Been playing Helldivers 2 recently and

That was my impression as well from the little footage I saw and it was enough to send me packing, prematurely perhaps. You see quite a few of the button mashers in DT too but thankfully the game punishes them for it (and often the team), even if many are too thick to realize it.
NGL if those "seemingly drunk or stoned dudes " are busy with HD2 then I’m happier for it, I like chocolate in my peanut butter but I don’t care for fish in it.

DT has certainly hit an old UT/Quake itchy spot that needed scratching and despite some warts, I’ve sank in an embarrassing amount of hours as I had some time on my hands. Said warts aside, I felt rewarded “gitting gud” as did VT before it.

OT-ish My chief complaint with DT is the map design and variety, something both VT1&2 excelled at. I always wondered if the WH40K Grim Dank setting was too limiting, but re-using large sections and/or the “hubs” don’t help the cause. The 4 newer maps at least seem a bit more varied, but I was hoping to have more sooner to make up for the halved release ones.

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If Stieg Larsson can be believed, Swedes are just champion coffee drinkers (and eaters of sandwiches??)

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But it’s not the balance changes

Mmm, tweet was about weapon, my post was about weapon. So it is, in this context.

You can say they start balancing from the wrong side of the stick, but it’s more about order of implementation and timing.

Railgun nerf in it’s core makes sense.

It happens everytime in every game, nothing new here - there is certain group of people who can’t stand the fact they need to learn how to use something and can’t handle ego strike when some tool that was carying them through the game now in line and takes some effort to use.

But its not. Instead of 1 planet, it could’ve been a system.

3 hive world maps, 3 paradise city maps, 3 jungle maps, 3 ice maps.

For a paradise world something like Bulletstorm locations

Summary



Like imagine some jungles with flesh eating flowers instead of barrels as environmental traps

Or on ice world you can be ambushed by ambull

There is no limitiations, that’s the best thing about wh40k.

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Yeah, great mechs that destroy themselves if you shoot a rocket while rotating or simply by Pelican-1 dropping them on “wrong” surface :+1:

AC is pretty lucklaster against anything above medium armor (luckily bots’ weakpoints are medium armor), while AC turret wrecks heavy armor just alright.

Nobody wants to stick to railgun as the only reliable weapon, that’s the whole point.

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It seems to me they bumped all difficulties up about two notches, e.g. 7 is about as hard as 9 was before the patch. 8 is pretty wild now but doable if you get a decent drop location. 9 is insane; I honestly don’t see how anyone could complete 9s consistently.

But yea, the devs said that they’re aware that the last patch may have overtuned things and it sounds like they might adjust enemy spawns, health, etc. The regular comms from them has been reassuring and stands in stark contrast to FS’s overall silence.

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Its doable if you have good party like i do, but definitely not the most fun experience. With random parties or heck solo i don’t understand how you could have any sort of consistent or fun time.
I would personally advice anyone who just wants to have good time to stay in somewhere 6-7 difficulty.

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Pretty much agree. Anything going into 7-9 is going to be more on the tedious end rather than being fun after a while.

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We got limits, for sure. Just a question of whether the bigger limit is FS dev time or GW’s final word.

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You CAN pair with randoms without a fear of wiping from Levels 3-5. @Jacek and I had a very fun Level 5 match with randoms. Level 4 seems to have the worst randoms from my experience so far.

On another note, for any REALLY new players who want to know, you can solo anything below Level 3 without breaking a sweat.

Post Scriptum Edit: I did have ONE Level 4 discrepancy where the team ALMOST wiped because the other randoms kept running off in all directions and dying over and over again. I ended up having to extract solo after carrying the team… all because they kept wasting our reinforcements over and over again. I, like, DOVE to Extraction and barely survived.

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Difficulty 7 is the sweet spot for me; every difficulty above 7 becomes a recon stealth mission where you have to move from objectives quickly and choose stratagems that allow you to avoid fighting as much as possible.

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You kind of have to play 7 for those giga samples too, which i personally think is a bit of an shame because rest of the game is really open on how you want to progress.
Its a good thing you don’t need too many of those and they are relatively easy to find if you know what you are looking for, but still forces players to difficulties who might not care for that challenge.

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That’s another thing I forgot true. Let players choose difficulty they want without gating access to progression of ship modules. Otherwise players joining T7 when that difficulty is not their thing. End up with players ignoring mission objectives just to quickly grab Super Uranium and extract as main goal. Then sigh of relief of not having to do T7 again with randoms.

I think they decided T9 - That’s designed to be near impossible for sake of stopping any players saying the game is too easy. So the game being easy or too hard is pure choice and set your own challenge.

On opposite side of things. Darktide players be like Auric too easy! Hurt me daddy, give me T6. Not because it is too easy, people don’t realise they just got better after 100hr+ because of high agility movement mechanics.

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I’ve played some Helldivers 2. It’s a very different game than Darktide, and a kind of game that will have a mass appeal that a Tide game never will.

That doesn’t mean Fatshark can’t take notes on things that the two games do have in common. The progression system is better, the game has at least rudimentary stat tracking built in without the necessity of mods, content is released much, much more frequently. Etcetera, etcetera.

I will say that, so far, I enjoy Darktide’s core gameplay a lot more than Helldivers 2. Unless some finesse shooting makes its way into the game with a new enemy type/faction, the heavy reliance on stratagems combined with the excessive running around between objectives without shooting are serious negatives in my opinion. The game has no melee combat to speak of, and the shooting bonafides are seriously lacking. Stratagems are what set it apart, and they’re just not that engaging by themselves to fill the gap.

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On the other hand; Darktide has way too much melee combat in comparison to ranged in my opinion.

I also disagree with the idea that Darktide’s melee is supposed to be “super deep”. I do not think so. It’s mostly just dodging and hacking at things in a horde. This isn’t a Tekken or Street Fighter tournament; it’s a hack and slash with satisfying combat.

Strategems also makes more sense immersive wise compared to Darktide Quorin who is a Captain America super soldier who can tank and kill a Chaos Spawn with a knife in single combat.

Both games are good, Darktide is a bit shallow is my only complaint.

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Level 4/Heresy being the odd-one-out in terms of difficulty curve versus player skill? I think we can now safely say that DT and HD2 are basically the same :smile:

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Some amount of melee combat was always going to be present in Darktide being a “Tide” game. I’ve criticized Darktide’s shooting bonafides as well, but Helldivers 2’s are actually worse.

The game encourages the player to shoot as little as possible with the basic handheld weapons until absolutely necessary. There is no finesse shooting to speak of, running and gunning is incredibly slow and clunky. It’s very obvious stratagems are the name of the game, and for me personally, there just isn’t enough there to engage me. People play games for different reasons, and I’m very much focused on mastery of the mechanics on a mechanical level. Helldivers 2 is objectively very shallow in this regard, at least so far. Things could change, and the amount of content it has gotten in a very short time is reassuring. I am enjoying the game for what it is, but it’s probably not going to be a game I put over a thousand hours into unless there is some pretty radical overhauling. Such an overhaul probably wouldn’t have mass appeal and would not be in Arrowhead’s best interest to implement.

I don’t really give a damn about immersion in games. The tongue-in-cheek jingoism of Helldivers I do enjoy, but at the end of the day, I’m gameplay first and foremost always.

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Auric Maelstrom is goooood, but it can be better.

that being said, darktide is one of the few games i feel a physical connection to my moves ingame; havent had much of it since the days of quake.

apart from the odd piece of equipment getting my ogryn stuck for no apparent reason it´s so satisfying diving head first into hundreds of heretics smashing them turning 180° in a split second.

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The core gameplay is Darktide’s strength and the reason I’ve put as much time into as I have. Very few games, especially PVE games, have the mechanical depth of Darktide, especially recent ones. Gears is the only franchise I can think of that would rival or top it, and it has the advantage of having a strong PVP foundation to build upon.

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If you want to master the mechanical aspects of the game, I recommend Dota 2.

Again, we can agree to disagree, but calling Darktide “mechanical deep” is a stretch in my opinion.

Darktide is enjoyable because you can turn off your brain and hack at everything in Auric Maelstrom for 20-25 minutes, but it is not more than that.