Another (funny) Helldivers 2 Comparison

I mostly play diff 9 bots becuase i find bugs kinda annoying. But even still i literally never brought a railgun. I didn’t like how it trivialized things. I was in the nerf camp but i see the issue as the other weapons being somewhat lacklustre AV options. So i get the other side of the arguement.

My point was that the best way to have handled this was to drop some better AV options like mechs with the railgun nerf. That way players have somewhere to migrate too, rather than discovering brutally that they failed to learn mechanics against, say, chargers.

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(should’ve read the above posts before posting about the spear lel)

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Absolutely, it’s a ball ache to do higher difficulty bugs due to armored unit density. At least bots have a big red eye ball to shoot at. Even dreadnought goes down with a well placed AM rifle shot which what I’ve been doing.

It’s almost like getting smothered by dozen crushers and/or bulwark with scab mobs in DT analogy whe fighting against bugs.

Except every scab has a chance to call in more crushers/bulwark on you.

I really hoped for a more nuanced approach to balance but I suppose this will have to be for now.

I only play high difficulty automatons. They have a similar, albeit more manageable spam due to their slowness.

It’s annoying being like, “I’m going to gear my load outs towards killing big things,” and then you throw down an orbital railgun. Goes for a bile spewer instead of the charger. You now have to wait multiple minutes. Throw down a rocket turret. It starts hitting the charger, but then the charger crashes into it after getting agroed by it and somehow survived three bursts of the allegedly anti-large rockets. So you’re down to your spear. Luckily the charger is outside minimum range… you fire a missile and only take off some side plating. While reloading the six other chargers aggro onto you and you have to ditch the reload to run.

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If it’s anything like the first game (which it very much is) high end power strats like Mechs and vehicles are going to represent a major game changer in higher end play.

This might be a hot take but I also feel like turrets are being underused for dealing with bigger threats. Solo play no matter what will always be a lot harder since even in the first game you cannot t as ke equipment for ever eventuality.

They did just announce that the next Warbond will have stun grenades, a plasma shotgun and some other new kit so they might be a game changer for the higher level content.

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When I got the game I tried being a turret main, but they’ve been lacklustre on high difficulties. Bugs can swarm them down and they get one shot by automaton rockets and cannons. They require good positioning to be of any effect and at minimum the +50% ammo ship upgrade. The former doesn’t always feel like a luxury when your surrounded by flamethrower hulks charging you.

You think the majority of the players that left, along with those that keep these forums, just wanted a different kind of game?

I can’t see that, really. Another thing I can’t see is FS setting out to make a dedicated 4 man coop survival game. Such a game wouldn’t need any of these mechanics people write about over and over.

And, to be fair, whatever FS wanted and we wanted - it doesn’t much matter at this stage. What we got was… complicated. And largely not very good, barring the actual combat aspects.

I personally could’ve done without the gacha, the FOMO, any of the crafting, any of the variant weapons and certainly without the mission rota… Had the game been solid, I wouldn’t much care about 1st/3rd person, survival coop, tide coop or w/e other designation and genre we can conjure here.

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I can feel that. I also feel like part of the issue is missing certain specialized turrets and strats such as a flamethrower turret or different styles of heavy targeting strats.

We do have the orbital laser which is limited but limited strats are very by design. I’ve found some success by including the EMS mortar to pin enemies down and have other strays and turrets finish them off.

Edit: as a note I think a lot of the support strats are under utilized in general. I want to do some testing with the EMS strike since most of the time it’s not a firepower problem but a control problem. I do think EMS also stops enemies from calling in more enemies from what I’ve seen.

Next warbond gets a stun grenade so might be a good portable option

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I enjoy utilities, especially smoke as it can cut LoS and distract enemies. But that complex strategem modifier that gets applied adds another several seconds to deployment and that’s seconds my team may or may not have.

I found it easier to just toss a AC or Rocket turret at a decent enough position and let loose couple of rounds; at the least it can soak up aggro and force some enemies to engage it; giving us some breathing space albeit for a brief moment.

I can understand they don’t want people having obvious one choice for Chargers.

  • At the moment it’s Arc thrower, takes alot of rounds and time but you are more mobile and longer reach

  • Flamer, efficient, less ammo, quicker but you have to be closer and more vulnerable.

High risk vs high rewards to kill quicker vs safer play but longer time to kill.

  • The limitation is movement. If you look at Darktide’s slide, dodge, jump, combination, vertical environment with this much movement flexiblity it opens up a player to much more possibilities to the point adding more enemies, more tanky, more elites allows the player to overcome them. Skill is not gated.

  • HD2 - Strafe, dive, mantle obstacles. You make a mistake, chargers will juggle you forever. It is restrictive movement, your potential skill in movement is gated. So in that case the game is more about pre-planning as a team to focus fire, using obstacles to slow them down, one team mate to take aggro etc. More so aggro taker so someone else can take aim without getting knocked over.

It seems they want you to plan your engagements per objective just like how in GTFO and Ready Or Not you do have to pre-plan for every area, behind every door, recon, assess, who will do what.

Different games in this respect I guess with regards to planning engagements as a team first whereas Darktide one can engage first without downside as recovery/pulling back is easier with movement.

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For the 2nd to last point, in my experience, what we do at the objective isn’t the problem, it’s what goes on between A and B that throws everything out of the equation, because there’s so many PoI that encourages you to explore and loot; you’ll run into many unscripted/unintended encounters that quickly snowball out of control.

And because there are higher patrol count and frequency on higher difficulty, it’s really easy to just pinball back and forth to one patrol to another. Railgun + Shield again to me; was a reaction to that issue; efficiently culling the biggest pressure unit, charger, shields provide you the knockback resistance as well as resisting the hunter’s slowing poison.

Ah, this explains a lot!

I’m sorry, I tried my best to keep this thread on the Darktide side of things but the people are relentless!

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It is amusing to see how helldivers 2 is casually being talked about (and a lot) in this official forum for a game it sorta competes with :smile:

for what its worth and as for being emotional, darktide got me into warhammer when i didnt care about the franchise at all before.

not many games can claim that, doom and fallout being the exceptions.

and while hd2 leaves me totally cold style and design wise, i took my printer for a spin to get some accessoiries for my mcfarlane figures i couldnt help but stocking up upon :laughing:

only wish there were more nurgle based enemies in game to boost the roster.

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Nice resolution, SLA?

Maybe ive just not run into it yet but i have not had this issue. I can consistently dodge chargers and either shoot their rear legs out during their charge animation or pop their rear. The AC is good for the latter and anything is good for the former. Though 9s can be rough when numbers get dense.

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pla, takes a while to print but i prefer not having to care about ventilation and chemicals disposal.

got it quite a while now, trusty workhorse, ran out of 1/6 scale space some time ago and am glad to have found something in the 1/12 scale where army building doesnt cost an arm and a leg.

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I think I’ve decided to stop playing HD2 as this friendly fire is getting out of control. I must be real unlucky with randoms I get.

People think it is real funny to team kill to take your weapons (even if I host) or kick/purposely killed at extraction. I don’t want to try and organise a discord group and prefer to just jump in casually without commitment. This game is not good with randoms. This is with crossplay off too.

So I am constantly worried going to get screwed every mission.

If there is ever a game mode without friendly fire then I play it again.

I am sure it is good game with friends, unfortunately my friends not interested in this game.

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I agree that the power sword needed a nerf, but IMO its design and how they nerfed it is flawed in the first place. Mainly, but not limited to needing to activate it in the first place, the activation providing additional damage, nerfing it by needing to activate it more often and changing it so that you can keep activating it mid-combo.

Weapon activations aren’t fun when the activated mode is meant to be the default mode, just senseless and unfun busywork.

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Yes, but it’s about “how to” not about nerf or not to nerf. Like they always come with decisions noone was asking for. There was a feedback and plenty threads about power weapons need overhaul.

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