Let's compare, then

It’s natural, no need to be shy or angry about it.
And it’s been going on in nearly every thread recently.
So, let’s do it - let’s compare DT with HD2. In this thread and with the deliberation of feedback, positive and negative. These are the FS forums, after all. Let’s keep that perspective.
Oh, and, this is a thread. Like. A block of text-like. If you’re tl:dr-prone, just pick a topic. No need to read the whole thing, unless you really really want to…
Now -

Before we dive (hur hur) into the matter, a few pre-suppositions and disclaimers, to avoid the pointless @s and quotes (I foresee these, but there will be others that develop, probably):

  1. These are obviously not the same game. HD2 isn’t a “Tide” game, same as DT isn’t a Freedom Simulator. Stating that “the melee combat in DT is vastly deeper” is equivalent to saying that “the Eagle Airstrikes in DT are somewhat lacking”.
  2. The actual lifespan of the two games differs by a year and some months. We can joke about FS’s holidays until kingdom come in the replies of every patch thread (and we do…), and for every joke, we can state that HD2 has been out for two weeks and we don’t know x or y yet. Let’s compare what’s there already for both games, and what’s projected.
  3. Keep it civil. These are viral fandoms with some fanatical supporters on both sides. The Emperor Protects, yes. And voting is important.

With that, for what it’s worth after 800h in DT and 120h in HD2:

The Leadup
DT: There was hype for DT and, seemingly at the time, rightfully so - a tide game made by a long-standing specialist studio which practically invented their niche in the genre, with the behemoth IP that is 40K? The word was - sign me up! Despite some wayward comms and articles, and what we now recognize as unfulfilled promises or just marketing “magic” (let’s use this term), sign up we did. And the marketing machine spun on. A few trailers and an open beta later and, it worked, as evident by the player spike at launch. The hopium was high.

HD2: The hype for HD2 was much more subdued in contrast. The official Discord was wild, yes, but the trailers circulated only the genre YT channels and communities (and the usual gamejourno outlets - IGN and GamePass notably), with seemingly fewer (anecdotally, I don’t really know the numbers here) articles around the nets. As to the IP, well, HD was a PS darling, a couch-coop phenom and beloved by a small base, but needless to say it’s nowhere near the magnitude of 40K. Following the game for four months and being in the official Discord a couple of weeks before release, I conclude that the marketing for HD2 was done well and professionally, leading up to some solid anticipation, but nowhere near what DT had to face and benefited from. The numbers at launch - a shade under DT. No open beta here. The game just launched ready to go.

Sum: DT had the hype before launch. HD2 was noted. Both were anticipated games, with large investor backing and produced by developers who knew their field well. Both were primed for launch, which…

The Launch

DT: …didn’t go well. Those who were there - you remember. Those who weren’t - better this way… The disaster that was the DT launch seems far away now, but at the time it was a proverbial s***show, summed up to the bitter meme that the only actually working mechanic was the mtx shop, alas. There were patches. There were angry topics and riled up consumers. Then more patches, which brought new issues with our without fixing prior ones… The works.

HD2: …didn’t go well either. But with a twist. While encountering many similar issues to DT’s launch, in terms of access, stability and support issues, HD2 seems to notably suffer from success. The player counts are historic, and not only are the fans not deterred, they multiply… The amount of feedback with both polarities is staggering. Angry consumers? You bet. Edgy topics? Mhmm. The same works as above.

Sum: two similar launch stories. Two vastly different narratives and community responses. Judging by the numbers of players, hours played (after the first month off release), number of reviews and units sold, HD2 folded the shovel and took it to the head of not only this direct comparison, but the rest of the AAA games launching in the same time, and some of the longstanding leaders in numbers. And while DT never even remotely got back to it’s original hype, we’re yet to see how much HD2 will grow.
Why? Well, simple. DT was much more broken at launch, shared access issues aside. HD2 failing to account for so much interest in the game, and scrambling to address backend netcode and server capacity is one thing, but the game as presented at launch is simply a better product. And at the same price-tag. Comparatively (which is what we’re doing here) and objectively - HD2’s state at release is very good. DT’s wasn’t.

The Developer Communication Post Launch

FS: If you’ve been on these forums, you know how FS are. And you’ve heard the reasoning. To put it plainly - communication isn’t really FS’s strong suit. And this became brutally evident immediately following launch. To continue the above paragraphs: the CM drama, the forum fires, the Discord bans, amounted to one of those industry “We’re sowwy…” letters and turning off the MTX (which worked…), and later a brief video of one of the higher-ups at FS being proud, and turning the MTX back on. Yeah, tone deaf? I’d say.
But crucially - not inspiring much faith or good will. And this trend has been such for a long time, at least since I’ve taken a personal interest starting with the beta of DT. Finally, the FS perspective and participation in the community, as little as it is, feels like a dud. This “Rejects of Atoma!” drive fell flat a week after launch and has felt like a targeted advertisement campaign, resulting in the community participating despite FS’s presence.

AH: I have never in my life observed and communicated with more open devs and CMs. To that - the CEO of AH seems to be a real character, taking the current situation like a professional, while still spicing up some odd comment on Twitter (which I don’t have an account in, and even if I did - you can go check out his recent statements there, if only for the laugh). This sets the exact opposite feeling of culture for the studio, evident in how they deal with the situation: numerous updates (10 already), steady comms and an obvious understanding of what’s going on. Instead of a “we’re sowwy” letter, the devs threw out a bonus rewards weekend, as a “thank you” for sticking with them… Which… Only caused more login attempts, more hype, more drama and even more issues… :smiley:
To drive the point - even this was acknowledged by the CEO the next day. All of this amounts to the exact opposite dev-to-community relationship, where the devs can proudly refer to their customers as “Helldivers!” and receive only cheers in return. This is mostly made evident by the already amassing player-driven Discord servers, organization and word of mouth.

Sum: there is no competition here. FS didn’t explicitly marketed DT as a Live Service, but gave off every sign that it’ll be such, ran into every pitfall related to this (whatever the platform was/wasn’t and ended up being) and failed to deal with it, I feel. AH avoided pitfalls while advertising its Live Service model immediately and openly, ran into the same issues at launch, and is blowing away the numbers daily. Simple as.

The Promises and Deliveries, so far…
Four-player coop. Sci-fi. Grimdark. Propaganda. Unreasonable levels of violence. Extreme indoctrination.
I don’t feel the need to explain it - if you’re reading on, you know the idea. Where we can distinguish immediately for some easy comparison is the Promise of each game and what we got on launch:

DT: promised a seemingly deep, mechanically-sound slasher and shooter platform, with strong coop mechanics to facilitate team-play and unscripted moments of action, which engage moment-to-moment decision making, anticipations and reactions. This premise was to be further bonded with class-based skills, various gear and “builds”, which are as expressive as the given player’s skill in executing by-design demanding mechanical requirements. This was to create an in-mission loop of rapid decision-making, split-second identification and reaction-based execution.
Did it deliver? Oh, yes. To nitpick at the gameplay of DT is an errand for the truly dedicated. It’s safe to say that the gameplay was the last thing that drove away a player of this game and is certainly the main reason those that still play are around.
It’s why we’re all still here, let’s be honest. And while we’re honest - let’s face it - DT’s design brilliance stops there. Everything else that was promised underdelivered with a boring sigh. What’s worse - most of the mechanics surrounding the actual deployments is boring, tedious and actively driving attention away from the best part of the game. Whereas…

HD2: promised a seemingly simple, mechanically-sound shooter platform, with strong coop mechanics to facilitate team-play and unscripted moments of action, which… ok ok, you get the point. The core-premise is very similar (before we get into the nitty-gritty ofc).
So, did it deliver? Oh, yes! Evidently and spectacularly so.
…and where HD2 succeeds most is where DT unfortunately stumbled - HD2 doesn’t keep you at all from the main gameplay. In fact, it pushes you on and on to keep diving, stay in the fun loop, and keeps the rest of the elements to a compact minimum. By the game’s internal “in mission” counter, I’ve personally spent 94 of my 117h in-mission. Not at the ship-hub. Not at the store. Not even testing or trying. Diving!

Sum: as the first major comparison and reason for the differences in success I wanted to point out, I feel this one is crucial and largely unspoken of directly. HD2 wants you to play it. It facilitates having fun all the way. This is also a major reason for the login drama - people want to see what the hype is about, easily exposed to the obviously great levels of entertainment the gameplay generates. DT is spectacular, objectively and anecdotally. And it does so much to keep you away from the spectacle, especially once you reach lvl30 and hit that crafting wall. It’s almost sad. And used to be infuriating, until it became boring, a boredom which then turns to indifference.

The Levels
To continue hooking the above, but still moving on -

DT: advertised procedurally generated levels inspired by other great games in the genre (Rock & Stone!). While I don’t recall precisely where, and this is possibly a result of the hype of the game, I have this memory… Whatever the reality behind the true statement of their level design intent was, the final product is an underwhelming collection of static levels that show the seems and patches of what was intended to be procedurally generated. What’s worse - the levels are underwhelming compared to FS’s previous titles and suffer from repetition greatly, lacking any modifiers to break the monotony after even the healthiest of hours-played estimates. They are beautiful, certainly. And I personally wasn’t bored… until I was. And when I found myself bored, there was no “unseeing” it. This took about 100h to set in.

HD2: very much presented the same idea, but actually pulls it off to greater success. And much like in DT you will soon find yourself doing the same primary and secondary objectives, yet so far the boredom hasn’t set in. For one, the different biomes are diverse enough to make going to a new planet interesting, which greatly increases the longevity of the system, and for another - the actual completion of these objectives is diverse enough to avoid being repetitive. The major point for HD2 here is the Galaxy Map, which alone suggests that, accounting for repeating biomes, there’s a lot more we’ve not seen yet. This is supported by the fact that atm, with only four available systems in the early days of the war, the available biomes and combinations of meteorological modifiers is plentiful.

Sum: while the core gameplay experience for both games is their primary strong-point, the levels on which said gameplay unfolds are crucial, and while DT’s levels are artistic and soundly designed, they are unfortunately too repetitive. HD2’s Live Service bakes in a solution to this, presenting worlds that are stunning and uncanny, while diversifying through procedural generation.

The Balance and the Builds
We have to go there… and you know what I’m going to say. No matter how much you love or hate DT, it’s that time…

DT: crafting. (I really want to stop here…)… (But I can’t…) It’s bad. All of it. And that fact corrupts and spoils so much of the rest of the game, that it turns this particular field of comparison into an automatic W for the other side. The added talents didn’t help. The fixes and “steps” in this or that direction didn’t help. Let’s be honest in this comparison at least, since HD2 doesn’t even have a horse in this race, really.
The most devastating aspect to this is the balance within this PvE platform - any attempt to institute meaningful changes in the math will collide with the crafting system and vice-versa. Note, I’ve not used the “g” word, the “f” word and the “c” word so far… (that last one is “casino”, for anyone still reading…)
Which all comes crashing down on any actual meaning of the word “build”. By the time you can even afford to make what you’d like, you’ve already played for too long. And once you can, you understand that it’s an exercise in chance, patience and faith that the next patch won’t make your precious, gracious item into a dust-collecting ornament in your inventory. But that’s bleak… So, let’s just say that it doesn’t matter, since half the mechanical interactions are arcane in nature, few even understand how they really come together and if at all, and those that do will simply tell you that “this item and combo” is better. This is the reality of a year+ of DT updates and feedback.
Moving on -

HD2: allows you to play with all the toys at lvl20/50. And you can legitimately obtain every weapon, stratagem, piece of gear and ship upgrade currently available at launch in roughly 50-60 hours. And then, you just select what you like. And dive. If there’s any gatekeeping to this freedom, it’s time and effort. Zero RNG.
Yeah - this amounts to an actual progression path, with meaningful goals, unlocks, “grind” if we must, although that word hardly applies so far in this game. There are naturally items (weapons) that are more difficult to acquire, with the difference that the difficulty stems from the need to acquire more resources, and even that can be done in a manner respectful of your time and ability. As to balance - without any numbers bloat and by the core design, every gun has a purpose, every stratagem - a use, and every armor - doesn’t work mechanically atm (confirmed, known issue :smiley: ). Jokes aside - the game is made in such a way as to disincentivize “meta” and provide vast and meaningful functionality. Which, ofc, means that some guns and stratagems are more universally liked, without outshining their counterparts… since there aren’t any intended such.
To elaborate - there’s a (modern) pump-action shotgun. It does precisely what you think it does (and surprisingly well in terms of range), it’s precisely as powerful as you’d think and when used well will devastate accordingly. There is no other pump-action shotgun that does what this one does, so if you like and get good with this one, you’re golden. You’re not looking for another perk, blessing or some new way to buff it. It’s perfect as is.
There’s also an automatic (modern) shotgun. It also does exactly what you think it does, and also at a refreshingly longer than anticipated range. Is it better than the pump-action shotgun? No. These two weapons fill vastly different roles in a squad, perform differently vs. the different enemies in the game, and where you can do similar things with them, one is a support-specialist weapon used to keep your lines safe from melee attackers, while the other is an assault tool intended to gain ground in rapid bursts. And where one will allow you to skip the next resupply and still have bang for when you need it, the other is ammo-gluttonous and will strain your resources.

Sum: two different systems, two different approaches here. I prefer and sing the praises if HD2’s approach to itemization, balance and progression. Call me old-fashioned. Oh, and, I hate being gatekept by something I can’t affect in any way, except for putting more coins in. I’d prefer less perks and blessings, static numbers and a vast field of application any day.

The Skills and Difficulties
There’s some considerable overlap between the two games, yes. There’s also an equally considerable gap between them. Also, yes.
Let’s go:

DT: is more mechanically demanding in an active sense, relying on your decision-making, reflexes and coordination to a greater degree than HD2. But not by much. And once we get to the highest difficulty of DT, those same skills are strained to the maximum, resulting in a flow-state of anticipation, reaction, rapid analysis and identification, and action. It’s great. But the question is - is it harder than HD2? Objectively - No. Personally - also No.
(GAASP) I know, I know, we want our tide games to be hard. I, myself, enjoy challenges maybe too much. But DT really isn’t as difficult as the common perception would suggest. There’s a skill threshold, certainly. And if a player is dedicated to reaching it, they’ve already surpassed the needed effort to go beyond it. Simply put, and this is more a personal anecdote - once you get it, you get it. The rest is practice. Which can be fun, but sometimes isn’t and when it isn’t, it’s a grind.

HD2: is more mechanically demanding in a passive sense, relying on your preparation, good habits and team-orientation to a greater degree than DT. But not by much. And when you get to the highest difficulty of HD2, those same skills are strained to the maximum, resulting in a… OK OK, I did the same joke above! It’s a long post, so sue me for having some fun… With the same point!
This too is great, so where’s HD2 different? In the details - HD2’s subtle skill-checks are much more notable here - did you reload your weapons before a fight? Did you position badly before engaging? Did you even afford your team that choice? Etc. Notable, in the sense that the consequences for failing to execute in these skill checks can be much more devastating than DT. And the game not only accounts for that, it was built with it specifically in mind - one thing that HD2 succeeds in doing well is incentivizing teamplay, instead of having it as an option.
No, not the two-man heavy weapons team mechanic. Moreso than that - efficiency and safety. The skill cap here, once you start to even notice it from under all the bombardments, is pointed towards your teammates. There’s an actual point to patiently waiting for your mate to unload his MG43, before you step in to cover his reload and dumping your Breaker, instead of both of you going off, and hearing that dreaded “click” at the same time, with one then scrambling back for cover while the other having double the targets suddenly.

Sum: if I had to (and I don’t, but I will anyway :smiley: ) pick which game has more personal skill expression, I’d say DT by a smidge and a melee blocking/stagger system. As to difficulty (same principle) - HD2, by merit of three other twitchy apes that can and will kill you in unfortunate spectacles of freedom and democracy… And a ranged/throwing minigame. Here I’d like to talk about the solo experience briefly - none of these games are meant for that, but we do it anyways because we’re gamers and the games account for it, probably And so far, HD2 is more fun to challenge solo on higher difficulty because of the stealth mechanics in the game… which… it doesn’t tell you about in the tutorial. Aaah, Super Earth…

The MTX
Rotating stores. Gotta have them. Corpo said so. Ugh…

DT: is it live service or not? It seems to have all the scummy, annoying GaaS features latching all over it like a bad DKoK cosplay that costs too much and looks horrible, and you never really wanted to make anyway but your boy/girlfriend made you, so here you are now… All this liveserviceness, minus the content feed and… the Live Service of it… Hmm.
The prices rose notably around Oct 4th. The quality was never that great to begin with, but some sets were fun(ny). And the recolors… are just…
I’ve never been one to participate a lot in these mechanics of games, but I do wish to support a game and dev I like, if I can. DT made me hate this idea.

HD2: it’s Live Service. But… somehow avoiding the scummy, annoying GaaS features to a great extent. Those it didn’t avoid are reasonably priced, objectively (not my call here - there’s people whose entire job and personality is to follow these trends and analyze them). Personally - I hardly care, same as in DT. But HD2 made me warm up to the idea of supporting games and devs I like again. So that’s saying something. The facts that you can earn prem currency by playing as you would anyway, “battlepasses” remaining available and unlocked forever etc. are nice features, but often overshadow the main point of these MTX - is it predatory? In the case of HD2 - definitely not.

Sum: one store is everything I hate about modern gaming. The other is a probable meme, and a possible jab at the industry at large. CEO statements about FOMO and being deserving of monetization aside (this can well be PR) - my feeling towards HD2’s shop are largely missing. It really doesn’t matter, the game wasn’t built around it. It doesn’t throw it in your face. There’s no voiced NPC to poke you. I don’t get the feeling that this was the idea of the game.
Darktide… well. I really don’t know what to feal. My personal conspiracy theory is that they had plans during development, and then were “presented” with the “opportunity” to monetize their game, and they “chose” to go that way, cutting a lot and “making sacrifices” to give us this complete product.

The Future

DT: isn’t dead. Isn’t really thriving either. It just… is. Slowly creeping down to “obscure” levels of daily players. Out there, in the gaming sphere, chugging along, angry fans and white knights afoot. It’s… boring to me now. And whatever the future holds for it, I’ll be here to see it, just to sanity-check myself. Will I play it again? Chances are slim. After 800h, does my points matter? You tell me.
The Oct 4 Patch brought some life back, which was immediately monetized, marketed to and then thrown away in silence. I unfortunately feel that this pattern will continue for a long time to come, and each year we will see an Oct 4th-like patch, with the same approach and comments. Not interested. DT needs new weapons rooted in the 40K lore, new levels, biomes and challenges, new progression overall. It’s not getting any of that atm, in any meaningful way.

HD2: suggested a roadmap, spoken of a week before launch, atm being refreshed to account for the uncanny success of the game. The final trailer before release confirmed a completely new (to anyone who hasn’t played the first game) stratagem type (Titanfall 3 confirmed). The game is filled to the brim with subtle and funny propaganda-pieces that tease races, enemies and potentially mission types.
But that aside, the game launched with an actually functioning Live Service Galactic War, a global conflict driven by the players and actual people on the side of AH. And already, in these first weeks, and during the access issues, it was confirmed that they’ll react to the community’s maneuvers and efforts on the map. Exciting times, we live in.

Sum: the future can become brighter for DT, but the likelihood is small, I feel. The future can certainly become darker for HD2, but all observable phenomenon point to the opposite. AH are expanding and communicating, presenting an actually functioning (barring access issues) Live Service. So far. It can turn into a much more mtx-driven, platform-for-profit type deal. This remains to be seen.

Wow. You made it all the way to the end? Did you read all that? Sheesh.
By the Light of Terra, you are dedicated. And I am humbled.
Or maybe you just scrolled to the bottom to see if there’s something here? Well, there is!
Now go write a comment. For Super Earth.

16 Likes

You really wrote all that and just refused to address the most improtant detail didn’t you? the mode of gameplay is a key issue here, and honestly the real sticking point for the playerbase.

Darktide is very much a survival shooter at the core, with health management and defensive awareness being the key factors in how you approach the missions, while helldivers is much more of a battlefields sort of game, encouraging a more aggressive playstyle. A majority of people unhappy with the game are very much attracted to that battlefields style of gameplay and most of their complaint (weapon builds in particular) ultimately revolve around how difficult they find it trying to force darktide to play that way.

If anything fatshark should really go over their advertising to reinforce the intent of the core gameplay instead of pushing features they might have trouble properly describing outside of that context.

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You read all that? Jakal…

First in, to kick it off! Appreciate it! I didn’t refuse to address anything, I wrote what I found to be important. To point out what else is important is your contribution to this following conversation -

You’d say HD2 isn’t a resource-management game? Limited ammo, stims and stratagem cooldowns/uses, with three ways to resupply - one being shared on CD, one being a build-defining backpack, and the third being exploration. This… is really important to how you approach those missions, I’d say.

I’d like to add a distinction here - what makes DT a survival shooter and HD2 a battlefield-sot-of-game is the penalty for failing, most of all.
In DT - you die, you wait. Sometimes for minutes on end. In QP, people are likely to quit out, as the wait times might be annoying. Your team must get to you, and in most cases, barring any heroics, it’s in a safe moment.
In HD2 - you die, you drop down from the sky and have to scramble to stabilize. Your team must throw you in, but that’s another limited resource. And, usually, they do it while under attack.

I’d say - there are plenty of survival elements in HD2, but as I wrote above, the game accounts for these moments and turns them into opportunities for spectacle. DT does not, at least not for you. Your buddy soloing might feel heroic. You got silent-trappered, despite your 1k hours, and now you’re sitting there, at best trying to communicate to your team what mobs are around your location… (we’ve all done it, come on)

Now, this:

…I have to disagree with. In that fat post above, I made a point that the progression in DT is tedious, and when you finally manage it, it doesn’t matter. It’s a journey of self-actualization with the concept of rng. I think the most impactful point about why people jump to HD2, but crash on DT is the in-betweens. DT keeps the actual gameplay too much. Rotating store for weapons, weeklies have to be adjusted, check in with Hadron…

HD2 just throws you out the airlock and doesn’t stop until you’ve become secure in what you’re doing. Then you go up the difficulty as much as you can, and only this process alone nets you so much in terms of resources, that by the time you’re “fine” you have most of the toys.
This amounts to, quite literally, more fun per hour. Simple as.

As I said, both games are spectacular once you’re in them. One game just doesn’t keep that spectacle behind Melks fake eye, or wherever he keeps that Thrust 4 I never found for THammers…

FS’s failings to properly communicate anything, really, is a know issue. This is a mild take. :smiley:

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I really, really disagree with this part. Imo balance is the worst part of Helldivers atm. The Breaker IS straight up better than the Punisher in practically every way. Lots of the primary weapons are simply god awful, in both the premium and normal passes (looking at you liberator penetrator). While I think people do somewhat over rate the Railgun, it is still probably the best support weapon. Either way the Stalwart, Flamethrower, and Laser Cannon are all pretty awful support weapons.

As far as stratagem pools, there are clear winners and losers. The eagle airstrike is just better than both the 110mm rocket pods and the strafing run. There’s pretty much nothing to argue there. The walking barrage is just the best of the 3 barrages etc etc…

Don’t get me wrong, I love the game. And you can use “suboptimal” builds to beat the highest difficulty. But imo while harder to aquire DT has a much larger variety of playstyles than HD does, although part of that does come down to how each game plays.

Also this is true though, the lack of Eagle Airstrikes in Darktide is unforgivable!

Hit the nail on the head. This is why I’ve stopped playing DT, is just that in general it is too easy atm.

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I just like that the game actually seems to respect my time. Like I’ve already got every weapon and upgrade in helldivers2. I can now just focus on the difficulty and the game itself. Maybe meme around with flamethrower or with 500kg bomb whenever i want.
I know crazy right? You can play and enjoy games without that stupid infinite grind.
In darktide i’m having to download 2 different mods and rely on rng to even get the blessings on the weapon i want.

Not even going to bother commenting on the communication part. Arrowhead CEO alone has made more comments about the game since launch than fatshark has managed in 6 months.

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Good points, all around!

That’s fair to say. Before we continue, and for the purpose of this thread - would you say HD2 or DT were more balanced on release, as well as compare HD2 to DT now in terms of balance, viable options and clear winners and losers.

I’ve never been much of a balance guy when it comes to PVE, so I really don’t have much to say there.
Well, unless maybe:

…except ammo economy, practicality against the clanks and higher difficulty party composition. The Punisher will give you 30 kills before resupply (br), on average, against bots and bugs. The breaker will give you… 30 kills br against bugs, and maybe half that against bots.
Where both taper off is about dif6-7, where you can’t safely roam for ammo and resupply becomes very finite. And this is where you have other options in the shotguns department - Slugger for bots and Fire Breaker (w/ethenamewasffsdon’tremember) against bugs. These will address the ammo issue, but still don’t knock off the previous two options.

See, I get why people like the Breaker. It’s the killy-est gun, and the average Joe Freedom likes to run and gun. The same phenomenon happened with DT and the Boltgun. The difference is - here you get the gun, you figure it out, and if you like it or see the value in it, it’s there for you. No need for 100 hours of Melk waitstanding to maybe do your thing on Auric.

Same principle applies for the rest of the primaries. I’ve been warming up to the explosive options, since we got info on how they work. Different playstyle, that. And leave the Flamer alone. It does it’s job well enough! It’s fire DMG that needs addressing! :smiley:

Yeah, some strats were “intended” to do what they do within the balance, and the internal testing was fine I’d wager, but when you expose the average gamer community to your work, there’ll be imbalances.

The only one I have no explanation for is the Penetrator. My one guess there is that it might be the thing to take when first facing this other species that might be coming… Or maybe it’s just borked :smiley:

At 3/3 Hangar Upgrades, I’d say there’s something to argue - strafing run is quicker, comes out perpendicular, has more uses and will deal with hordes. All of these you don’t want to use the horizontal Eagle Airstrike for. The Airstrike is top utility atm, but those first stratagems remain useful all the way up there. Depending on the comp, you might not really need that airstrike, even though it’s top tier, and might want to pick something more nimble.

I’ve noted a correlation between the Railgun’s popularity and the Airstrike. Since the Railgun doesn’t destroy buildings, objectives and struggles with masses of mid armor, the airstrike comes clutch. I noticed because a pal plays a lot of Autocannon on 7-8-9, and takes the Strafe Instead, or the Cluster.

I’d appreciate it if you elaborate more on this. What constitutes suboptimal in a game like HD2?
And how many playstyles does DT offer me on Auric, or hell, even Hi5STG? I’m fulfilling one of a few roles in one of a few ways, with any character I play. Either spec sniping, boss hunting or CCing. That last one might be made up anyways. And no, to anyone who’s reading, there is no “hording”. Everyone hordes, no need for a specialist anti-horde…

I’d come back if one of the specs for the vet was an Artillery Scout, who’s special allowed for one of several call-ins of the old Basilisk 380s… But instead we got Kruber, so… yeah.

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Honestly it’s somewhat hard for me to remember launch Darktide. I’ve tried to put those dark days behind me…as well as the fact that it took me a couple of months to acutally learn the game. Speaking of Helldivers seems way less cryptic and far easier to learn than Darktide, which is something I’m not sure is in your post. The tutorial isn’t perfect, not mentioning some key mechanics and concepts, but with how the games are different maybe that isn’t too surprising (Darktide’s tutorial still sucks though).

I would say after I kind of got established I hated launchish Darktide balance and variety. There was like 1 or 2 actual builds per class, and I absolutely hate the combat axes. As far as launch variety goes I think HD 2 wins on that front. As for right now I think that DT having 4 different skill trees with lots of builds and permutations means it has more variety, or at least room for experimentation. Even if they are harder to get too on the weapon side of things.

I primarily use shotguns against bugs. I haven’t tried the base punisher against robots, although I liked the slugger against them.

Imo the Breaker has less ammo problems than the Punisher. I believe the Punisher has 8 shots before going empty, for a total of 48 shots, while the breaker has 8 magazines of 15 shots each, totaling to 120. Additionally, Breaker has a higher dps than the Punisher. This is especially important when fighting bugs, as you only have a limited time to kil certain enemies (stalker, Charger’s exposed tail, the strongest elite enemy, warrior prime or something?). Additionally while never wasting ammo on the Punisher is nice, the faster full reload on the Breaker is another advantage against bugs imo.

On the ammo effeciency side, I do think part of it for me is overkill damage paired with the almost 1/3rd ammo capacity it has. The Breaker and the Punisher will both 1 shot a scavenger. A breaker will do it much more efficiently and faster than the Punisher. Even on higher difficulties killing the basic enemies quickly and efficiently before they call in a breach is huge (which is why I think the GL is still a competitive support weapon).

Breaker can still be strong against robots, especially if the director decides it’s a chainsaw robot mission, but 100% falls off against robots on higher difficulties.

I bring the flamer occasionally against bugs, because it’s fun and cool, but fire damage does need a little love. Feels a ton better when you learn to DRG sticky flame it and aim at the feet to create ground fire, but still not as good as it probably should be. Give me less tanks and more damage!

Strafing run is good but falls off at higher levels when all that’s spawning is high health and armor enemies. Maybe it’s good for killing off basic enemies in patrols, I haven’t tried that yet. Also Rocket Pods are still awful and need to be on life support immediately.

I guess suboptimal in HD would probably more refer to team comp than individual comp, although there are still “better” choices to pick for the same roles imo. I have a couple different groups that I play HD with, and I’ve completed lvl 9 operations with both teams that are more coordinated with balanced with thought out squad loadouts, and a blunderbuss of random bs and it is a significantly different experience (not worse mind you).

As for Darktide, I believe that even though you might be fulfilling the same role you can do that with vastly different playstyles. For example, a knife Zealot and a ranged vet will go around special sniping in entirely different ways. I would argue that hording is an important metric to measure on a build but can never be your only job. Additionally I believe in DT for max difficulty every team needs at least 1 specialized front line fighter, which I think could be considered at least a somewhat unique role.

I don’t think it is surprising for DT to have more varied playstyles, especially when they spent a large part of a year focusing on just that with class reworks, new weapons and balance changes. It is NOT perfect, and there are issues with it, but DT simply has the time advantage over HD. I will be interested to see how regularly Arrowhead has balance passes and how quickly they add new content. I honestly think a couple of balance passes on under preforming weapons and strats would be huge for variety and potentially put it on par with DT.

I still wish we got some sort of Squad Leader with npc guardsmen, even if that idea is probably better on paper than in game.

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After 800h, does my points matter?

Amateur.

Ribbing aside: you’re comparing co-op apples and oranges. The only real similarity bridging Darktide and HD2 together is their cooperative element; don’t get me wrong, I’ve been playing and enjoying the heck out of HD2 as well, but your comparison is akin to trying to weigh Left 4 Dead against 7 Days for Die because they’re both cooperative multiplayer games with zombies; both Darktide and HD2 have different core gameplay fundamentals, so a side-by-side comparison simply doesn’t make any sense

I’m not even sure why I bothered responding to bait this obvious, considering you lead the discussion by informing us that there’s ‘no need to be shy or angry about the comparison’ and went on to poke at Darktide fans for being ‘white knights’, but maybe you’ll manage come up with a point that will actually stick.

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While comparisons to direct gameplay probably aren’t very helpful, both “meta” systems and how developers operate can 100% be analyzed. Why did 1 game receive far more success than others? What systems work and what sytems don’t? How should developers interact with their community? And I would argue that HD 2, DT, and L4D 2 are all fairly comparable against each other against 7 days to die which is the obvious outlier, as the other 3 are match based coop horde shooters while one is base building survival.

If anything this seems like the least obvious bait possible. Again even if the comparisons should or shouldn’t be made it still seems like an earnest attempt to compare why 1 game succeeded more than another. And I don’t think a one off joke is enough to discredit the entire post.

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both games are a lot of fun and great in their own ways. the biggest difference is that fatshark is seemingly openly sabotaging themselves in the dumbest ways possible. i feel like when it comes to fatshark, there’s a, “game developing for dummies”, joke to throw in somewhere all the time.

obviously none of us have any game dev experience on the same level as fatshark, but when you look at other games, with both bigger and smaller dev teams, as well as budgets, it makes you wonder why they aren’t just fixing things. unless their engine/game is just broken on a fundamental level, then there’s no excuse for the sound cue thing to still be an issue after MONTHS of feedback on it. on top of that, you have one of the most bogus cash shops in recent memory, and the only reason why it isn’t a bigger issue is because, again, fatshark is sabotaging their game so more people don’t play it.

helldivers has some major issues, too, but since it’s not even 2 weeks old yet, we’ll have to give it a few months to see how everything pans out, or at least how arrowhead seems to be dealing with everything. and at least arrowhead seemingly cares about open communication and being as transparent as possible.

there’s nothing to be said about fatshark that already hasn’t been said numerous times on here already, and that right there is a huge problem. they have direct feedback on their official forum, and it still feels like they’re about a million miles away. when the modding community has to fix your game and improve basic quality of life features, it’s not a good look, especially when you have console players mixed in that don’t have access to them.

there’s so much more fs should have been doing and gotten done over the past year, and i think one of the biggest f*** you’s we’ve gotten lately is them saying they’re not gonna give us any updates because they just came back from vacation… like lol you just came back from vacation, so that should mean you’re refreshed and ready to start working again, right? imagine if the rest of us got back from vacation, and our clients/managers/co-workers wanted something done, and we were just like, “i’d love to, but i just got back from vacation, and i’m still recovering so i’ll get back to you in a month or so”. we’d be looking for a new f***ing job lol

like, come on, fatshark. use that ms money and get some s**t done.

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Column 1 Column 2 Column 3
Coop Great army PVP
Melee focused Darktide Chivalry
Ranged focused Helldiver2 Battlefield

Still remain that while yes Darktide and helldiver can and should be compared to show what the issues are with FS, comparing the player peak is stupid as melee focused games are, and always will be, much more niche than pure ranged game.

You show HD2 to a crowd of CoD or Fortnite player and they’ll be more interested than if you’d show them Darktide, and vice versa for the Chivalry (Or other melee centred games)

i cannot compare these games until people are able to consistently play helldivers, as it sits now, I spent $40 to queue for 45 minutes and play a less engaging combat system with no crafting whatsoever. I will only be able to compare a year from now once the honeymoon phase has long passed and update consistency is seen.

as for darktide, we have gotten consistent updates since launch, with many player completely looking past updates if it doesn’t have new content, when patches are filled to the brim with fixes/changes/updates perfecting what we have. Looking at todays patch, I heard complaints of it being a “nothingburger” when there are tons of things players have asked for, updates to old maps, and what I have to imagine is weeks and weeks of development. the darktide experience has paid for itself over and over in gameplay, while the only additional “Cost” is all optional cosmetics that are rotated every few weeks and not shoved down our throats to buy. Meanwhile, while you can find scraps of supercredits in Helldivers, it largely encourages spending more money to acquire more gear. I think the amount of earnable cosmetics in darktide significantly outweighs what it offers in paid.

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that, with the warhammer setting, combined in a first person (cant get into third person for various reasons) shooter is the reason i´m sticking to the game to be honest.

having passed 40 some time ago, reflexes aint the same anymore (around 80%) so i had to refrain from quake champions and other titles that would require unemployment to keep up on a level of performance that i deem fitting for myself.

darktide offers ample opportunities to shine and clutch/carry if crap hits the fan and even if not 24/7 back to the wall, gameplay is frantic enough to give me that dopamine in an environment i visually and atmosperically enjoy to the fullest.

i need it grim, dark, gritty, flesh guts and worse on the floor, plus shooting bugs aint the same rewarding feeling as blasting heretics apart for some reason.

helldivers on the other hand seems far to console-ish for my taste, third person takes me out of character (literally) and the design just aint it for me, cant put my finger on it, somewhat bland maybe, i dunno.

having seen a bit of gameplay, people having a chuckle over getting blasted apart by airstrikes that are more important for the outcome of a round than personal performance, i can see the appeal for a laid back round or two for shts and giggles.

but so far i havent seen anyone shine on a personal performance level that would be entertaining or educational to watch.

shooting as a whole (amplified through the third person perspective) seems far more generic and less demanding in terms of aim, movement, split second flick shots etc which is an additional turn off.

only thing helldivers gives me to think about is whether space marine 2 will provide any satisfaction seeing how third person bug shooting without the warhammer theme aint my cup of tea already.

I’m not sure why you bothered, either - the fist disclaimer is right at the start of the OP.

You feeling trolled is unfortunate, but if you read all that and felt the only point worth mentioning is the “white knights” remark, it was evidently there for a reason.

Thanks for participating at least.

There’s a point here - I loved the first Chiv, enjoyed Mordhau tremendously, and only passed on Chiv 2 out of scheduling issues. These games are very niche, and when it comes to both Mordhau and Chiv 2, they have their own lineage of poor dev decisions, missed opportunities and dedicated fanbases that are often vocal.
My takeaway there is that niche games come into this point because of lack of competition range. And this can be applied to DT fully - there are no tide games to compete with, so FS aren’t really pressed to improve and innovate. Yet, the comparisons to HD2 occurred immediately on launch, and in these forums. Must be reason.

This argument can be made for Total War games as well. Same situation.

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Apart from the disclaimer #2 parts, I feel there are some points here worth noting. Once more - this is intended to compare. I don’t care to grill FS. I can start another thread for that. I have a few times already. The intent here is a bit different.

Consistent in what way?
If we look at the release schedule, it’s a tad slow for the majority of people, from what I can tell. Definitely too little and too slow for my taste. And considering how both games launched and the tempo of patching, I’d say there’s something to be said here - HD2 is already at patch 11.

If we consider consistency in the sense of quality - some issues have re-surfaced multiple times. Shooters having knockback was one of the original complaints a year and three months ago. It also doesn’t help that every patch, more or less, introduces new strange interactions.

This is an opportunity to compare - players asked for some of these fixes 3-4 months ago. Compare this to what you remarked in the start of your post - people can’t get into HD2.
Server cap is identified as an issue. Two days later, the cap is increased.
People still can’t get in. Backend netcode is identified as an issue. Three days later, the code is amended and keeps getting amended with following patches.
Players not logging off is identified as an issue. Two days later (today) - a patch comes out to implement an AFK tracker.

This tempo suggests a dev team that’s connected and wants to understand what’s going on.
There’s this idea that FS are happy and OK to service 4-10k players and don’t really want to adapt. The game paid for itself? No. You paid for it and are happy with what you got.
Compare this with a game that overshot their projected success by about 450% on launch and is scrambling daily (not weekly, or monthly) to adapt.

Why is “cost” in quotation marks? The only way I can acquire prem drip is by spending actual money. That’s the definition of additional cost. As to it being shoved down our throats - I dunno. The mtx shop being there on launch, working as intended, with Hallowette’s stand being placed right next to Brunt’s (they did move it later, granted)? The hub being 3rd person? Not the most aggressive advertisements, sure. But these were certainly intended, ahead of other - much more gameplay-oriented decisions.

Those are two very strong and interesting takes slapped together. I’d be very interested to read more. HD2’s store is a point of contention, sure. So far it looks mild to the point of being a meme, the option to actually buy SC is far away from any main menus and even if you did throw real money at AH, you still have to unlock a good portion of the cosmetics by actually playing the game. In this sense, HD2 has far less “incentive” - how did you feel you’re pushed to spend in HD2? As opposed to looking at half the players in the Mourningstar running around with leopard-print pants, while the other is rocking lvl-up gear?

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Another DT vs HD2 topic? DT’s Steam forums are flooded with these. HD2 is a decent, half broken on release Swedish coop game. Remind you of something? They even use the same game engine.

It isn’t second coming of Jesus for sure. It’s overhyped thanks to every gaming “influencers” starved for new content jumping on backwagon to sell it like its some great game you never played before. Meanwhile its another, fairly shallow 3rd person horde shooter. The honeymoon phase is going to run out just like with any new shiny thing.

Personally: Helldivers combat is shallower than Tide games and has no melee component at all. That remains the main reason why I won’t be playing HD2 for as long as I did VT/VT2 or DT.

Is it decent entertainment for few hours here or there? Sure, but the hype around it is a comical example why people cannot be trusted with their opinions.

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Kek. Should i remind you that big streamers and youtubers were playing DT too - Shroud, Cohh, Jackfrags, etc. How it helped DT? Influencers is just an initial marketing hook, if game is bad it will die.

The fact people (me included) keep mention HD2 just speaks for itself. Why noone speaks about DT on DRG or HD2 subform in a complementary way?

Games are different, sure, but they are in the same niche. There are some gameplay features in HD2 that are much better than in DT tho, like being a coop game. DT is coop only about rescuing from the net.

HD2 on a macro level (GaaS model and communication) is a much better game than DT. So yes, it’s probably not the last time you will see HD2 comparison.

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One is 1+ year old title, with a crowd of people jaded by Fatshark mistakes, and another is a new title which is basically sold to people as a “must play” game and by some as “f…you” to Fatshark. The games are different sure, but there is no escaping the fact Helldivers is simpler in terms of gameplay.

I’m sure people enjoy Helldivers, people enjoy Call of Duty too. It doesn’t make CoD a game for me, even I played the old ones 15 years back.

They’ve been free to communicate that it is not a live service game at any point… People have been under the assumption it is. Part of community management is tempering expectations.

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