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Become a Helldiver! Keep an eye on the war effort! See the campaign map and supply lines! Goon Discords https://discord.com/invite/fHmzuHSHV8 #helldivers-2 https://discord.gg/PeRkhXTFsb Playstation Goon Nation Helldivers 2 Discussion ////~~~***CURRENT WAR SITUATION***~~~\\\\ GALACTIC WAR! https://i.imgur.com/BJnFTha.png https://i.imgur.com/p08Z5pC.jpeg https://www.youtube.com/watch?v=KR92qfoiI58 https://i.imgur.com/nr1Vn1Z.png https://www.youtube.com/watch?v=_le3HEcLFSY https://i.imgur.com/SUqtq1w.png https://i.imgur.com/4JFQ7Uf.png ______________________________________________ WARBONDS Unlock Warbonds by using Supercredits found at Points of Interest in missions, or by using the in game Super Store. Each Warbond contains different types of weapons, new armour, helmets, capes and more - everything in a Warbond is purchased with medals earned by completing mission objectives. Each Warbond has stages: you must unlock a certain number of items at each stage to reach the next one, so you should start collecting some medals in advance. POLAR PATRIOTS https://www.youtube.com/watch?v=jcnzI0gN7z4 Previous Warbonds DEMOCRATIC DETONATION CUTTING EDGE STEELED VETERANS ---------------------------------------- Helldivers Tips, Features and Game Mechanics (potential for change as balance patches go by): https://www.youtube.com/watch?v=RudwPrcnmFc - Since the release of the Cutting Edge, Chargers will die to a single EAT, Recoilless Rocket, or Quasar shot in the face. They can still lose armour around the body and legs to create weak points. Away all Goats posted:It's a counterintuitive but you wanna shoot at what looks like the most armored part of the head - Different weapons have different attributes and armour penetration levels (more complex than it sounds). Some attributes include electricity, explosive, beam, and heat. --Weapons in game will be listed as light or medium penetration, but you might find that some weapons have better penetration based on unlisted stats like the 'Slugger' Shotgun firing slug rounds vs the Breaker shotgun firing shells. --Explosive weapons don't always 'explode' with a large radius, but they are meant to do more damage to the exposed weak points of certain enemies e.g the ventilation of large Automaton bots and tanks, and flesh underneath broken Terminid armour plates. --Electricity weapons have unlimited ammo, and their shots have the potential to arc between targets, potentially causing friendly fire. They also arc against corpses, so might become less effective as the kill count stacks up in a big fight. Here are some general rules for arcing in the image below. The bug in the middle is getting shot with electricity, anything beyond the black line is likely to be zapped and possibly killed by an electric arc, anything on the line is at risk, anything behind the line is ok. There are some exceptions to the rule like when allies are wearing shield backpacks or shock resistant armour. Best not to shoot an enemy standing between you and a friend when your shot is going to jump straight onto them (good advice for real life, honestly). --Heat weapons use heat absorbing cores as ammunition (the cores cool down slowly when you aren't firing). As long as you don't overheat the core, you have unlimited ammunition. Some exceptions like the Quasar have a single core which never has to be thrown away, but needs to fully overheat then cool for each shot. --Incendiary weapons like the Flamethrower do 2 types of damage - damage over time to things set on fire ('things' include surfaces, allies, or enemies) and direct damage to the target in the path of the flames. It is best to shoot flames directly at the enemy while walking backwards and not the ground around them because direct damage is instant while damage over time is slow. Beware! A burning enemy who makes contact with you can set you on fire! If you have caught on fire you can put yourself out immediately by diving on the ground. No factions are afraid of fire so you can't use it to repel enemies. The Eagle Napalm Airstrike is a stratagem listed as having explosive damage, but leaves a flaming incendiary trail on the ground after exploding. Incendiary mines are the same but they sit on the ground. --Beam weapons shoot an accurate, continuous beam doing damage per second. They are usually also heat based weapons. --Other attributes include one handed (can sprint and shoot at enemies behind you without needing to slow down or face them, and can hold critical items in the off-hand), rounds reload (reload a gun without throwing away unused ammo), multi-level zoom (different scope ranges in first person view), safe/unsafe (charge the weapon past normal damage with potential risk). -Unlisted attributes or unique weapon mechanics include things like: --projectile drop, --spin-up / warm-up time, --immobile reloading (can't move or do other actions while reloading, applies to most shoulder mounted weapons and machine guns) Galaga Galaxian posted:Did some testing tonight: Enemy Stats and Weaknesses Because most of the information people have about understanding enemies comes from the community, it is usually presented in wiki form. This document has a lot of well presented information. It has sections for most currently existing enemies, the best places to attack them, and what the armour values are for each of the body parts, while explaining how to read the damage info for each weapon. ____________________________________ Mission, Objective, and Campaign Basics Find a mission at the Galactic Map. Each enemy faction has their own territory divided by colour. You can use Quickplay to search for a group with open spots, select an Active Mission at the planet you're looking at, or host a new mission on a planet using the current difficulty from the bottom of the screen! Changing the difficulty will alter what kinds of enemies and rewards you can find. You have to play higher difficulties to find specific research samples. All of your character progress, and progress towards the war takes place inside missions. Player XP and Requisition rewards come from completing objectives of any kind, for completing the mission as fast as possible, and for extracting with as many people in the squad as possible. As of May 2024 Requisition is capped at 50'000. - You only earn medals if you complete the primary objectives - you don't have to extract to win the mission as long as those primaries are done. Completing a mission is one step on the path to victory. Completing a campaign requires you to finish all of the missions in the area you've chosen to start fighting. There can be up to 3 different missions depending on the difficulty level and if you start one mission then you're effectively invested in a campaign. Once you're started you can only make progress towards the planet by completing all of the missions. For each campaign mission you complete, you get an increasing number of medals. This number also increases with difficulty level e.g At difficulty 7 you might get 6 medals for the first mission, 8 medals for the second, and 10 medals for finishing. Finishing the campaign is what contributes to planet liberation, and is very important for the defense total - if you abandon a campaign in progress then there is no contribution to defense! Unfortunately, the amount of contribution looks so tiny that it doesn't appear to move the total bar at all when viewing campaign results - just take Super Earth Command at their word when they say you did a good job, Helldiver! - *The Always keep in mind that there is no actual reward for killing enemies unless they are an objective. They don't drop loot in this game, so the best choice is to destroy the targets and move on before you get surrounded by overwhelming numbers. - It's possible to find premium currency (super credits) or extra medals in missions. Some people have said to look out for things crashed cargo pods or hidden shipping containers in different colours. They need to be destroyed with something like a grenade, explosive barrel, or something with a bit of bang behind it (feel free to experiment, it might change between patches). There are often explosive barrels near these caches: Insert name here posted:Specifically, look for these: You can also find locked bunkers that require two people to open by pressing the button on each side of the door. You do not have to hold the buttons once the doors start opening. Some missions will have a secondary objective to raise a Radar Dish - this will reveal, on the map, the location of every hidden 'Point of Interest' and all of the other Secondary Objectives, including the ones like Spore Spewers and Stalker Lairs which can sometimes be difficult to find and can cause a lot of stress. If you find the radar dish early on, it's usually worth putting it up so that you can plan a route around a mission to maximise the collection of bonus currency and research samples. On the 3 highest difficulty levels, at least one of those secret points will contain Super Samples which are required for upgrading your destroyer. This is the only place on the map where they exist, and one person has to extract them from the mission and everyone can use them for upgrades (i.e they have to be carrying them on their person when they step into the extraction shuttle). Every diamond POI with square brackets could still have samples (it has something there). Interacting with a POI means there won't be square brackets there anymore, so make the visit worthwhile. - How to mark the map and spot things: By default the 'spotting' button for PC is 'Q'. If you hold the spotting button down you get a wheel of responses like 'yes/no', 'thanks', and more. To mark a spot on the map, press the map key (TAB by default) then hold Right Mouse button to activate the marking cursor, now left click to put down a map marker on a location. The marker will show up on the compass at the top of the screen, and the person will call out where they placed the marker relative to your position (e.g "Placing a marker North West") - If you place a marker on an objective, it will have a relevant icon on the compass. There are armour perks which cause your map markers to act as radar points, and let you see where are enemy patrols are going to be ahead of time. It is useful for planning a path of least resistance to a next objective. - Going prone after running out of stamina helps it recharge about 1 second faster (that's if you can afford to lay down). - The game has 'procedurally generated levels' but it seems more like the different objectives themselves are made to a template and always require the same steps, in the same order, but might require a different input e.g 'Activate The Radar Tower' requires you to turn on a computer, raise and then align a radar dish - but the direction you have to turn the dish is not always the same, and sometimes you might not need to turn it at all! - Some mission objectives have changed in the past, like Launch ICBM missions became more 'impactful' because standing too close to the missile launch can knock you off your feet or even kill you, when in earlier versions it was possible to stand on the missile while it was taking off (those were the days...) - Some missions might seem like they have greater numbers of tough enemies to fight even though they're all the same mission difficulty number, and this might have something to do with the randomisation during mission generation, possibly based on the number of players in the group when the mission begins, but nothing is certain. _________________________ Calling In Attack Stratagems The over the shoulder perspective makes the explosions and combat look and feel amazing. Some of them are orbital strikes, and others come from a jet named 'The Eagle'. - Some Eagle strikes can be used more than once, and take a few seconds to recharge, but after all charges are used up it will need to fly away and do a full reload (it takes the same amount of time to reload no matter how many charges you've used). This means that if your Eagle is reloading, then you can't use ANY Eagle stratagems. The Eagle will automatically reload once you have no Eagle stratagems left, so don't be afraid to reload it early when running a long distance so that you always have options. Every Helldiver has their own Eagle. Reloading will not prevent others from using their own stratagems. Eagle Rearm only appears when you have less than maximum charges for ANY Eagle stratagem (not to be confused with 'Resupply' which has a shared cooldown for the entire squad, and is for giving people grenades, stims, and ammo for all guns). - Stratagem items are called in from outside of the level: Bombing and strafing runs, turrets, anti armour rifles and launchers, support drones, and shield bubbles are all fired from an actual destroyer flying in lower planetary orbit. If you are in the middle of the map, then the stratagem will fly straight down, but if you are closer to the boundary, then it will come in at a steep angle - this might impact the usefulness of your orbital strikes! They might just fly against a cliff face and do nothing to the target. There is only one destroyer for the entire team and it leaves when the mission timer runs out regardless of how long the mission lasts, so you can't use ANY stratagems or call anymore reinforcements, but you can still extract. - All Stratagems (strafing runs, bombing runs and orbital strikes) come in at a certain angle to the player, sometimes perpendicular to the direction they were facing when they threw the beacon, and sometimes in the same direction they were facing. This can be effected by a number of aspects, like what kind of stratagem it is. So if you are being chased by a column of enemies, you might need to adjust the angle you are looking before you throw the attack beacon on the ground - Take note that if your stratagem bounces off the terrain it can change the approach! - Orbital Gas Strike and Eagle Smoke Strikes (not Orbital Smoke) can destroy Bug Holes and Automaton Fabricators as long as they are a direct hit! https://www.youtube.com/watch?v=Eu1-chjh0JA _________________________ Support Weapons and Equipment Stratagems - Equipment, weapons AND resources can be dropped and looted by teammates. You can go and get your dropped stuff back if you die (unless it is destroyed, or falls into deep water or other hazards), and this means you can pick up some of the premium weapons without buying them. You can also choose to drop and swap items willingly, or call in another item if the cooldown timer has expired. Give someone else a shield backpack or guard drone if they have the space for it. - Backpack loaded weapons like the recoilless launcher and autocannon fire a lot faster if someone else is loading the weapon for you (called Assisted Reload). They must be standing on your right hand side and be carrying the ammo back pack for that weapon to be able to speed load the weapon. If they don't have the ammo pack then you can drop it for them to perform a quick load action, then they can give it back to you. When they press the interact key they get tethered to you as you move around, automatically reloading for you as you fire. These support weapons don't have a back pack icon in the equipment screen because you don't HAVE to carry the backpack portion to make it work (if you want to carry a loaded Autocannon just to fire it once, that's up to you). https://www.youtube.com/watch?v=3dn4FpzhCMM --Support weapons such as machine guns, the anti-material rifle, the break action shotgun, and flame thrower DON'T count as back pack slot items even when stored on your back - but equipment like the jump pack, rover drones, and shield packs do require a back pack slot. Any weapon where you carry visible ammunition that doesn't have a numbered ammo counter on the UI probably takes up a backpack slot. Stratagems highlighted red are backpack only (with exceptions). Notice how the logo has a back pack shape with an icon inside to define their purpose. The shields have a shield/badge shape with a ballistic or energy logo in the middle, not to indicate what they protect from, but just the type of shield that they are - energy shield backpack forms a small dome and has health that needs to recharge after taking damage, while the ballistic shield is held in one hand to defend from one direction at a time (this means you can only use it with one handed weapons). The best way to get some practice with everything is to take things out into the field. Try some lower level missions like Difficulty 4 or below where there are very few heavy enemies. Always take a second to double check your stratagems before dropping, because you can't exchange them on the ground unless someone can offer it to you (do not try to exchange orbital strikes). - The team shares up to 20 revives (5 added per team member). If 3 friends are dead it costs 3 revives to respawn them all even when 1 revive beacon is being used. If someone dies after the previous respawn beacon was thrown down, you will have to throw a second beacon. You can't choose who will spawn next. I'm not sure of how the reinforcement order is decided. --Total number of revives might vary depending on certain conditions or equipment (there is one booster item in the 'Helldivers: Mobilize' warbond that says it gives more revives). - The UI shows damage to body parts can impact player performance like accuracy, ability to sprint, and cause bleeding that results in death (torso only at the moment, the player will announce that they are bleeding out). It is also possible to be set on fire by enemies or friendly fire, and be slowed by things like slime, tar, deep water, heavy bushes and deep snow. Your character cannot swim for more than approx 10 seconds, and will drown if they're in deep water too long, they also can't do anything like shoot or call stratagems when swimming so consider water to be a serious obstacle unless you know it's not too deep. Health stims provide a short damage immunity effect when applied as well as recharge stamina for more sprinting. If you are taking too much damage at the same time as applying a stim then you won't heal. The animation to apply a stim can be interrupted by enemy damage or environmental effects so you may need to spam the button until it gets applied (you can't apply a stim with full health so there's no worry about accidentally using too many). Wearing certain armour makes the stim healing effect last longer, and lets you carry more stims (but it doesn't give you more stims per supply pack). - It is possible to drop your collected research samples without dying. Since your team can only earn research samples by extracting successfully, if you are running past the extraction point consider dropping off what you have collected in case you die out in the field. You might also consider giving your samples to someone who is a better player than you are, but keep in mind you are putting all of your eggs in one basket. If that person runs off alone then dies, you might not have enough reinforcement points to go and recover all of the samples AND make a successful extraction. ___________________________ *************************** THREAD CONTRIBUTIONS Your Brain on Hugs posted:Made some wallpapers from the jump screens, link if anyone wants to download the folder, there are about 20. Gonna try do every available planet as they pop up, wish I'd done it from the start. TheMostFrench fucked around with this message at 11:09 on May 24, 2024 |
# ? Jan 18, 2024 02:24 |
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# ? May 25, 2024 14:44 |
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Whoa, poo poo, I had no idea this was coming out so soon. I wasn't entirely sold on the new perspective for this one so I'm interested but probably going to wait to see what people think of it.
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# ? Jan 18, 2024 02:38 |
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I loved the first one and am also waiting on what others say about the perspective change. The original’s isometric view forcing everyone to be on the same screen helped make the game distinct and fun. It also facilitated the agonizing and funny teamkilling mishaps the game became known for. I’m worried changing perspectives and giving everyone their own camera will make everything too spread out and turn this into just another shooter. The 20 feet of draw distance and generic out-of-the-box look of the environments don’t seem very exciting either. But if it’s fun, it’s fun.
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# ? Jan 18, 2024 02:59 |
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There have been 2 different enemy factions shown so far, while the first game had 3. Some footage of the campaign map in the player hub shows that it still uses a circular / pizza shape, which was suited to 3 or more campaign maps. These images show the campaign and mission maps from the first game. Defeating an enemy faction would lock off faction for a while. I haven't dug up any info on how it works on Helldivers 2 so it's safe to assume it might just be the same system for now. See how it worked in the past here https://helldivers.fandom.com/wiki/Galactic_Campaign It'll be interesting to see if they keep the Capital Defense missions which lasted for 1.5 hours.
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# ? Jan 18, 2024 14:11 |
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Helldivers was so loving fun. I'm skeptical about the perspective change too, but I'm also optimistic because Helldivers was more than the sum of its parts. If they can nail the atmosphere and coop mechanics I'll put up with it looking like any other shooter.
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# ? Jan 18, 2024 14:20 |
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Kinda gutted that it almost certainly looks like it'll be losing couch co-op. This was a real unique selling point for the original game. Quietly hoping you can pull the camera back out to almost top down if you want to play with more than one person locally, but that seems like a forlorn hope.
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# ? Jan 18, 2024 15:27 |
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For SUPER EARTH
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# ? Jan 18, 2024 17:31 |
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This new trailer answers a lot of questions about the upgrade and progression system in the campaign: https://www.youtube.com/watch?v=22rg3bHqSVc edit: Some pre-order packages come with items which can be purchased with Warbonds, one of the in game currencies. Warbonds can be purchased with real money, but nothing in the game store is cash only, and devs say that there are no pay2win items. Some people are feeling dubious because Helldivers 1 had a DLC which included All Terrain boots, removing the negative movement effects of difficult terrain. https://www.youtube.com/watch?v=LmbPoA6lcb4 TheMostFrench fucked around with this message at 04:37 on Jan 31, 2024 |
# ? Jan 24, 2024 01:09 |
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TheMostFrench posted:This new trailer answers a lot of questions about the upgrade and progression system in the campaign: I've been looking forward to this game for a while but I wish they had released this trailer like 6 months ago, everything until now has been so vague as to what the actual gameplay looks like.
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# ? Jan 24, 2024 01:18 |
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Yeah that actually looks pretty great. Hype levels.. rising.
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# ? Jan 24, 2024 01:24 |
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The new trailer looks pretty good. Learning that foggy maps are gameplay-related and can be undone covered my gripe about draw distance.
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# ? Jan 25, 2024 17:28 |
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glad someone made a thread. looking forward to this game
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# ? Jan 25, 2024 23:35 |
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explosivo posted:Yeah that actually looks pretty great. Hype levels.. rising. I truly appreciate how many gameplay clips in the trailer are bodies ragdolling around from various calamities. The bugs look super annoying. I'm going to hate shooting off their parts bit by bit. In that regard, I apologize in advance to all the goons I will accidentally flamethrower.
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# ? Jan 26, 2024 00:03 |
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but will it have synchronized cape twirling?
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# ? Jan 26, 2024 00:59 |
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I tried to play Helldivers and had to wade through so much lore and so many mechanics that it assaults you with from the start. For a game that looks like a 4-player pewpew it was daunting as gently caress. I don't like the way this looks. It looks like a 3rd-person Destiny. Wasn't the first one top-down? credburn fucked around with this message at 01:04 on Jan 26, 2024 |
# ? Jan 26, 2024 01:02 |
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credburn posted:I don't like the way this looks. Good to know!
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# ? Jan 26, 2024 01:28 |
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It's bizarre how little they've shown of this game. I'm still gonna play it, of course.
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# ? Jan 26, 2024 01:37 |
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My only worry is the movement looks a bit slow for the change to third person, but here's hoping it feels good and just looks kinda slow in the trailers. Day one buy either way since I loved the first and am ready to serve Super Earth once again.
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# ? Jan 26, 2024 01:42 |
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The overwhelming lore of Helldivers
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# ? Jan 26, 2024 01:55 |
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lmao
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# ? Jan 26, 2024 01:59 |
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Helldivers had lore?
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# ? Jan 26, 2024 02:01 |
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I'm pumped. Gonna wait for reviews but I'm pumped. Can't wait to chestbump a diver before getting killed by a dropped containing another diver Edit: /\/\ would you like to know more?
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# ? Jan 26, 2024 02:05 |
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explosivo posted:Helldivers had lore? Bugs have oil and cyborgs hate democracy
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# ? Jan 26, 2024 02:33 |
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lol Helldivers loving rules and I'll be watching this
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# ? Jan 26, 2024 02:45 |
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Owl Inspector posted:The overwhelming lore of Helldivers Jumping!!!!!!!
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# ? Jan 26, 2024 03:39 |
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To be honest Arrowhead have been making top down coop games with all the inherent limitations since Magicka. There's no telling how smooth the switch to third person combat will feel, but here's hoping they knock it out of the park.
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# ? Jan 26, 2024 04:32 |
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credburn posted:Wasn't the first one top-down? Yes, with up to 4 people who could never move out of each other's sight it could be difficult to get introduced to the game with more experienced people who knew the mechanics of where and how to move. Since you would just be constantly slowing them down or getting in the way, less experienced players were probably better off dead a lot of the time so would make very little personal progression in groups getting their own kills. If you aren't communicating well or paying attention to where the rest of the group is going, you might be thinking "ooh we could kill these guys by going around this way!" but the other members are focused on a completely different objective, but can't move towards it because you are holding up the screen, so now everyone is getting spotted by scout groups just out of sight on each side, which is summoning larger enemy forces from every direction which are unlimited in number. The new switch could be really interesting because it helps create a bigger scope and gives everyone a bit more freedom to move. The friendly fire element is still there but will probably be less frustrating since you can focus on what you're aiming at as opposed to everything that is between you and the thing that you're aiming at. It should be good in the sense that people will probably get to spend more time actually playing the game, and it should still be easy to jump out of the way of anything dangerous.
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# ? Jan 26, 2024 05:48 |
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There is gonna be a little field of movement that you're restricted to
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# ? Jan 26, 2024 05:51 |
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I've seen at least one clip of someone clumsily crouchwalking underneath the aiming threshold trying not to get domed. Looking forward to many accidents!
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# ? Jan 26, 2024 08:17 |
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I've been wondering when someone would do a thread for Helldivers 2 and here it is. I haven't been looking forward to many games for a while, but this one seems to have caught me. Hyped. If you're thinking of pre-ordering for whatever reason: https://isthereanydeal.com/game/helldiversii/info/ https://isthereanydeal.com/game/helldiversiisupercitizenedition/info/ It's currently 18 - 21% off depending on where you order from and what edition you order, with the regular game going for $31.47 on GameBillet as of this post.
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# ? Jan 26, 2024 08:38 |
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TheMostFrench posted:Yes, with up to 4 people who could never move out of each other's sight it could be difficult to get introduced to the game with more experienced people who knew the mechanics of where and how to move. Since you would just be constantly slowing them down or getting in the way, less experienced players were probably better off dead a lot of the time so would make very little personal progression in groups getting their own kills. If you aren't communicating well or paying attention to where the rest of the group is going, you might be thinking "ooh we could kill these guys by going around this way!" but the other members are focused on a completely different objective, but can't move towards it because you are holding up the screen, so now everyone is getting spotted by scout groups just out of sight on each side, which is summoning larger enemy forces from every direction which are unlimited in number. The change in perspective looks like it will be more immersive at least, but I’m still kinda gutted that couch co-op is gone.
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# ? Jan 26, 2024 11:01 |
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Can't wait to earn my cape
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# ? Jan 26, 2024 13:07 |
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Durzel posted:On the flip side experienced players having to carry the newbs because they can’t progress themselves otherwise might be better than experienced players just rushing the objectives and newbs finding themselves completely alone (and shortly thereafter dead). Time will tell I guess. Yeah but then the experienced players just summon the newbs to them in their respawn drop pods!
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# ? Jan 31, 2024 00:17 |
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preordered. gaming guarantees goontizenship.
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# ? Jan 31, 2024 01:25 |
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I'm waiting on reviews but drat I'm excited
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# ? Jan 31, 2024 01:36 |
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This new video shows pre-order items available in certain packs, and that there will be different types of ammo. According to devs all of these items can be purchased with Warbonds, which are one of the in game currencies. It sounds very similar to something like Planetside 2 which converts experience points into a different currency (that game has a subscription model which increases the conversion rate). Warbonds can be purchased with real money, but nothing in the game store is cash only, and devs say that there are no pay2win items. Some people are feeling dubious because HD1 had a DLC which included All Terrain boots, removing the negative movement effects of difficult terrain. There is yet to be any footage of gameplay showing negative effects of things like deep snow, or moving through water in Helldivers 2 though. https://www.youtube.com/watch?v=LmbPoA6lcb4
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# ? Jan 31, 2024 04:45 |
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Hmm are driveable vehicles in? The attack bike was goofy fun in the first
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# ? Jan 31, 2024 05:34 |
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Last 15 seconds teases driveable mech(s?) Just one week to go, they are really drip-feeding stuff. Caption says "Coming soon after launch". https://www.youtube.com/watch?v=vXddWD88jeI&t=3s TheMostFrench fucked around with this message at 03:23 on Feb 1, 2024 |
# ? Feb 1, 2024 03:21 |
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Wonder if that will be coming in a premium DLC after launch..
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# ? Feb 1, 2024 04:55 |
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# ? May 25, 2024 14:44 |
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Yeah my only issue so far about this game that I am really looking forward to is that it feels they have shown us basically nothing and it's a week out. Why haven't they just shown a mission start to finish? They aren't that long.
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# ? Feb 1, 2024 11:37 |