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turn off the TV
Aug 4, 2010

moderately annoying

Elendil004 posted:

So now that its a workday, we got any optics on patches, servers, the ability to get into game, afk timer, etc?

today but maybe not today anymore

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turn off the TV
Aug 4, 2010

moderately annoying

it's really weird how many problems in this game can be solved by joining a steam friend's game. i've gotten out of three or four soft locks by doing it

turn off the TV
Aug 4, 2010

moderately annoying

Owl Inspector posted:

Every reinforce giving you a random voice is such a great touch that really sells how you aren’t respawning, you’re just controlling a different sacrifice to the altar of imperialism HERO OF SUPER EARTH who has a shelf life of 90 seconds

there needs to be an option to randomize your character's armor and equipment imo

turn off the TV
Aug 4, 2010

moderately annoying

drrockso20 posted:

They need to rework or just plain get rid of the various fog and dust cloud effects that can be a level condition, they are not fun to deal with at all

they're cool actually imo

nnnotime posted:

For a new player should I stick to easy missions until I level up? I usually try to play these games on the hardest difficulty, but I realize my newbie character would need to get tougher. Would I be too much a liability to other experienced players if I joined in on tougher missions? I'm watching a bunch of youtube videos for Helldivers 2 tips to get myself trained offline first.

the difficulties are locked until you complete an operation on the earlier tier so you should just do the hardest ones available until you start running into situations where you're completely unhelpful. i assume for 90% of players that's going to be any significant number of armored enemies.

turn off the TV
Aug 4, 2010

moderately annoying

drrockso20 posted:

To a degree I agree but there's a point where it is just too much, at the very least it should impact the enemy's ability to see and detect you just as much as it does you

boy have i got news for you

turn off the TV
Aug 4, 2010

moderately annoying

i hope that some day i will be able to complete a hard operation without the host kicking me before the last mission

turn off the TV
Aug 4, 2010

moderately annoying

Tom Tucker posted:

Are maps procedurally generated or designed? Because it’s super hard to make good procedurally generated urban maps and the map variety I’ve seen has been super solid if they are designed.

They're procgen. You'll eventually start recognizing the same bits of terrain across various planets

turn off the TV
Aug 4, 2010

moderately annoying

Alkydere posted:

It's on the to-do list but the UI right now is about a C+.

Meanwhile server stability and connectivity grade is "Smoldering dangerously", which is a decided improvement from "Actively on fire".

So yeah, there's definitely a lot of areas that need improvement that I hope they get to in the next couple months but understand why they're not doing them now.

They are doing both of those things, though. The company has 100 employees and 4 of them work on networking.

turn off the TV
Aug 4, 2010

moderately annoying

ijyt posted:

you learn this in your first few missions by shooting bugs and seeing them continue to hobble after you or charge you without a head

I've done 50 missions and I didn't even know that you can shoot their heads or limbs off because any shot you land turns whatever you hit into a viscera geyser

turn off the TV
Aug 4, 2010

moderately annoying

the TKs that make me angey are people throwing eagles and orbitals on top of my sentries the second i call one down

it happens so often and i just don't understand what possesses people to airstrike the funny blue light with no enemies around it

turn off the TV
Aug 4, 2010

moderately annoying

do some people have an individual victory condition to quit within the first two minutes of bile titan missions?

turn off the TV
Aug 4, 2010

moderately annoying

Warbadger posted:

Also turrets are worse than useless because they all seem to prioritize shooting at the neverending stream of dropships they can't damage, or (mortars) will spend most of the game blowing up the evacuees or blowing up your own team while trying to hit the little jetpack guys.

Do dropships have more HP on harder difficulties? Rocket turrets will actually shoot them down in my experience.

turn off the TV
Aug 4, 2010

moderately annoying

dialhforhero posted:

The 15 minute kill all you can while on a hill are the best missions IMO. Set up mortars and turrets everywhere and just call all the air strikes. Time them well and it is just pure destruction.

Also setting up mines at entry points is cool and good.

Also because you can get in and out and they are great quick-play engagements.

A 15 minute defense mission seems like it would be pretty cool. Unfortunately all of the ones I do wind up just being two or three, and that gets old really fast.

CuddleCryptid posted:

Can't get a new general order til the defense maps are done

Can't get the defense order done because they maps are annoying to do, leading to low participation.

Low participation means that those who try to force a win do so in vain because the planet falls anyways.

Planets falling despite the efforts of those actually trying to win means we can't get the defense order done.

It'll just time out into failure eventually but hopefully the devs change it so that we only need to defend one or two planets per order rather than a week. Server issues are one thing but most people are just grinding out bugs because it's easier.

Or instead of reducing the number of planets needed they could just make the defense mission pool not include evacuate civilians 100% of the time and exterminate defense 50%. I'd gladly be doing the robot defense operations if they could be data retrieval and the ICBM one and whatever other mission types probably exist in those campaigns that you just never see.

turn off the TV
Aug 4, 2010

moderately annoying

Warbadger posted:

Rocket turrets may shoot them down, but the stuff on them survives and it's going to 100% keep trying to shoot down the dropships coming in/going out rather than shooting at, say, the 3 hulks and 2 tanks doing donuts 20m away.

AFAIK the rocket turret AI prioritizes the most high threat armored targets instead of shooting at whatever, if there are hulks or tanks in its vision it'll shoot at them over anything else. This also makes them pretty ammo efficient in my experience as they won't waste ammo on chaff that get shotgunned to death in seconds if there's a hulk or titan it can focus on instead.

Shooting down the dropship will also kill the bots but I think that it has to be a good bit before they're low or slow enough to start dropping them off. I've definitely seen my rocket turret shoot down a dropship and kill all of the robots onboard in the process.

turn off the TV
Aug 4, 2010

moderately annoying

ChaseSP posted:

Also I wish the Guard Dogs did less friendly fire, particularly the lasers because I'm constantly being shot in the rear end by them compared to the assault rifle versions.

This is just means that you aren't properly treating your squadmates as ablative armor like you should.

turn off the TV
Aug 4, 2010

moderately annoying

I unlocked the railgun earlier today and tried it out for the first time since my first mission and it is tragic that that is the best gun in the game. If there's going to be one overpowered weapon you'd at least hope that it'd be the autocanon or something

turn off the TV
Aug 4, 2010

moderately annoying

knowing that mechs have been implemented and functional since before release really makes me wonder if the harder difficulties are balanced around having access to giant robots

turn off the TV
Aug 4, 2010

moderately annoying

FutureCop posted:

Challenging Difficulty --------------[unfathomable gulf]-------------------- Hard Difficulty

drat, the difference in difficulty between Challenging and Hard to me is like night and day: was playing with friends and we decided to bump up the difficulty and just could not get anything done. On Challenging we can complete a civilian escort defense without dying once, while on Hard we can't even rescue a single civilian as we have our hands full just trying not to die, eventually running out of reinforcements. I'm taking down all the hulks I can with precision autocannon eye shots or EATs and another one spawns to replace it immediately. Is this just a case where we need to wait for better weaponry like railguns, or do we need some super focused team of friends with no randoms?

the scientist rescue missions are just very overtuned compared to the rest of the bot ones. if you're actually killing hulks then you can probably do any other hard mission without much issue.

turn off the TV
Aug 4, 2010

moderately annoying

veni veni veni posted:

These same people always seem to think that they are the only ones who know what they are doing and everyone else is just taking on engagements for no reason when in reality their team is just getting swarmed and they are not helping at all.

in my experience 90% of the time this happens is because they're near a bot fabricator or bug nest and are pulling aggro infinitely so i think that's actually specifically when you should always go rambo.

turn off the TV
Aug 4, 2010

moderately annoying

jokes posted:

I do wonder if there are limits to how many bots/bugs can be alive at any given time. Like on Medium, for example, surely there's an upper limit for how many patrols/dropships/whatever you need to deal with.

And also, I've had a ton of missions end without any major spawns during extraction-- I wonder if this is because of closing outposts or if there's something else going on.

the strength or presence of enemies or something increases the longer that you stay in a mission and it wouldn't surprise me if the different difficulty settings influence the degree to which it does. from what i understand destroying outposts stops or at least reduces enemy spawns in their vicinity, and possibly globally. i can't really think of any other reason as to why a 35 minute extraction with all of the outposts destroyed are consistently the least intense.

turn off the TV
Aug 4, 2010

moderately annoying

Nuebot posted:

Something I've noticed that's a huge factor in why I hate bugs so much, is that they're endless in a way robots never are. In a mission just now I went to a PoI, cleared it, and then as soon as I turned around there were at least a dozen bugs without any breach warning. Then a bug breach happened. Then another happened. And another. Aside from the fact that the armored bugs can call in breaches, it seems like you just kind of can't stop it? Like, if a robot pulls out one of those beacons, you shoot it and it stops, and if you kill it they never summon a drop ship. But with bugs, the instant they fart those orange clouds that's it. And then they just chain from there. And once you hit the higher difficulties each wave of bugs means three to five chargers and probably a titan or two and it sucks.

Also it's annoying the game doesn't remember your gun preferences, I don't like having to turn my gun off of burst every time I start a new mission.

you do get endless robots if you get stuck near one or more of their fabricators

turn off the TV
Aug 4, 2010

moderately annoying

do bile titans and charges just die in one shot if you hit them with a railgun during their emerging from the ground animation? i saw one of both popping out in front of me and i managed to hit both with one shot and they both died but i'm not sure how.

turn off the TV
Aug 4, 2010

moderately annoying

hey mom its 420 posted:

it's also about how the game plays on the higher difficulties, not just how hard it is to do the missions. if the only way to do some of the higher missions is by constantly running away benny hill style, I think that might not be the best for the game

they're adding giant robots robots in around two weeks

turn off the TV
Aug 4, 2010

moderately annoying

ZeusCannon posted:

I refuse to think nerfs are the best path for this type of game. Make everything explode more

buffing weapons to match the railgun would not address the reason why the railgun is a problem in the first place. being able to one hit kill the strongest enemies in the game is not good and you shouldn't ever need to do that.

turn off the TV
Aug 4, 2010

moderately annoying

Bold Robot posted:

Is there any consensus on which ship upgrades to prioritize? I can afford one, almost a second one, but none of the first-level ones seems too exciting.

the one that gives you full ammo on stratagem weapons is definitely good.

Psycho Landlord posted:

One-shotting bile titans is a reward for skilled play and is very important when six of them spawn at once :shepface:

and this is more or less why i think the railgun sucks. i'm using it over other weapons which i enjoy more because i want to deal with multiple chargers at the same time even less, and even if the other anti armor weapons were stronger i'd still not enjoy dealing with a constant stream of chargers.

turn off the TV
Aug 4, 2010

moderately annoying

Psycho Landlord posted:

autocannons are better at dealing with chargers than railguns will ever be if you know how to shoot them, so I would suggest using that instead if that is your sole issue. They also can oneshot bile titans!

(one of my only actual balance complaints about this game is that chargers are too common imo)

unless the autocanon can stagger and damage chargers from the front then it is not as good

turn off the TV
Aug 4, 2010

moderately annoying

BastardySkull posted:

What the gently caress are these? Automaton ships?



Also, taking this screenshot froze the game and appeared to kick all 3 other squad members?

i think those are supposed to be the cloaked automaton ships or whatever. iirc there's some npc dialogue talking about how they don't know how automatons travel between planets and they seem to appear from nowhere even without fabricators.

turn off the TV
Aug 4, 2010

moderately annoying

Darth Walrus posted:

As someone who's learning the game through the bot front, vehicles would just make me paranoid about tripping every alarm within a square kilometre as soon as I fire up the engine.

the mech that they've shown has a gatling gun and missile launcher pod on it and looks incredibly fast so i think that setting off alarms would be ok

turn off the TV
Aug 4, 2010

moderately annoying

free hubcaps posted:

Warframe is currently better than it ever has been so this is a weird analogy

it also only works in warframe because it's basically a completely different game. getting a crazy gun that can one hit kill an entire room full of the strongest enemies in the game works there because you're expected to kill hundreds or thousands of them in a mission. and the difficulty in those missions either continuously increases until you fail or are trivial enough that you're expected to basically play the game like you're speedrunning a third person platformer.

turn off the TV
Aug 4, 2010

moderately annoying

Au Revoir Shosanna posted:

Happened to click on an old trailer and it looks like there's already a load more destroyer upgrades in the pipe:
https://www.youtube.com/watch?v=vXddWD88jeI

You can see they start with the current level 3 hangar upgrade:


And then it upgrades three more times past that:




They show off something similar with the orbital guns as well. Better start saving those samples!

yeah there's a lot of stuff that's seemingly almost done or were cut during development. it wouldn't surprise me if these were the vehicle upgrades. assuming that all of the things found in the game files end up making it into the final build then they should nerf the railgun.

turn off the TV
Aug 4, 2010

moderately annoying

threelemmings posted:

Yeah just like helldivers!

https://www.youtube.com/watch?v=WuddKyxiVsY&t=48s

yea just like it

turn off the TV
Aug 4, 2010

moderately annoying

JBP posted:

Speaking of upgrades it would be cool to get some gun mods. They could be advantage and disadvantage, just something to spice up the guns.

the weapon customization system seems like it's pretty far along, which may be contributing to the weapon balance being kind of poo poo at the moment.

there are actually a lot of cool seeming things in the game files. i really hope that the shoulder mounted video camera makes it to release and you go on propaganda filming missions

turn off the TV
Aug 4, 2010

moderately annoying

here's the list of datamined stuff that the tweet is referencing. missing the super earth army squad you can call in i think unless that's what frv means

quote:

Stratagems:
-DropoffCombatWalker
-DropoffCombatWalker_PresidentReward
-BugThumper
-MedicBackpack
-DisplacementBackpack
-DropoffCargoContainer
-HealthPackRack
-HealthPackRack_PresidentReward
-ShoulderMountedCamera
-JammedPinata
-MiniMissiles
-DropoffLav
-DropoffLav_PresidentReward
-Cover
-DropoffFrv
-SpireSterilizer
-ShipBowling
-Nuke

New Faction:
illuminate
Type:
adept - can call for allies
ghoul
illusionist - fire projectile - force choke victim
obelisk fire
outcast
pathfinder
summoner

Weapon mods:
WeaponCustomizationSlot_None
WeaponCustomizationSlot_Underbarrel
WeaponCustomizationSlot_Optics
WeaponCustomizationSlot_PaintScheme
WeaponCustomizationSlot_Muzzle
WeaponCustomizationSlot_Magazine
WeaponCustomizationSlot_AmmoType
WeaponCustomizationSlot_AmmoTypeAlternate

Weapons:
jet_rifle
jet_rifle_phoenix
plasma_rifle
plasma_shotgun
laser_rifle
laser_rifle_long
battle_rifle
crossbow_greyfax
grenade_pistol
plasma_pistol
laser_pistol
heavy_machinegun
laser_cannon
sniper_rifle
laser_guided_missile_launcher
missile_launcher (faf = fire and forget)
frv_mg (FRV = ?)
lav_mg (LAV = light armor vehicle)?
double_barrel
mount_lmg_stalwart

turn off the TV
Aug 4, 2010

moderately annoying

Benagain posted:

Two factions maybe but I doubt we'll see the other factions fighting, given that we're the ones attacking everyone.

the automatons are actually on the offensive, they're trying to get to cyberstan to free the slaves

turn off the TV
Aug 4, 2010

moderately annoying

Ulio posted:

Really hope this isn't like 10 months from now. The game is booming, would be happy if we get in a few months.

you're going to be waiting two weeks for a few of those. stuff like the mech and a few of the new weapons are release ready and already mostly in the live version of the game

jokes posted:

Just add a SAM site that you reload every so often. While it's reloading, you get dropships otherwise you get robots slowly walking towards your position.

there are actually sam sites in the game as side objectives and they do shoot down dropships. the only issue is that they have a range that covers the sam site and basically nothing else.

turn off the TV
Aug 4, 2010

moderately annoying

BeAuMaN posted:

I think it's dumb that this particular anti-cheat is allegedly more egregious than other anti-cheats and there's already reported cheaters.

Unless you count any other commercial anticheat then yeah nprotect is unprecedented in having kernel level access.

turn off the TV
Aug 4, 2010

moderately annoying

The Slack Lagoon posted:

Is smoke useful for anything?

Robots don't shoot or see through it

turn off the TV
Aug 4, 2010

moderately annoying

Piell posted:

The devs are manually modifying the global goals anyway


according to the devs the GM chooses what the enemy factions do but the actual planetary liberation meters aren't being touched. planet progression is hosed because the math they use apparently doesn't scale based on concurrent users

turn off the TV
Aug 4, 2010

moderately annoying

Turin Turambar posted:

If that was right, and given that the game has been a much bigger success they had planned for, it would mean planet progression would be trivial, favoring the players as they are the group that is unexpectedly huge .

But we just lost the defend campaign against the boys!

i think they're using the daily peak user count instead of the concurrent one so during certain hours of the day there aren't many people online and all of the planet progression regresses.

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turn off the TV
Aug 4, 2010

moderately annoying

Internet Explorer posted:

The napalm on the other hand is perfect for it.

napalm is cool until the beacon hits a bug and bounces directly back onto the landing site

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