fixed crash that could occur for all players after or during mission results screen.
Fixed crash that could occur after shooting from the EXO-45 Patriot Suit’s rocket launcher.
Fixed crash that could occur for all players apart from the one that rejoined the ongoing mission with different armor and got reinforced.
Fixed Superior Packing Methodology ship module not working properly.
Fixed Blast Absorption ship module so that it correctly increases sentries’ resistance to explosions.
Fixed issue where players could not navigate to the search results in the Social Menu.
Fixed some issues where items equipped in a Warbond were not actually equipped.
Fixed an exploit that allowed overly eager Helldivers to use grenades excessively.
Fixed issue where kills from orbital barrage did not progress Indirect Fire Exercise order.
Fixed issue that allowed traitors to try to sabotage the extraction shuttle by deploying sentry stratagems below it.
Fixed issue where ion storms incorrectly prevented extraction beacon from deploying.
Fixed some stratagem beams using incorrect color-coding.
Fixed issue where the left stick on a controller could not be used to navigate the Social menu.
Fixed some issues where various UI elements were cut off, off-centered or too close to the edge of the screen on ultrawide displays.
Fixed Anti-Materiel Rifle facing away from the Helldiver after deploying it.
Fixed bug where player could duplicate rounds by canceling the reload of Anti-Materiel Rifle at a specific time.
Fixed bug where Anti-Materiel Rifle would consume an extra magazine after a canceled reload.
Fixed bug where Recoilless Rifle would consume an extra shell from the backpack if the reload was canceled just after a shell was inserted, but before the reload was completed.
Fixed issue where the Sickle and Quasar Cannon could not shoot through foliage.
Fixed several issues where weapon thumbnails would disappear when scrolling through Armory.
Fixed issues where Automaton Gunships sometimes could not see the player.
Fixed incorrect collision being left over after destroying Automaton bunkers or detector towers with hellbombs.
Fixed issue where Hellbombs would not deploy on certain missions
Fixed certain issues that resulted in Helldivers drowning in deep water upon landing.
Fixed issue where Hellpod Space Optimization made ammo go above capacity.
Fixed issue where Stalkers became very visible in fog
Mines are now pingable for better coordination with your team.
Receiving friend requests now gives the player a pop up.
Improved readability of prompts and hints displayed in the tutorial and onboarding.
Total experience is now visible in the career tab.
Added better support for ultrawide monitors by fixing the aspect ratio of menus to 16:9 and adding a setting to control the width of the HUD.
Keybinds bound to numpad will no longer reset upon restart.
Fixed inconsistent audio when headphones are plugged into the Dual Sense controller while playing on PC.
Playing Rock, Paper, Scissors in front of the ship no longer causes player to fall out into space.
APW-1 Anti-Material Rifle and MG-206 Heavy Machine Gun now trigger hitmarkers while scoped in.
Secondary weapon no longer remains in the Ballistic Shield ADS position after using a stim with the Ballistic Shield Backpack equipped.
"Open Text Chat" is now rebindable.
Explosive weapons such as R-36 Eruptor, CB-9 Exploding Crossbow. GP-31 Grenade Pistol no longer pulls players inward from the blast.
Disabled the squad invites during the tutorial which caused an overlap in the UI.
Fixed Primary and Secondary weapons overlapping on the character model in the armory.
Fixed UI elements during first boot are cut off on a 21:9 aspect ratio monitor.
Report and block player is now visible in the squad menu.
Dead Scavengers now stop screaming for help if killed while calling in reinforcements.
Fixed Anti Air cannons showing up as "Stratagem Scramblers" in danger warnings.
Known Issues
Various issues involving friend invites and cross-play
Friend Request cannot be accepted when the requesting player changed their username before the request was accepted.
Cross-platform friend invites might not show up in the Friend Requests tab.
Players cannot unfriend players befriended via friend code.
Players cannot unblock players that were not in their Friends list beforehand.
Damage-over-time effects may only apply when dealt by the host. We expect to have this fixed in the next patch.
Reinforcement may not be available for some players who join a game in progress.
Helldiver may be unable to stand up from crouching when surrounded by enemies.
Game may crash if the host leaves while dead and rejoins the same play session.
Game may crash if the player changes the text language while on a mission.
Players may experience delays in Medals and Super Credits payouts.
Enemies that bleed out do not progress Personal Orders and Eradicate missions.
Scopes on some weapons such as the Anti-Materiel Rifle are slightly misaligned.
Arc weapons sometimes behave inconsistently and sometimes misfire.
Spear’s targeting is inconsistent, making it hard to lock-on to larger enemies.
Stratagem beam might attach itself to an enemy but it will deploy to its original location.
Explosions do not break your limbs (except for when you fly into a rock).
Area around Automaton Detector Tower makes blue stratagems such as the Hellbomb bounce and be repelled when trying to call them down close to the tower.
Planet liberation reaches 100% at the end of every Defend mission.
By Kibner Go To PostI really need the flamethrower to start working reliably again.
The DOT (fire and gas) fix is coming this week (I think).
By Laboured Go To PostThe DOT (fire and gas) fix is coming this week (I think).I LOVE gas when it works
By DY_nasty Go To PostI LOVE gas when it works
Think I got my highest ever killstreak with one. Also impressively low cooldown too.