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TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Become a Helldiver! Keep an eye on the war effort! See the campaign map!

AUTOMATON MENACE DEFEATEDPUSHED BACK! WELL DONE CITIZEN!

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

Goon Discords
https://discord.com/invite/fHmzuHSHV8
#helldivers-2
https://discord.gg/PeRkhXTFsb Playstation Goon Nation Helldivers 2 Discussion

WARBONDS

DEMOCRATIC DETONATION
Big guns go boom! Let's make our votes count, April 11th
- GP-31 Grenade Pistol
- BR14 Adjudicator Marksman Rifle
- R36 Eruptor Explosive Rifle
- CB-9 Exploding Crossbow (Primary)
- G-123 Thermite Grenade
- Expert Extraction Pilot Booster (Extraction Shuttle arrives faster?!)
********
New Armour and Capes
CE-27 Ground Breaker - Medium Armour.
“The ground is just another obstacle that hasn't yet been cleared.” - SGM Janet Jones, Excava-tion Corps Founder.

CE-07 Demolition Specialist - Light Armour.
Originally worn by Lunar terraformers, this suit can withstand rapid changes in pressure, heat, and personal velocity.

FS-55 Devastator - Heavy Armour.
Domestic versions of this armour allow colonial farmers to safely plant crops and mines side-by-side while staying in one piece.

https://www.youtube.com/watch?v=g122XN-DQoY

Previous Warbonds

CUTTING EDGE


https://www.youtube.com/watch?v=4ps--hQiSXA

STEELED VETERANS

https://www.youtube.com/watch?v=U2WCGJYTX_4



----------------------------------------

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


EAT, Recoilless Rifle, and Quasar can all one shot Chargers this way


- 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 actually explode, but they will do more damage to the weak points of certain enemies.

--Electricity weapons have unlimited ammo, and their shots have the potential to arc between targets, potentially causing friendly fire.
Here are some general rules for arcing in the image below. The bug in the middle is getting shot with electricity, anything past the black is likely to be zapped and killed by an 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 heat based weapons like laser beams can cause targets to catch on fire after prolonged exposure (see incendiary weapons below).

--Incendiary weapons like the Flamethrower do burning damage over time ('things' includes surfaces, allies, or enemies). It is best to shoot flames directly at an enemy while walking backwards and not the ground around them. A burning enemy who moves into you can set you on fire! If you have caught on fire you can put yourself out by diving on the ground. This works almost instantly and is an effective way to prevent burning damage (using a stim won't heal you fast enough and won't outlast the burning effect). Feel free to check for yourself if certain factions are weaker vs flames than others (I rarely see people using flamethrowers vs automatons, but I think it's because they might be carrying one as well).

The Eagle Napalm Airstrike is a stratagem listed as having explosive damage, but leaves an incendiary trail on the ground for a while. 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 shoot enemies behind you while sprinting away from them, and hold critical items in the off-hand), rounds reload (reload a gun without throwing away an entire mag), multi-level zoom (different scope ranges in first person view), safe/unsafe (specific to the Railgun for now, allows you to charge a shot past the normal level of damage with risk of blowing yourself up at max charge).

-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:

GR-8 Recoilless Rifle Sight Ranges
Close range: use the inner dot
~100m: halfway between dot and bottom of outer ring
~200m: bottom of outer ring
~300m: halfway between bottom of outer ring and bottom edge of sight.
~400-450m: bottom edge of sight



- You only earn medals if you complete the primary objectives, you don't have to extract.
Completing a mission is one step on the path to victory. Completing a campaign requires you to finish all of the missions one after the other on the same planet (there can be up to 3 different missions depending on the chosen difficulty level). The campaign progress contributes to the planet control percentage although that's currently unreliable, sometimes showing 0% at the end of a mission but a different number on the map screen.

- *The longer you spend in a mission, the harder it gets More targets you destroy in a mission, the more patrols will appear (you can watch the mini map every time you deal with an objective, there will be enemy groups moving towards your location even if no enemies were alarmed before hand). The enemy patrols move towards active objectives, which include things like a destroyed base, or an active terminal. Pretty much important target in this game gets blown up or killed in some way, so your enemies will want to know about it. You do not have to shoot every patrol you see, and you get more bonus experience points for finishing faster.
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). There are often explosive barrels near these caches:

Insert name here posted:

Specifically, look for these:

Most of my super creds I've picked up have been from 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).

- Some missions might seem like they have way more enemies to fight even though they're all the same difficulty, and this might have something to do with the randomisation going on in the background.

- 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 to 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 an angle - this might impact the usefulness of your bombing runs! They might just fly against a cliff face and do nothing to the target.

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. 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 so that you always have options. Every Helldiver has their own Eagle. Reloading will not prevent others from using their own 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.

TheMostFrench fucked around with this message at 12:16 on Apr 10, 2024

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explosivo
May 23, 2004

Fueled by Satan

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.

Dinosaurs!
May 22, 2003

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.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



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.

Marx Headroom
May 10, 2007

AT LAST! A show with nonono commercials!
Fallen Rib
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.

Durzel
Nov 15, 2005


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.

Owl Inspector
Sep 14, 2011

For SUPER EARTH

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



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

Basticle
Sep 12, 2011


TheMostFrench posted:

This new trailer answers a lot of questions about the upgrade and progression system in the campaign:

https://www.youtube.com/watch?v=22rg3bHqSVc

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.

explosivo
May 23, 2004

Fueled by Satan

Yeah that actually looks pretty great. Hype levels.. rising.

Dinosaurs!
May 22, 2003

The new trailer looks pretty good. Learning that foggy maps are gameplay-related and can be undone covered my gripe about draw distance.

BeanpolePeckerwood
May 4, 2004

I MAY LOOK LIKE SHIT BUT IM ALSO DUMB AS FUCK



glad someone made a thread. looking forward to this game

Marx Headroom
May 10, 2007

AT LAST! A show with nonono commercials!
Fallen Rib

explosivo posted:

Yeah that actually looks pretty great. Hype levels.. rising.

:yeah:

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.

BeanpolePeckerwood
May 4, 2004

I MAY LOOK LIKE SHIT BUT IM ALSO DUMB AS FUCK



but will it have synchronized cape twirling?

credburn
Jun 22, 2016
A tangled skein of bad opinions, the hottest takes, and the the world's most misinformed nonsense. Do not engage with me, it's useless, and better yet, put me on ignore.
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

BeanpolePeckerwood
May 4, 2004

I MAY LOOK LIKE SHIT BUT IM ALSO DUMB AS FUCK



credburn posted:

I don't like the way this looks.

Good to know! :thumbsup:

megane
Jun 20, 2008



It's bizarre how little they've shown of this game.

I'm still gonna play it, of course.

Overlord K
Jun 14, 2009
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. :getin:

Owl Inspector
Sep 14, 2011

The overwhelming lore of Helldivers

BeanpolePeckerwood
May 4, 2004

I MAY LOOK LIKE SHIT BUT IM ALSO DUMB AS FUCK



lmao

explosivo
May 23, 2004

Fueled by Satan

Helldivers had lore?

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe
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?

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

explosivo posted:

Helldivers had lore?

Bugs have oil and cyborgs hate democracy

verbal enema
May 23, 2009

onlymarfans.com

lol

Helldivers loving rules and I'll be watching this

Marx Headroom
May 10, 2007

AT LAST! A show with nonono commercials!
Fallen Rib

Owl Inspector posted:

The overwhelming lore of Helldivers

Jumping!!!!!!!

Baiard
Nov 7, 2011

it's good for you
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.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



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.

verbal enema
May 23, 2009

onlymarfans.com
There is gonna be a little field of movement that you're restricted to :twisted:

BeanpolePeckerwood
May 4, 2004

I MAY LOOK LIKE SHIT BUT IM ALSO DUMB AS FUCK



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!

BeAuMaN
Feb 18, 2014

I'M A LEAD FARMER, MOTHERFUCKER!

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.

Durzel
Nov 15, 2005


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 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.
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.

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.

dogstile
May 1, 2012

fucking clocks
how do they work?
Can't wait to earn my cape

Revitalized
Sep 13, 2007

A free custom title is a free custom title

Lipstick Apathy

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!

BeanpolePeckerwood
May 4, 2004

I MAY LOOK LIKE SHIT BUT IM ALSO DUMB AS FUCK



preordered.





gaming guarantees goontizenship.

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe
I'm waiting on reviews but drat I'm excited

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



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

Dandywalken
Feb 11, 2014

Hmm are driveable vehicles in? The attack bike was goofy fun in the first

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



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

explosivo
May 23, 2004

Fueled by Satan

Wonder if that will be coming in a premium DLC after launch..

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TescoBag
Dec 2, 2009

Oh god, not again.

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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