Demystifying Helldivers 2's Difficulty (Or Lack Thereof) [cc]

Ойындар

this video aims to explain all of helldivers 2's difficulty issues, and how to fix them.
if I made the bug compilation now with all the footage I've gotten, it'd be an extra half an hour long. every session I played had at least one major, gamebreaking bug in it.
Venatix Video: • Helldivers 2: ALL MAJO...
discord: / discord
email me at yescassiusismyrealname@gmail.com
patreon: bit.ly/3MKr02N
twitter (i dont use this platform): / theopone_
channel: bit.ly/3PHbhU7
the best stuff i've made: bit.ly/3ySzlgz
music by / emiflake
The Only Actually Comprehensive Helldivers 2 Solo Stealth Guide [cc]
• The Only Actually Comp...
big things are coming.
vidiq autogenerated these descriptions, and they're so hilarious i'm including all of them:
If you're struggling to understand Helldivers 2's difficulty level, this video guide is for you. We'll break down the game's challenges and help you conquer them with ease!
Curious about the difficulty in Helldivers 2? In this video, we break down and explain the game's challenge level to help demystify the gameplay experience.
Curious about the difficulty in Helldivers 2? This guide will demystify it for you, explaining the game's challenges and how to overcome them.
Chapters:
0:00 Intro
0:35 POIs and Samples
1:14 Enemy Variety
2:23 Stealth is Overpowered
2:57 More Players More Gooder
4:00 Inconsistent Casino Damage
6:16 Crit Chance
7:33 Knowledge Checks
10:02 Difficulty Modifiers
10:52 Loadout Balance
15:40 Stratagem Rebalance
17:33 Deadly & Undeadly Stratagems
18:14 Overwatch Was a Mistake
18:47 I Do Actually Like This Game, Believe It Or Not
19:19 Game Isn't Finished And Will Stay That Way
20:22 PSN Update
21:07 Outro

Пікірлер: 376

  • @motymurm
    @motymurm11 күн бұрын

    Do you have any actual proofs that the "crits" exist other than your gut feeling, as opposed to confusing the headshot mechanic with it?

  • @cassius_scrungoman

    @cassius_scrungoman

    11 күн бұрын

    i did not include the footage of me testing this in the video because it's boring as fuck, but yes, actually. i did pretty extensive testing to see if it was real which you can see some of in the video. while i was doing the crit chance tests i realized about halfway through that headshots might be skewing things so starting doing the same tests while looking away from the enemy aiming directly down - where my head was completely obscured - and the rate remained the same. additionally, melee enemies hitting you from the exact same angle will do this bonus damage entirely randomly at the same rate. their swings are always connecting at the same place and the animation isn't changing, it's purely random. unless this game's hitboxes are astronomically fucked, there definitely are crits. if it is an issue with head hitboxes, then because your head's location in space is only kind of relevant for if you are headshot, then there might as well be crits as far as the player is concerned.

  • @BackwardsPancake

    @BackwardsPancake

    10 күн бұрын

    @@cassius_scrungoman My bet is that the hitboxes are, in fact, astronomically fucked. We know that they definitely are for the enemies (E.g. titans occasionally not taking headshot damage which is a known issue, chargers occasionally letting you hit the leg as if the armor isn't there, etc.) and that similar issues have happened before (explosions hitting every body part individually at the same time and causing guaranteed instant kills). I also have a hunch that it's at least partially linked to/exacerbated by the inherently high desync between server/players in this game, which can result in your hitboxes being very significantly offset from where your character seems to be, and which can get worse/better depending on who's hosting.

  • @craighelm4124

    @craighelm4124

    9 күн бұрын

    Some of these "crits" are bugs from damage being applied multiple times

  • @anthonynguyen2661

    @anthonynguyen2661

    7 күн бұрын

    @@BackwardsPancake bile titans head hitbox got changed to only just the forehead and because of that everytime it charging up to spit and while spitting the hitbox just went inside of the back. And yea hitboxes are really fucked, best example are the berserkers, you can only actually headshot them when they are stunned or staggered.

  • @BackwardsPancake

    @BackwardsPancake

    6 күн бұрын

    @@anthonynguyen2661 Yeah, berserkers feel terrible to fight with precision weapons. It _is_ possible to headshot them in motion, but it's basically complete luck, and the only way to make it anywhere near consistent is to force the issue by spraying at head level with a laser or super-high rate of fire weapon. Part of it is just their annoying swingy walk animation, which applies to devastators too, but somehow they don't seem as bad.

  • @SergeantSniper
    @SergeantSniper12 күн бұрын

    "this game isn't that hard" my dumb ass choking on a baker's dozen of bile titans and a parade of chargers on my first helldive: 😭💀

  • @Ajax_Protogen
    @Ajax_Protogen28 күн бұрын

    I always just assumed enemy headshots themselves were the "random critical hits" I think finding out that enemies have actual random critical hits on top of the headshots they can potentially do has caused my soul to leave my body.

  • @ST._Trinas_Torch

    @ST._Trinas_Torch

    8 күн бұрын

    Just remember, this is an rpg, and basically a dnd campaign to the CEO(s)

  • @Brown95P
    @Brown95P29 күн бұрын

    @16:26 As a certified jump pack fan, I just have to correct you on this: we don't use the jump pack because it's optimal or even great, we use it because it's actually fun traversing huge maps with it. That being said, we'd very much like it if they replaced the current jump pack with this new dark fluid one that for some reason has a much lower cooldown and a damage aoe on launch. Honestly, the fact that I'm not using the 380HE solely off the fact that once the barrage is over I am out of a precious strat slot for 4 minutes just goes to show it's not as OP as it seems in a game where your personal TTK is somewhere between 5 to 10 seconds; it's just a shame there is literally no orbital that can functionally nuke an area like the Eagle Airstrike without having a cooldown of 2+ minutes. For one use. Compared to Airstrike's 2/3 uses. Similarly, it's a shame there is effectively no armor in the game that can allow you to survive while playing it loud so you can actually properly dump the military industrial complex on your enemies; you can come close with a heavy armor that gives you 6 stims, but that is assuming you don't get continuously hitstunned out of the stimming animation -- and *_THAT_* is assuming you don't instadie in the first place from a headshot boosted by a random crit for some ungodly reason.

  • @helohel5915

    @helohel5915

    29 күн бұрын

    I've found that orbital precision strike is an ok substitute for eagle airstrike. Doesn't hit the same area, longer call in time, cannot call in multiple, but for the advantages of not being an eagle, 90 second cooldown and being a REALLY good heavy killer (can one shot BTS and deals severe damage to Factory Striders. One EA + OPS can kill a factory strider)

  • @Brown95P

    @Brown95P

    29 күн бұрын

    @@helohel5915 OPS is *_almost there_* when it comes to serving that niche, but the stupidly long call-in time combined with a slim hitbox on par with the 500kg's makes it a very difficult pill to swallow.

  • @helohel5915

    @helohel5915

    28 күн бұрын

    @@Brown95P hitbox is larger than 500kg, just doesn't visually look like it. I'm fine with the call in time, it's something to play around

  • @johannhawk8471

    @johannhawk8471

    28 күн бұрын

    the dark fluid backpack *can* explode on you unlike the jump pack but if you've worn it down to that point and still need to make an emergency jump out of being swarmed when it's giving off concerning sparks i'd say it's a good feature.

  • @action-nerd

    @action-nerd

    27 күн бұрын

    With respect to armour, the closest I can think of is probably the ballistic shield, which of course limits your primary weapons options.

  • @someguy4611
    @someguy4611Ай бұрын

    I put 231 hours in this game and I literally bought a PlayStation for this game. I will say I completely agree. This game is absolutely broken, but I do love it and I do have the feeling that they were really not ready to have this many players and so it’s gonna take them a long time to actually fix it. But it will get there at some point.

  • @WisdomThumbs

    @WisdomThumbs

    27 күн бұрын

    Ayyyyeee 👍

  • @samuelm4021

    @samuelm4021

    25 күн бұрын

    Agreed, they will figure out the formula eventually. Once they do, the game will remain popular for many years.

  • @Animatron11

    @Animatron11

    24 күн бұрын

    Did you seriously choose to buy a whole console that forces you to pay monthly to get to play, instead of just upgrading your computer?

  • @someguy4611

    @someguy4611

    24 күн бұрын

    @@Animatron11 I don’t have a computer

  • @l1ghtd3m0n3

    @l1ghtd3m0n3

    23 күн бұрын

    It won’t, because the combination of issues is causing the playerbase to be split between fronts in favor of the bug front. Right now, the Automatons are only 2 sectors away from taking Super Earth, and once they inevitably do, there won’t be a game left to play. The game being only playable against bugs due to the various kneecappings this game has taken (from Alexus continuing his game-ruining streak from Hello Neighbor 2 to Sony’s BS) is going to force the devs to kill it (in a catch-22 caused by players making the game story player-driven) before it could even hit an actual stride.

  • @ericvcod2133
    @ericvcod213327 күн бұрын

    How to kill bugs according to a steam community post: "For bugs, it's best to shoot them in the head. Except when it isn't, so it's best to shoot them in the legs. Don't shoot the armoured bits, except when your'e supposed to shoot the armoured bits. But don't keep shooting the armoured bits with anti-armour because that's bad. Shoot them in the weak points, except when you shouldn't shoot them in the weak points because those aren't weak points. How do you know which is which? Trial and error + rote memorisation" The armor and overall enemy hitbox design should probably be reworked before they try to fix the guns and strategems. Although that probably won't happen with the illuminate coming in with likely the same poor design decisions.

  • @BackwardsPancake

    @BackwardsPancake

    26 күн бұрын

    It cuts for bots too, because if you think about it, their design is pretty weird, especially in the context of the weapons we have. The vast majority of armor-piercing weapons are also tuned for precision - They have better scopes, at the cost of having smaller magazines or slower handling. Meanwhile, bots have armored bodies but unarmored weakpoints. So the meaningful advantage of the precise AP weapons is that you don't need the precision and can spray them in the body, and with the less precise normal weapons you have to take precise shots to hit them in the small weakpoints.

  • @fresnel149

    @fresnel149

    22 күн бұрын

    I think the most damning bit is the tip that shows sometimes during the mission pre-load. "Most enemies have both weak spots and armored spots. The S.E.A.F. training manual recommends aiming for the weak spots." It's unintuitive ON PURPOSE.

  • @Auzzymandias
    @Auzzymandias29 күн бұрын

    Overwatch following the "only buff, never nerf" philosophy is blatantly untrue, every balance patch has a multitude of buffs and nerfs, its just that it is very rare a nerf flat out destroys a character. That said the balance is fucking awful

  • @BackwardsPancake

    @BackwardsPancake

    26 күн бұрын

    There is also the fact that Overwatch is built from the ground up to be a PvP game, whereas HD2 has no PvP component (and likely never will). So the comparison is apples to oranges to begin with. The bots and bugs aren't going to whine that the players are OP - So who cares if certain things are more powerful/unfair, as long as the game is fun to play with them.

  • @unimportant719

    @unimportant719

    25 күн бұрын

    I meam this video is also wrong on the fact that the 380 is broken The 380 is good but not too good Also says that gas and Napalm are crap while are Meta Right now (just not on bots) or how ignores the dominator as a good primary which is S Tier Some things gets correct but on a lot of stuff is blatantly wrong

  • @uncleulysses2328

    @uncleulysses2328

    22 күн бұрын

    @@BackwardsPancakeback of the game box says “destroy your enemies with overpowered weapons” even the devs don’t know what the fuck the game is supposed to be lmao

  • @MidanMagistrate
    @MidanMagistrate29 күн бұрын

    The devs honestly just.. Don't seem to understand having different weapons fill a different niche and not being great but not terrible. Like, anytime a niche weapon comes out like the Crossbow, where it's not amazing but in the right hands it can do really good and it's pluses are balanced by the bolt drop and whatnot, so then the devs see it as too good and need to eliminate the niche. We can't have that. Weapons need to either be really good and simple, or super niche and terrible.

  • @oreomint8255

    @oreomint8255

    29 күн бұрын

    I agree. It’s like the devs don’t know what the purpose of primary weapons are. Either that or they didn’t know how to implement it properly. The ARs for example: They have various different zoom and firing modes with fast fire rates and enough dmg to have them be suited for a variety of enemies at any range… the problem here is that ARs either don’t have enough ammo in the mag or they don’t do enough dmg to fill that role. And like the video mentioned, a majority of the ARs feel exactly the same (the tenderizer doesn’t feel too bad tho. IMO it’s the only one that actually feels like an AR)

  • @Brokentwobutton

    @Brokentwobutton

    28 күн бұрын

    The purpose of most primary weapons is just to kill trash hordes. The game is more realistic in that way than the majority of modern and sci-fi shooters. Most ARs are designed entirely for suppressive fire at 20-100 yards. Add 10x the cost to production and you get a decent marksman rifle that should've probably been made in a different caliber. Or add 5 times the cost to produce a well balanced CQC rifle when an SMG or PCC would've done it more easily. Generally, you'd never shoot an AR at anything more heavily armored than a person or standard vehicle, and other than suppressive fire, you'd never rely on hitting targets past 100y. You'd use mortars, rockets, air support, support armor, or artillery for literally everything other than taking ground, putting suppression fire on enemy positions long enough to go back to calling for that position to be blown up, and then clearing or destroying intact structures. What do y'all want from a rifle? The power is in stratagems, whether support weapons, emplacements, or artillery. You pick a good rifle, take a side arm that supports it, and a grenade based on needs. They didn't spend a bunch of time tweaking all the guns because it isn't important.

  • @oreomint8255

    @oreomint8255

    28 күн бұрын

    @@Brokentwobutton you know this is actually a good point. In general I found that’s the best way to use primaries. Clear out the little guys and MAYBE one or two medium sized enemies depending on which one I’m using. It cuz of that I feel the community is a little too harsh on the devs. Once again tho, the ARs usually don’t have the ammo capacity or really any unique feel to them for the most part. The ammo problem is fixed if you pick the right load-out but the problem is that any game gets boring when all of your options are basically the same

  • @MidanMagistrate

    @MidanMagistrate

    28 күн бұрын

    @@Brokentwobutton Me when I'm wrong

  • @andomrayamenay

    @andomrayamenay

    27 күн бұрын

    @@Brokentwobutton I do want to point out that even the standard US military's M16s can, in the hands of a skilled soldier, hit human-sized targets every couple of shots far beyond 100 yards. Of course, most soldiers likely wouldn't have that skill, but soldiers with assault rifles should still be lethal against exposed human targets with an optic at 100 yards. You also claim that the balancing of primary weapons is unimportant because of the lack of firepower most of them have. You forget that this is a game about having fun, and realism is only a means to that end. The balance of "primary" weapons in this game is important because of its impact on how fun you feel the game is. I want to be able to kill enemies with a variety of tangibly distinct weapons while still feeling like I am contributing to my squad, and having two primaries that are significantly better than all others robs me of that feeling when I am not using them.

  • @chibipotate
    @chibipotate29 күн бұрын

    I would **ADORE** A SEAF Outpost Drop, or "SEAF Support" Mission where we are helping SEAF Take over an area on the frontline, Also from the Math about what we know about the SEAF Stratagem, 5 Boys, 2 Uses, So if all 4 Players take them, Thats 40 SEAF boyos to do some goofy stuff with, 60 if they host an event where we get an extra free-use of them

  • @cassius_scrungoman

    @cassius_scrungoman

    29 күн бұрын

    seaf oriented missions didn't even occur to me, but that would be awesome. i'll add this to my bucket list of features i sincerely hope are in development.

  • @kaijiuiloop5872

    @kaijiuiloop5872

    27 күн бұрын

    There is a leaked stratagem of just that, callable Seaf infantry of 4 armed with 3 liberators and 1 Medium LMG. They drop their weapons on death

  • @sarcasm-83

    @sarcasm-83

    20 күн бұрын

    Talking about SEAF, I wish the SEAF artillery worked after we run out of time. Doesn't make much sense we can't use that to call strikes when it's on the planet.

  • @ikstarven

    @ikstarven

    16 күн бұрын

    @@sarcasm-83 ayy, now with the update seaf works when destroyer leaves and even works on stratagem jammers, but seaf artillery is pretty much nonexistent on bot high difficulties, which is sad

  • @sarcasm-83

    @sarcasm-83

    16 күн бұрын

    @@ikstarven Oh nice! Thanks for the message, haven't had time to play or even check patchnotes yet :)

  • @imaginaryedge60
    @imaginaryedge6026 күн бұрын

    I definitely agree with the fact this game isn't that hard, actually. It is incredibly easy to rush the objectives, do them, and then simply kill yourself instead of wasting time to try and extract. But I wanna clear up some things as someone who's been lurking discussions, analyses, balance patches and various external sites who've done datamining on the game. The only thing that broken arms do is increase aim sway. yeah that's it. At least broken legs disable sprinting and decrease move speed. Also, stims _technically_ aren't invicibility, but they might as well be because they heal you so fast, anything that isn't an instant kill or more than 6 Heavy Devastators shooting at once is shrugged off. Crit chance does not exist in this game. What DOES exist, is multiple hit regions with different Damage Taken % for Helldivers. And bad hit registration. What you're experiencing is what I can only assume to be random headshots, taking simultaneous hits, and melee attacks hitting multiple hitboxes. But you can't control where and how you get hit, so that is what makes it a bullshit damage casino. The "This mission has more of X enemy type" DOES, in fact, exist. It is just not communicated anywhere, ever, and is only on the Terminid front. You have the exciting chance of rolling these kinds of enemy compositions: 1. Infinite Nursing Spewers (with no Titans and almost no Chargers to speak of) 2. Too many Bile Spewers and every Warrior is a Bile Warrior 3. I hope you like Hive Guards 4. More Bile Titans than normal These are only the ones I've noticed while playing Helldive, and I couldn't tell you for certain if they're exclusive or not. I have noticed that there are sometimes more Shredder Tanks than Annihilator Tanks, and sometimes more Rocket Hulks than Flamethrower Hulks between Automaton missions, but I can't tell if this is due to enemy composition or just dropship RNG. I agree Strategem balance is, and always was, completely out of wack. I'd say your idea to add more slots and have better Strategems cost more slots than others could be the way to fix their balance without handicapping the good ones to be bad. Oh yeah, shoot Gunships in the thrusters like you do with Dropships. The Laser Cannon specifically melts Gunships like butter. And yes, the Scorcher can kill them, too. (Don't tell Alexus.) If any of you want to read up on exact numbers, here's a few links for y'all: Weapon stats invadersfromplanet.space/helldivers-2/ Enemy stats helldivers.io/Enemies A spreadsheet of how much damage you take with different armor values/perks github.com/zeddidragon/helldivers-calc/blob/main/data/armor-values.csv

  • @BackwardsPancake

    @BackwardsPancake

    26 күн бұрын

    I have to say, the decision to not tell people what enemies they'll be facing on a mission is lowkey the most baffling design choice in this game. It cascades into so many other issues. (Such as Stratagem balance: The grenade launcher would be way less bad if you could know in advance that a mission will have an abundance of spewers, for example.)

  • @unimportant719

    @unimportant719

    25 күн бұрын

    You forgot the Hunter Spam Worlds and the Brood Commander retirement home

  • @nimifisch.6134

    @nimifisch.6134

    5 күн бұрын

    300 hours on record here On bot operations i have seen specific enemy spawns of: -Jet pack troopers -Basrkers (sometimes none sometimes hoards) -Shredder tanks -Non flamethrower hulks -More of- rocket devastaters, shield devestaters, scout striders or (About) 15 - 20 small bots as a patrol AND I SWEAR I have done 7 8 9 difficulty missions with no basic devastaters in them, im pretty sure they're also a special spawn

  • @PropheticShadeZ
    @PropheticShadeZ29 күн бұрын

    your commentary on the 380 to me is wild because of how differently i view it, yes its a heavy outpost clearer that is incredible, but the objectives that i need strategems for, all require me to be inside the objective, not shelling it from a distance, i much prefer the eagle airstrike (i want it to be more powerful specifically against devestators, but have less splash on chaff, this would make it distinct from the cluster strike) I might be thinking about it wrong I feel that the less useful strategems all need cooldown reduction In regards to the modifiers, i think the design blueprint of the negative modifiers should be the spore bug missions, where you can remove the negative by completing a side objective, e.g. on a bot mission have the aa side objective apply instead of the reduced slots, the aa side objective or maybe use the sam site one to prevent eagles, and to mark exactly where you can remove the penalty i think the modifiers should be able to be engaged with in mission, let me turn off the orbital scatter by disabling a strategm jammer. or activating a radar, you could even add a funny factor by turning off illegal broadcasts improves the call in time, because the super destroyer can get closer without hearing impure thoughts while these propositions might not be fantastic, they use the current mechanics while reducing the fustration around these painful modifiers

  • @bradychapman5645

    @bradychapman5645

    29 күн бұрын

    Then for the reduced stratagem slots, you pick a stratagem to be locked initially in this mission that will become usable as soon as you get rid of the side objective

  • @sarcasm-83

    @sarcasm-83

    20 күн бұрын

    For the orbital scatter crap I'd even welcome bringing some "signal amplifier backpack" as a solution sometimes. Rather sacrifice one strategem to that pack, than have everything miss. Either way, I like your idea and agree there should be solutions to work around those modifiers as right now it just sucks if there's one at play on a planet that you have to liberate for whatever objective. Said signal amplifier backpack could also work in strategem jammed areas, or at least closer to them, to get more use out of it.

  • @mr.bluesky4130
    @mr.bluesky413029 күн бұрын

    Oh yeah for sure if they try to nerf weapon stratagems there will be bricks through arrowheads windows

  • @lizzzzzzzzzzzzzzzzzzzzzzzzzzzz
    @lizzzzzzzzzzzzzzzzzzzzzzzzzzzz12 күн бұрын

    I almost thought this video was sincere until I heard you repeatedly insist the 380mm barrage is the best stratagem in the game and I realised it's actually a clever parody. You nearly had me!

  • @atypicaall
    @atypicaall29 күн бұрын

    Going to input a bit- as far as community testing / datamining is concerned so far, there is no additional random crit chance on top of headshots. There can be desync where you take the damage of a headshot but on your screen it appears to be a body or limb shot. Not to mention rockets have direct damage, although explosions multiplying their damage by hitting all your limbs is gone now and you can usually tank a rocket. If it isn't to the head. I stand by player headshots being a bad design choice for the game.

  • @Low_commotion

    @Low_commotion

    13 күн бұрын

    There's a reason no other PVE game has headshot damage enabled for NPCs.

  • @kriegschiff

    @kriegschiff

    10 күн бұрын

    There is quite a bit of questionable stuff like that in the video. With cherry on top - 380 being allegedly godtier 😂 Meanwhile it's a meme in the game's community for it's unreliability and how often it kills allies. After all upgrades and no additional scatter strategem modificator imo it's still useful only to destroy big nests and fabricator sites, and it's still far from being very reliable. Meanwhile dropships and breaches are the main danger. Maybe it's also useful as artillery preparation in automaton missions before you walk into heavily defended areas, but it's still better to drop literally any other artillery strike / airstrike for that purpose because of better precision and faster execution

  • @ThatOliveMrT
    @ThatOliveMrT29 күн бұрын

    There's literally a screen cap from steam support refunds stating the region locking comes from the publisher. How ever I could also see steam not letting it back till sony makes guarantees. USA might have lack consumer protection laws but the EU usually is better

  • @ursoanonimo8398
    @ursoanonimo839829 күн бұрын

    As much as it saddens to say it, yeah. Strategems aren’t made equal. They either need a rebalance or having stronger starts cost something more. All in all, a lot of useful information was brought up. Personally, I’m still stuck on doing difficulty 4 missions solo, going up in difficulty slowly and as time allows.

  • @bradychapman5645

    @bradychapman5645

    29 күн бұрын

    The spawn and patrol rates probably aren’t helping with solo play rn to be honest

  • @keonwells934

    @keonwells934

    28 күн бұрын

    I used to be able to do difficulty 4 solo. It was challenging but doable. With the new spamming, I find it impossible.

  • @BackwardsPancake

    @BackwardsPancake

    26 күн бұрын

    @@keonwells934 The way it went for me was that I would solo on level 9 if I wanted to sweat, and solo on level 4 if I wanted a balanced experience with more quiet periods, where I could use whatever loadout I wanted. After the changes, all that happened was that the level 4 experience started to feel much the same as 9 to me - Constant lines of patrols coming at me, just with different ratios of enemy types, on maps with less interesting objectives. Both started to have much the same gameplay: Drive-bying objectives and never bothering to fight anything slower than me. So I just don't bother playing anything except 9 anymore nowadays.

  • @unimportant719

    @unimportant719

    25 күн бұрын

    Man the experience of solo Helldive with 3 stratagems is Hell Speedrun Lucifer%

  • @ottovonweaboo6355
    @ottovonweaboo635519 күн бұрын

    Worst modifier ever is the “AA Defenses” taking a stratagem slot from you… like how does that make sense? Is the AA of automatons so powerful they can stop a 380 barrage from SPACE?!

  • @noahthecrazy1632

    @noahthecrazy1632

    3 күн бұрын

    They remove it, so that’s a plus

  • @michelangelo_B
    @michelangelo_B29 күн бұрын

    The thing that frustrates me the most in this game is how random damage on enemies feels. Shooting with diligence to the torso of a base bot sometimes takes one shot to kill them, sometimes up to three. Using flamethower on charger's front leg sometimes melts them in 3 seconds, sometimes takes a whole mag and they are still alive after that. 500kg bomb explosion range seems to change every time you call it: it doesn't destroy a bug hole 10 meters away from the bomb but the next time it kills you 20 meters away.

  • @BackwardsPancake

    @BackwardsPancake

    26 күн бұрын

    Yeah, it really feels like the damage formula they use is vastly overcomplicated. It seems to have been built because it sounded cool, rather than because it elevated the gameplay. Precise tracking of hit angles and bodyparts and whatnot sounds impressive, but in functional gameplay terms dismembering enemies often doesn't affect them much and is way less efficient than just shooting the head or center mass. So the end result of the system in the vast majority of cases is just creating randomness in shots-to-kill while wasting a bunch of computing resources in the process. This applies to the damage that players take, too. Headshots are the most egregious example, since they make the damage you take volatile in ways which you can't really consciously and skillfully play around. You'll never know whether an enemy will constantly miss and be useless, hit you sometimes and be annoying, or roll a headshot on every shot in the burst and stunlock you to death from full health. The end result is a watered down decision making loop, because stimming away any damage ASAP will be the correct decision in 99% of cases, since you can never be sure that the next enemy you meet won't win the diceroll and double-headshot you. Similarly, the wound system for the other limbs sounds cool on paper, but it adds nothing but minor annoyances to the game in practice, since, as mentioned, you always want to stim damage ASAP. You almost never need to play around a wounded limb, and if you do (because you're out of stims), it either changes nothing (arm wound) or will get you killed within a minute (chest/leg wound, because no sprint usually equals death).

  • @thundersoul6795

    @thundersoul6795

    25 күн бұрын

    The explosions use that silly ancient hitscan system rather than anything more modern and fitting for a 500 kilo, or a 380 shell for that matter. It's painfully obvious when you use it in an area full of things that block the lines - if you're lucky the explosion will hit _something_ other than corpses, rocks and/or folliage that just absorb the entirety of that direction's damage potential.

  • @irshman1845

    @irshman1845

    17 күн бұрын

    I was playing last night, and we hit a charger with 6 EATS shots and he still wouldn't die.

  • @thomastailby7926
    @thomastailby792629 күн бұрын

    This game could use some major reworking though i would call helldivers an "elite squad" since although the in game propaganda makes it seem like they are, with how easily they die and how many respawns we get, along with the tutorial, thr game makes it clear that helldivers are a very large force of disposable sentient target designators I think some stratagems are more useful than you give credit for, gas specifically is pretty good at dealing with groups while having far less cooldown than other wave clearers. And honestly the 380 is pretty useless to me, some time i get evey lucky and it decimates, but a lot of the time the spread is just way to wide and it doesn't hit very much

  • @DrGuretOnizuka
    @DrGuretOnizuka29 күн бұрын

    I recokon most people don't log on to Helldivers 2 the same way they log on to a competitive game looking for a challenge, there's a lot of people I met who play this high or drunk. The reason why the community loves buffs is as you said. Our current guns feel like nerf guns or super soakers, it’s kind of interesting because the devs response was use your stratagems. This game has an identity crisis in whether the player should be a forward observer that just throws beacons or a special forces operator that actually kills things with guns. Generally though I think duos are the most fun for this game. Solo is a bit of a drag. 4s feel too much of a mess. Side Note: You talk about Factory Striders but it's funny that the Charger's Weakspot isn't it's ass. 'Peak Enemy design' to make it's bottom damageable by regular weapons but also take forever because it's not a weakspot.

  • @lukemehalick370
    @lukemehalick37028 күн бұрын

    First off, I do not know how people play and then still have to drop $ for warbonds. I buy armor from super store to get rid of extra super credits. 2nd, the scorcher is awesome and all, it's what last page of a 10 page warbond? It should be good (plasma punisher is better in all ways but magazine size) What most forget, this game has to be balanced for all types of players with all different squad composition, and for 9 difficulties, BUT also around player level, and 2/3 factions. There are some things that are garbage at late Game, but are awesome at the beginning (talking to you machine gun.) There are so many dots that have to connect. The game is still having growing pains. Give it a little time. I do know that we are getting new ship module upgrades in the future. I'd say that is the method they'll use to keep it balanced as best they can over like 174 different mechanics that all have to mesh all the time. I love this game, but it's a live service so half of the complaints can get filed under that. If the game is too easy, try different load outs. There are load outs that make it feel almost like a different game. If it's too hard, practice. I've played a lot of games over the years, and none of them have been perfect, but helldivers 2 avoids the biggest mistakes that most studios are addicted to. Last point, the community is half Chad's and half whiny little kids. It'd impossible to get a read on much (from AHs pov) when the communities most vocal critics come from one of two extremes. Half the nerfs we got started with someone crying about something. They fix it, and the same people continue to cry. If you don't want the answer stop asking the question. I hope to see you all on the battlefield with smiles and positivity. For democracy. For freedom. For happiness.

  • @IloveNBA334

    @IloveNBA334

    26 күн бұрын

    some people dont have time to get 1000 supercredits between every warbond

  • @jimboanimations4041
    @jimboanimations404123 күн бұрын

    As someone who's played Arrowhead's older games: this is a pretty common thing with them. Arrowhead has always known how to make fun, wacky and over-the-top games, but have simultaneously struggled with fixing bugs and balancing. I consistently have fun in this game simply by messing around and swapping between different difficulty levels, running solo when doing low level and hopping into random lobbies for high level. While the game *is* flawed, I wouldn't say I notice them too often on my own. The only ones that I feel *are* significant issues are the wackiness of hit-reg (hence the idea of the crits on enemies), and how the assault rifles feel the exact same as eachother.

  • @tsunderemerc2963
    @tsunderemerc296313 күн бұрын

    Kinda wack that after the big patch since this video, i honestly feel like difficulty grew worse, especially with bots. Patrols are constantly shoved in your face so that youre almost always engaging the enemy, unless you really lean on stealth. And if a fight goes bad and you try to run, you just run into another patrol. It grows very tiring when youre given very little breathing room. To quote another post i liked, "HD2 cant decide if it wants to be a horde shooter or a slower tactical shooter, so it makes you do both but punishes either style"

  • @ThePiroMonster
    @ThePiroMonster29 күн бұрын

    The difference Localization Confusion makes is that the cooldown on reinforcement call ins goes from 2.5 minutes to 3 minutes, which is 30 seconds longer or a 20% increase in the timer. Percentages matches up with things like Vitality Booster which makes you take 20% less damage, or Stamina Booster which gives you about 20% more stamina and 20% more stamina recovery so that not only can you sprint for longer but you recover all your stamina in the same amount of time it takes to recover all your stamina without it even though you have more total stamina. Also, my issues with the game isn't as simple as just the nerfs to the weapons or increases in enemy spawns like most other players, but rather with all of the shadow buffs to the enemies they don't tell us about as well. Like how enemies will exclusively go for your head hitbox now, which make deaths incredibly fast as most enemies can kill you in two or three hits, or how bugs now attempt to surround you with an aggressiveness they didn't use to have like they're controlled by some overmind like they're the zerg or something, or how hunters can leap through terrain such as rocks or buildings becoming completely incorporeal in order to get to you before they swipe at you five times in succession to instakill you while your aim gets staggered so you're unable to stop it, or how they enabled meshes inside of objects to prevent us from shooting through them but didn't enable those meshes for the bots allowing them to just stick their guns into the cover you're using to two-tap you on the head, or in the case of the scout strider one-tap you since they fire two projectiles at the same time. Dying in a silly way where the enemy got a lucky hit in can be funny every once in a while, dying because you made a serious mistake and got into a bad situation I have no problems with, but it's not that fun when every death on a mission feels like the game just decided you weren't allowed to live anymore and cheated a death out of you. I still get through helldive difficulty, that's not the problem, the problem is that it's not fun anymore. It's become a total chore and a slog to get through a mission, because in order to play correctly you gotta run away from everything since there are just so many enemies and our weapons aren't suited for killing all of them and pretty much all of them are able to kill you incredibly quickly. It's just not as fun as it was a couple months ago. If you want a lot of enemies then our weapons need to be able to handle the amount thrown at us, but you can't also have them all be serious individual threats since then it just takes a small slip up or one of them getting a little bit lucky in order for you to be dead. They could have had it both ways, they have two factions, bugs could have been numerous with each being not very deadly while bots could be few but with each being a serious threat. As it stands they're both numerous and can kill you in well under a second. Hopefully with Pilestedt in the CCO role, rather than CEO, he can work on making the game fun and rewarding to play again, at least he seems to be listening to and communicating with the playerbase which is encouraging.

  • @ziljanvega3879

    @ziljanvega3879

    19 күн бұрын

    It’s bugged, it actually increases spawns right now

  • @Lyss3r

    @Lyss3r

    3 күн бұрын

    the stunlocks and stim cancels as well as the character automtically standing up and going prone right after when shot at while being prone are also incredibly annoying

  • @Zane12ai
    @Zane12ai20 күн бұрын

    Guys, I think he bellieves 380 is actaully good, dont tell him

  • @lukeludwig1055

    @lukeludwig1055

    2 күн бұрын

    If you upgrade it and multiple people use it at once, it just deletes a segment of land. Youre genuinely ignorant if you dont think thats beneficial.

  • @ConspiciousCultist
    @ConspiciousCultist29 күн бұрын

    Wait, enemies get crit chances but we don't? absolutely mickey mouse game design right there

  • @ryanvacation7319

    @ryanvacation7319

    29 күн бұрын

    Yep. Players are also vulnerable to head shots as well. Absolutely pointless because it’s not a PVP game.

  • @stefans.8850

    @stefans.8850

    29 күн бұрын

    @@ryanvacation7319I don’t agree with you. I played Stalker a lot, and the only playable way for Stalker to be fun is to play it on Master difficulty making you and the enemies glass canons - headshots were insta die, and body shots - you could take 2-3 shots but you were bleeding. For me the fact that you are very vulnerable to headshots, and you feel vulnerable going through a literal army of enemies just adds to the immersion of the game. You are supposed to be a glass canon, to be vulnerable, you take on literally an army of enemies, you destroy their bases, I mean what do you expect? I hate it in all these AAA games that you are a bullet sponge emptying an entire magazine in another guy - takes out the strategy part of the shooters. Coming from games like Stalker and Elden Ring to Helldivers 2 it feels like home.

  • @yourstrulli9089

    @yourstrulli9089

    29 күн бұрын

    Dude, this is a horde shooter. Not a tactical shooter. We may be expendable but I would like to be able to clear hordes of enemies without the fear of them rolling a 17 crit chance on me suddenly. This game has stealth elements but it is at its core a horde shooter. Headshots are stupid period, the player has no control over it or a way to out play it.

  • @stefans.8850

    @stefans.8850

    28 күн бұрын

    @@yourstrulli9089 why would players have control over a headshot? Get behind a rock lol.

  • @johannhawk8471

    @johannhawk8471

    28 күн бұрын

    @@yourstrulli9089 i've always taken it as a gradient. higher on the tactical gradient on the automaton front. higher on the horde gradient on the terminid front. Of course this brings balancing challenges. in the 1st game people primarily played against the terminids too and acid/gas/fire anti-horde weapons were less effective against the cyborgs back and mechanical illuminate units there as well.

  • @Francoenter
    @Francoenter29 күн бұрын

    I always said this, this game is not difficult at all, it just full of cheap deaths, which are basically nothing burgers because of how many respawns you get + every respawn fully restocking all your ammo, stims and granades. Objetives need to be harder to complete WITHOUT just spawning a million enemies on it forcing players to just go another objetive while waiting them to despawn.

  • @ShopperKungVtuber
    @ShopperKungVtuber29 күн бұрын

    you take the word right out of my mouth i like it feel the same and every time i try to point out something like this Helldivers 2 fan be like "SKILL ISSUE" "GIT GUD" and i was like bro i'm 200+ hours now play 7-9 all the time this unbalannce is something should be fix

  • @LtPulsar
    @LtPulsar29 күн бұрын

    It would be great if there were modifiers that restricted your choice of stratagem beyond just "-1 stratagem lol". Stuff like "Munitions shortage, no offensive eagle or orbital stratagems" or "Absent Missile delivery, no EATs, Recoilless, Cluster or Spear" or "Requisition form error, restricts you to only one pre-determined Tac-Pack weapon system".

  • @blehmeh9889
    @blehmeh988928 күн бұрын

    8:04 Shoot one of the four thrusters on the gunship in order to bring it down. You can do this with any weapon that penetrates medium-ish heavy-ish armor (I think the weakest weapons I've ever used for this are the heavy machine gun and the anti-material rifle). Also, I think you're just really good at the game. I still can't solo skill level 6 (extreme) against bots. Maybe I'm just bad at stealth or my awareness is poor, but I feel that I know how to take down every enemy in the game but I'm still just bad because it's easy for me to get overwhelmed, so I play on hard and extreme when I'm up against bots so that I have a chance. 10:54 I do like the primary weapons though, and I think they have a little more variety than you give them credit for. - The marksman weapons can one or two shot the devastators and shield guys with headshots. It's hard when you're getting shot, though, so you want to get the drop on your enemies or drop a bubble shield if you have to use it. - The pump action shotgun has such a huge "knockback" stat when you shoot enemies with it that it can stop shield minigunners from shooting at you if you hit the exposed parts of their arm or chest. It's good for stunlocking opponents. - The rifles are consistent against crowds, but can also hit weakpoints precisely. - The Defender SMG is like a one-handed rifle, so you can carry an objective item in your offhand, or even something like a ballistic shield. (I think the ballistic shield is slept on too; I once stood down an entire factory strider with one!). - The energy weapons have infinite ammo if you don't overheat, and they cool down even when you're not holding them. You can carry a laser rifle and a laser cannon and switch between them when one is about to overheat to effectively never stop shooting. The primaries aren't well suited to destroying heavies, but I don't have so much trouble scrapping mediums with them as long as I'm able to control part of the battle somehow so that I can line up a stable shot (such as dropping a bubble shield, or using the ballistic shield, or even wearing the shield backpack). 16:43 Team reload amplifies the fire rate of some very powerful support weapons. You might be sleeping on it. It's certainly very fun to perform. EDIT: 20:35 Valve themselves commented that no, they did not do this. Sony and Arrowhead did it. We shall see if they will reverse it in the future. I hope they do. 21:12 Yes. Sony is this insane. In the mid-2000's, they released music CDs that installed DRM rootkits on users computers in order to allow them to listen to music. These rootkits had huge security implications which hackers would later use to perform massive cyber attacks. This isn't their first rodeo in anti-consumer practices.

  • @fresnel149

    @fresnel149

    22 күн бұрын

    I have no idea what the armor pen limit is for taking down the gunships, because I main laser cannon for bots and it swats them like flies with only low-Med armor pen, but also I swear I killed one with a Sickle once or twice and that's only light armor pen. But maybe I had support from a teammate at long range with an AMR? Who knows. Also +1 to team reloads, team reload on the autocannon is insane fun, it's the only time I've ever found a use for that "Auto" setting option it comes with. You can lay down mind-boggling volumes of hate with that thing.

  • @ikstarven

    @ikstarven

    16 күн бұрын

    its not hard to solo bots with stealth tho, patrols can be avoided(sometimes tricky) and bots on objectives are literally blind if you are using stealth armor, so nothing about skill there but without stealth armor it was basically impossible before this patch since they broke patrols to always spawn several of them and have them have constant lock-on on your position

  • @MatthewKingpin
    @MatthewKingpin29 күн бұрын

    I liked this video a lot, it's fun to hear what someone who's broken the game in two thinks about all the different mechanics. As you've said, winning in this game is more about knowing the exploits and broken mechanics than it is raw mechanical skill. The lack of telegraphing across the board is really annoying,. It's super frustrating to have to come to find out that something that you thought worked actually didn't, and vice versa. This game is full-on Terraria level of guide-essential if you're trying to figure out how to optimize high difficultly play. I would love if they had a dedicated "Super strategem" slot (or a strategem budget like you suggested) for things like the 380 barrage, orbital laser, exoskeleton, ect, so that way there can be objectively busted stratagems without the need for nerfs to happen on anything worth using. As a primarily solo player, it's crazy to me just how much the game feels like it's being more and more impenetrable for me to actually play with every round of patches making the game less and less accessible without a full team. I know stealth is an option, but if you don't enjoy stealth (as I don't have the patience for it), I shouldn't be punished for wanting to play a primarily action focused game like an action game. The modifiers would work a lot better if you could just choose which ones were active and toggle them on and off for maybe extra rewards (sort of like how Halo's skulls work). Right now, it just feels like "Oh, which planet has the least annoying modifiers? I'll just play on that one", which feels less like making a fun decision and more like "Which of these two blows to the shin with a metal bat will make me limp less?". Honestly, adding in directly controllable modifiers to the difficulty other than vague nudges towards more or less difficulty in the 1-9 system would make actually getting an experience with the right amount of challenge far more possible Right now, it just feels like I'm either swimming in bug hell or coasting through a free win, with very little in-between.

  • @cassius_scrungoman

    @cassius_scrungoman

    29 күн бұрын

    i really like the idea of the super stratagem slot. making it so one of these can only be selected once per time might also fix the issue of four people running around with 380's and skipping all of the gameplay. this seems like something that's pretty realistic to implement, too, cause it probably wouldn't be as hard as the full rebalance i suggested. thanks! :>

  • @sarcasm-83

    @sarcasm-83

    20 күн бұрын

    At least they seem to be making Super Samples available from difficulty 6, which, combined with the very inconsistent possible patrol spawn hell-loop reversal should make everything much more obtainable solo and even without stealth. I have also felt like it can vary drastically if a mission feels almost too uneventful, to suddenly everything just being cranked to 11 for no reason that I understand, as it doesn't often seem to even be about difficulty level. I've even lost difficulty 4 level missions that have felt absolutely ridiculous with enemy patrols absolutely everywhere and it snowballing constantly, while most of the time that difficulty feels relaxing. So with such a wide difficulty scale from 1-9, it'd be nice if those difficulty level choices felt more consistent, but recently it has varied a lot. Same has been the case in difficulty 7-8 when playing with my friend, where sometimes extraction missions for example are just a walk in the park and the other times it's biletitan after biletitan and we have to do everything in our power to get by. I guess some unpredictability is a factor a "real mission" would have... but... does that serve a videogame all that well? I do hope the weapon balancing etc. will also make the game more enjoyable to vary what you pick, as variety is the spice of life.

  • @audunms4780

    @audunms4780

    17 күн бұрын

    @@cassius_scrungoman i think the devs need a test server or a test planet where they just throw shit at the wall till it sticks.

  • @BethesdaModder

    @BethesdaModder

    13 күн бұрын

    Alot of times when I'm solo I just spam the exterminate 100% of enemies type missions, I want to fight, not run around for 10 minutes and fight for 5 minutes

  • @Blundabus1337
    @Blundabus13375 күн бұрын

    Glad to see someone else finding this game not difficult. Most of my deaths is from teamkilling or just bad luck. When you realize you can just outrun and kite everything, it becomes trivial.

  • @sheriffofspace
    @sheriffofspaceАй бұрын

    Id love to get a video passionately praising the 380 because you clearly want to

  • @cassius_scrungoman

    @cassius_scrungoman

    29 күн бұрын

    it is simple math that saturating an entire area code for half a minute is better than one accurate round

  • @DrGuretOnizuka

    @DrGuretOnizuka

    29 күн бұрын

    @@cassius_scrungomaneverytime someone makes a video praising something it gets nerfed. But I will say the reason why Helldive bots on 4s feels easy is because people who are used to the play style are the only ones left playing. I’d love to see Cassius in a lobby of newbs when it comes to bots on Helldive bringing random stratagems and fighting constantly when they don’t need to. It happens every once in a while when you see a bunch of level 20s que up.

  • @unimportant719

    @unimportant719

    25 күн бұрын

    @@DrGuretOnizuka real Try and play diff 8 You will find all the people that are trying to figure out how to “Get the good” at this game and, at that difficulty, is where i found some of the most hard fought Firefights i ever did in this game Is almost comical

  • @Earthboundmike
    @Earthboundmike29 күн бұрын

    OVERWATCH NERFS STUFF ALL THE TIME WHAT ARE THEY TALKING ABOUT

  • @2MeterLP
    @2MeterLP4 күн бұрын

    Honestly I like that not all weakspots and strategies are obvious, because finding ways to better overcome challenges feels INCREDIBLE!

  • @gisli9955
    @gisli995522 күн бұрын

    Are you sure you like this game?

  • @MegaFooby
    @MegaFooby11 күн бұрын

    The country restrictions are 100% sony's fault. Steam will change it when told to and already has done with HD2. It went from 177->180->175 from sony's request. Sony has quadrupled down on the restrictions with 3 other games since then. Plus the steam storepage for HD2 was removed from the restricted regions which is something the publishers can request from steam. The tweet sony made only mentioned not doing the May 30th restriction. They said nothing about not doing it in general or removing the region restrictions (which were not there 32 hours before the tweet). Personally, I think sony's reason for this is they're going to try the psn bs again at a later date

  • @alcatraz-nc2814
    @alcatraz-nc281429 күн бұрын

    Before nerfing I would rather see the lackluster weapon/stratagem being buffed to an acceptabe - good level, leave the currently good option and then balance around that new base. I mean it is true that 500KG bomb is better than the orbital rail cannon strike but it doesnt necessarily means 500KG needs to be nerfed, but rather ORC needs to be buffed, either a damage buff or a cooldown buff. If we go straight into nerfing the few stratagem or weapon that are good we just end up with a boring game that isnt harder per say, just unecessary more time consumming. And yeah we really needs more modifier that arent a blanket increases in call time/CD or modifier that just makes a type of stratagem useless for the entire game.

  • @pixels_per_minute
    @pixels_per_minute15 күн бұрын

    The biggest issues I had with the "difficulty" are the random insta deaths you'll get hit by. It's inconsistent, and I hate all of it. The most recent patch fixed this, but anything that hits you with acid or fire could hit you multiple times with the same projectile. You could get hit 5 times by a single blob of acid, and now that I know they had crit chances, it just makes so much sense as to why you'd randomly insta die for being looked at by a Bile Spitter or standing next to fire.

  • @nicholasleon7819
    @nicholasleon781929 күн бұрын

    i get so mad when people bring localization, like, i know what you’re doing is griefing, but i can’t prove it because AH hates telling us numbers for some reason? also i can’t type or change my mic settings in the ready up screen!!!!! also yes please a dark tide style enemy warning screen. i’d like to know if im gonna get swarmed by the barfing ticks

  • @SaxPanther
    @SaxPanther17 күн бұрын

    The game is only "broken" at level 9. At level 7 it's well balanced and fun and you can take machinegun turrets and smoke strike if you want and still do well.

  • @bry-guy4177
    @bry-guy41779 күн бұрын

    3:15 I really have to call cap on this, unless you ONLY play with your friends, playing with randoms guarantees at least ONE helldive mission having shit hit the fan and burning through your reinforcements, more so with bots.

  • @Yhtill
    @Yhtill26 күн бұрын

    Its weird to me that in both this and the stealth video, you start out saying you cant find any info online, and then spread a bunch of misinformation thats easily searchable on youtube. Stuff like the wrong time for dropships and the localization booster, the difference in patrol spawn rates per difficulty, the effect of broken arms etc. all has evidence of how it works posted. Its a shame, cause your videos are solid besides the factual inaccuracies

  • @OpXarxa
    @OpXarxa26 күн бұрын

    one quick thing to note, crits aren't a thing. those are headshots. all body parts have different damage resistances, hovering around 80%, but headshots take 200%(160 with heavy armor), and enemies always try to aim for that; they just don't always hit their aim. if you survived a rocket to the face, it only looked like it hit your face.

  • @dr.murdoch8085

    @dr.murdoch8085

    6 күн бұрын

    This guy is way too confident with a lot of the stuff he's saying

  • @Earthboundmike
    @Earthboundmike29 күн бұрын

    The 50% (now 25%) cooldown increase time was actually worse than losing a strategem slot. The time between strategems was BRUTAL. Sure as hell wasn't gonna depend on someone else to get a bag/weapon to bring a strategem instead.

  • @elindis
    @elindis29 күн бұрын

    Strangely enough, I completely agree on all the disagreements. I feel like the best ways to solve those problems are probably different, but this video is just full of reasonable observations.

  • @cospra8766
    @cospra87664 күн бұрын

    Fantastic video, you hit the nail on the head about the game. It's really nice to hear someone not just blindly praise it and look deeper into it's flaws.

  • @cassius_scrungoman

    @cassius_scrungoman

    4 күн бұрын

    thanks! this kind of comment always makes me happy to see because most comments that I get notified about are people who watched the video for five minutes and then dismissed it entirely because they like the game so it's good to be reminded that some people do infact like my work

  • @barscakn4642
    @barscakn464229 күн бұрын

    It was confirmed by valve that it was sony that listed off those countries

  • @duecej6499
    @duecej649929 күн бұрын

    I don’t fight the bots willingly unless it has to do with the major order

  • @thorodinson292
    @thorodinson29223 күн бұрын

    valve said they didn't do it.

  • @geronimo5537
    @geronimo553714 күн бұрын

    ah yes, a game review by the knowledgeable basic player. many good points I agree. however many flawed points. like saying 20 lives is too many without noting each player gets five lives individually shared with the team. then somehow says the game is too easy where they very much have not been playing in public lobbies where the bulk of smooth brains can barely make it a full match. though I give credit, the primaries and balance are all pretty terrible. also regarding blocked countries. its entirely a sony stance. they are doing the same with multiple of their games.

  • @DrNiradino
    @DrNiradino29 күн бұрын

    Crossbow was fantastic on bugs before the nerfs. It could oneshot small enemies in a huge radius, to the point that you could often score 15+ kills with a single bolt to the patrol/breach. And medium bugs it could stun, until you dump 3-5 bolts into them. All of that, with a clear drawback of extreme friendly fire radium and damage. Now it's just Punisher but with less ammo both in clip and overall, lower fire rate and slower reload.

  • @WallaWaller
    @WallaWaller24 күн бұрын

    20:23 Valve has gone on record saying they didn't restrict the game. It was done at Sony's request, not Valve's. I'd link the statement but KZread doesn't allow links in comments. I'd also like to point out Sony didn't restrict the contries at launch, when they would have already planned to implement the restriction. This means Sony did in fact pull the bone-headed move to try and sell the game in countries that couldn't access PSN. While I can't link the statement from Valve directly, searching "who restricted Helldivers 2 on steam" gives a reddit link to Valve's statement as the first result, at least when I do it.

  • @thetruegoldenknight
    @thetruegoldenknight5 күн бұрын

    I've heard whispers and rumors of stealth, and I haven't quite decrypted that enigma, but what I *DID* find out is that it's faster and more efficient to liberate a planet if you grind Trivial en mass as opposed to playing on the harder difficulties...unless a Helldive's Squad Impact is upwards of 100! Because assuming it takes like 90 or 100 minutes for that, and Trivial can be beat in about 3 minutes on the right mission type, 30 Trivial = 1 Helldive in terms of time spent completing. The Liberty (and XP that dictates Squad Impact) are not proportional to this time spent, PARTICULARLY as players are less focused on winning and more focused on looting (an additional inefficiency), and when there's 50k Helldivers online, the Squad Impact for Trivial is 2 and Challenging is 4. But Challenging takes 10 times as long as Trivial to complete, so I imagine this imbalance is magnified in Helldive. The takeaway is simple: less fun is more efficient, and no, people will NOT optimize the fun out of a game, at least not in this case. P.S. tedium under stress sounds like a good skill to build, *ESPECIALLY* when framed in a specifically military/combat context. P.P.S. The 380mm is too unwieldy to be really effective; maybe that Destroyer upgrade makes it more "consistently on-point", but personally, if it were an option, I'd rather modify Hellbombs with 2 changes. 1) No button pressing to arm the bomb, and 2) arm Eagle to carpet bomb a region with said Improved Hellbombs. That's how you do the 380mm's purpose. Semper Bellum!

  • @ZedDiDragon
    @ZedDiDragon10 күн бұрын

    The main takeaways here aren't wrong. Max difficulty is fine in a full party, we have little control of whether or not we take large amounts of damage, nerf can be warranted. Still, some data if you're interested: I don't think anyone has found any proof of crits, (nothing about crits mentioned in damage info, projectile info, beam info, arc info, weapon info, throwable info etc, we have access to all of these with developer comments, but I haven't personally trawled through anywhere near all the info available yet) but we've found plenty evidence of hitboxes being jank. For instance, when shooting Spear at a Bile TItan, you can get the following results: - Hitting the head + explosion damage (1100 damage) - Hitting the head, explosion damage absent for no reason (1000 damage) - Hitting near the head, explosion damage included. (100 damage) There's also Dev rockets having a proximity detonation, meaning it should explode near you, but timing issues can cause the rocket to land inside you and still do direct + explosion damage when it should just explode nearby, doing the much smaller explosion damage (why does it even have direct damage, let alone such a large amount?). Plasma Punisher has the same issue. Enemy variants exists on difficulties. Warriors get meatier on D4, Hunters I believe bumps up on 7. A lot of enemies have 3 variants like this, not all of them bump on in health which says to me maybe they have behavioral changes.

  • @one_for_one
    @one_for_one19 күн бұрын

    I was summoned by jump pack slander. Jump pack lets you access highground that would normally be inaccessible, break LOS whenever you want to to start hiding from enemies, its an instant disengage to let you reload or stim while flying and then be ready to keep fighting once you land, and it gives you extra momentum to add into grenade or strategem throws to give you essentially servo arms. Jump pack is a solid choice and does alot for its playstyle, even if that playstyle is not one others can appreciate.

  • @jordangoh4775
    @jordangoh477529 күн бұрын

    Very valid and good points brought up in this video. I reviewed the game negatively because of the mentioned issues, bugs, and strange balance issues - but I still find myself itching to play a few games a week. One thing that baffles me to this day is why do the orbital strikes shoots and reloads like a musket when it's fired from your highly advanced super destroyer while the eagle airstrike can carry 3-5 entire barrages of rockets. I really love playing off meta stuff like precision strikes and gas strikes, but when all my orbitals are on cooldown, I really can't do much else to support my team...

  • @foreverhighgaming5503
    @foreverhighgaming55036 күн бұрын

    I believe localized confusion just prevents non-mission based enemy waves from spawning in more than one area of the map. So if youre separated from your group and they get get dropships called on them by non-mission events (bot flares/timed dropships) you have 3 minutes of no dropships getting called on you. It does not however, affect patrols or detector towers. If your team sticks together itll prevent the bot flare from stackkng too many times but im pretty sure this booster (like many other things in this game) doesnt always work right

  • @DjamTG12345
    @DjamTG12345Күн бұрын

    You made some great points about the little amount of stratagems we get. I agree that we should be able to have more in mission.

  • @Earthboundmike
    @Earthboundmike29 күн бұрын

    In regards to the localization thing, I am 90% sure it sometimes just stops a call in. There have been times were I was 100% too slow to stop a bug breach, but it didn't happen.

  • @Necro_fury

    @Necro_fury

    20 күн бұрын

    Nah it slows down the rate which drops/breaches happen. Theres a cooldown for the enimies when they can call one and i think it makes it 20% slower, i dont remember the correct stats but i think somone said if itll change 2:30 cooldown to a 3min cooldown

  • @ChristopherLowery
    @ChristopherLowery6 күн бұрын

    Wait...the break action shotgun is an "extremely rare" world spawn? I run into half a dozen on pretty much every map I play...

  • @TauMeleeSeeker
    @TauMeleeSeeker20 күн бұрын

    the truth is that enemies spawns are like an inverted pyramid, all armor and weapons systems are currently shallow and weapon stats and performance were not analysed correctly for the most part but lets see what will happen compared to the rest of the games this one has a solid base for it so adjustments and implementing new thing will make it better

  • @crazygamecrafter8830
    @crazygamecrafter883029 күн бұрын

    3:20 do you run with a squad or do you join pubs? because i've had at least 30 helldives where we were running around waiting for reinforcement budget to refill

  • @fresnel149

    @fresnel149

    22 күн бұрын

    There's no way he joins pubs, there's way too many clowns, trolls, and other assorted morons in pubs for anyone to think Helldive is easy and nobody ever uses all 20 reinforces.

  • @ikstarven

    @ikstarven

    16 күн бұрын

    I literally exclusively run helldives on bots(only join randoms, have no frend) and we basically never run out of reinforcements and always have at least 6-7 by the time we extract. Bugs are tricky tho, sometimes its a breeze and sometimes its a real nightmare, it really depends on luck and the planet modifier that dictates the type of bugs spawning, so the author is just an automaton player

  • @Afrecta
    @Afrecta10 күн бұрын

    From what I understand/heard is that Steam isn't responsible for the game not being available. It's either Sony or it's the country not wanting to agree to Sony's contracts. In my experience, Sony hasn't really cared about region lock and stuff in the past, and it's usually the country/legal issues that is the reason why there is region locking with services. No way to know for sure, but there's some food for thought.

  • @dropleaf8296
    @dropleaf829620 күн бұрын

    OK i get it! your good at the game!

  • @JRay80
    @JRay8026 күн бұрын

    Good video. I'm at 250 hours currently. Love this game. I think I just have too much fun laying about and living my best Helldiver lif...multiple deaths, to utilize exploits. Just too boring man, like you said. Especially at level 9. It's just way more fun to play the game the in-universe way, for Managed Democracy and all that rp stuff. I also play with randoms a lot so that's probably the biggest yank of the ol' gachapon right there, and quite the source of entertainment for me.

  • @Extraordinarylurker
    @Extraordinarylurker18 күн бұрын

    One time me and my dad came over a hill towards a SEAF site, and found a patrol of like 30 grunts. It was super-fun to get myself behind them with a stalwart, and just mow them all down in a classic ambush. I think this was like difficulty 3 mind you, but still. No bot drop, absolutely off cooldown. The game can absolutely handle it, so this one seems pretty obvious to me. As for the two stratagems... hard choice. 500kg with extra airstrike capacity is a obvious one, precision strike before that point, but maybe smoke strikes? Smoke makes the game so much easier against bots, giving you a nice out for bad situations, a way of handling objectives in the middle of enemy swarms, ect. Its just so good. But i would say auto-cannon/flamethrower. The autocannon is niche as hell against the bugs, but dominates against bots. Flamethrower is similar, but for bugs. I still prefer the autocannon even against bugs, but the flamethrower is what i would take if i wanted to try hard bugs imo. Honorable mention to AMR and supply backpack. Pocket autocannon, 200m scope, nearly unlimited ammo, stims and grenades, or an extra 4 supply boxes for the team. Also, supply backpack is the first backpack you can get i think, so great loadout for new players. Also, smoke is great, already listed some reasons. But another one, it can destroy bot factories if you hit them directly.

  • @samkostka126
    @samkostka12612 күн бұрын

    Broken arms increase aim sway, and literally nothing else Pretty much irrelevant outside of 100m+ headshots

  • @raighteous7165
    @raighteous716510 күн бұрын

    I'm not going to argue that the game's equipment is well balanced: I feel like many weapons are way too similar and that random damage is bullshit. Those are unfortunate parts of the game you can't really get around, but the extremely questionable stratagem balancing isn't a huge deal to me when each loadout still offers a unique way to play the game. Throwing out the "meta" stratagems and avoiding any and all enemy encounters are both very clearly more effective options than the alternatives, but I love this game because equipping some funky loadouts can make the game so much fun, even with the weird balancing, and I hope this is an idea that Arrowhead keeps in mind going forward.

  • @omeniuskamis3044
    @omeniuskamis304421 күн бұрын

    very good vid

  • @goreobsessed2308
    @goreobsessed230811 күн бұрын

    Suprised you like the 380 how do you use it i notice its not great for swarms they run through and only a few die and you have to be lucky for it to kill a tank

  • @noobzgaming3836
    @noobzgaming383624 күн бұрын

    Broken limbs keep you from regenerating stamina.

  • @danielleavitt5827
    @danielleavitt582725 күн бұрын

    I just play the game with the mentality that it's equivalent to a game in beta. Anything that doesn't work properly will be fixed at some point later. I'm just happy to be part of the development journey.

  • @nexdemise4182
    @nexdemise418216 күн бұрын

    I don't want to get started on Overwatch balancing but oh well, because I'm still pissed at Blizzard redoing Symmetra (who at a time I played exclusively in Diamond because nobody know how to deal with her because nobody played her) because addled up Koreans wouldn't play her, so she got a kit that only addled up Koreans could possibly make use of. Lock on beam was extremely powerful since once you got caught in one you were screwed harder than trying to fight in melee range with a Reaper. The flying pancake barrier was powerful for relieving pressure off your tanks and stopping ults. Teleporter and shield generators both added utility to your team (letting your team get back super quick back or just flat +75 shield health on everyone in a very generous range, I gave enemy tracers mental breakdowns by hiding the shield generator behind enemy lines). Turrets were weak and were something you only really set up as traps (e.g. watching over a healthpack) or as early warning systems. So then they removed the lock on beam making it closer to how Zarya's beam works. I guess all the Genjis were complaining. They replaced the ults with just a barrier that's got 5000 hp which is a lot less overall utility and was basically just a sidegrade to Reinhardt's right click. Teleporter got turned into something like Reaper's shadowstep, and it'd last a few seconds to let whoever is around you to come with. Turrets remained made of wet tissue paper but now you could launch them to stick to a surface. So what did the Koreans in OWL do with her? Jackshit, she was never touched by them, and those of us who figured out how to play an "F rank" character got shafted by a bunch of nerfs. Anyways, onto balancing in Helldivers. You can say that "only buff" is dumb but only nerf is even dumber. AH had problems with everyone using the Breaker, Railgun, and Shield Generator. The issue however is that those things simply worked. Shield generator helps against the characters being stupid squishy and the bullshit crit and headshot mechanics. Breaker puts out enough dakka to drop heavier bugs. Railgun worked on the endless devastator spam and worked on bug heavies: Bile titans dying in two hits was a weird bug where PC players would do like 5x damage with a PS5 host for some reason, shoot charger leg twice, magdump leg, was the end result of their heads being fucking indestructible. After the railgun nerf one of them finally loaded the game, shot the charger in the head, and finally realized that it did nothing. Like this is the thing: 1. Players will optimize the fun out of the game. That's just the fact of life. Metas will always happen because the given loadout is 0.3% better. 2. Players will also eventually seek variety and carve out their own niches. Stuff like the explosive crossbow or the eruptor, and then when you nerf that then you will just piss off their users. 3. You can't balance by spreadsheet and instead have to see why the given option is used by 95% of the player base. For example currently in bugs you're just stuck using a quasar because bile titans and chargers can't be killed by anything other than quasar, EATs, RR, and Spear, there's no point in even shooting at them with your primary. With bots you have more leeway because of how the enemies themselves are structured. With something like the grenade pistol it really comes from two things: pistol is a fallback weapon, you pull it out when you're completely screwed and that quick sucker punch from it can be the difference between life and death. Then there's also the extra utility in that it can seal bug holes or blow up fabricators. You've got 4-6 grenades, nest can and will spawn with 10 holes. Airstrikes don't work well against flat targets due to how explosions work in this game - they explode in an upwards cone so you can dive away from your 500kg bomb.

  • @wabajack9929
    @wabajack992925 күн бұрын

    Oddly the game weapon/strategem balance feels pretty balanced on bugs, but the bots are objectively more fun imo. Also, I bring the auto cannon turret simply as it’s good, while also requiring a bit of skill to not die

  • @futakisser
    @futakisser19 күн бұрын

    I Agree with the video wholeheartedly, just hope the devs have enough ambition to pursue an eventual end product that is as robust as it is fun

  • @placeholderthegreat1307
    @placeholderthegreat130710 күн бұрын

    I'm coming up on two hundred hours and I've spent most of it on bots (I don't have any friends who own Helldivers II and the bots feel much more rewarding than the bugs when solo/with randoms) and the one thing I hate most is the inconsistency of damage. I know I'm running light armor, but I can still have like 5 striders do nothing to me while sometimes one will look in my general direction and two tap me from the same distance. I can skirt around the outside of a heavy outpost and solo it through Hulks and Autocannon Turrets while an MG Raider that comes up on me while I'm reloading won't even hurt me 99.9% of the time and have me thinking that reflexively diving is the only reason I didn't die the other .1%.

  • @user-tu2eq7jf2p
    @user-tu2eq7jf2p3 күн бұрын

    Rare high moments i’m getting flashbacks to tf2

  • @saturnalia9220
    @saturnalia922021 күн бұрын

    Personally, I've never really understood the hype around Helldivers 2. Granted, I haven't played it. But it looks... Unfinished? Actually, unpolished or flawed might be better words. I hear a lot about it from friends, and others on the internet. But uh.... None of it's glowing praise. It's like there's always something to whinge about. Granted, some of these moans are totally justified. As our wonderful Monarch Cassius has pointed out! ❤Plus the whole random crit systems seems like peak wank. But if I hear my friends moan about the AR-69 Wifebeater being nerfed again. I think I'm going to become the unabomber. Even PVE games need some semblance of challenge, and balance. Otherwise you might as well be playing the Sims.

  • @cassius_scrungoman

    @cassius_scrungoman

    21 күн бұрын

    heart emoji :>

  • @roiledred
    @roiledred17 күн бұрын

    You know an impressive amount about the game for only 100 hrs! 👍 There are a few things I'd care to add, though. Enemies don't deal critical chance hits persay, we are just vulnerable to headshots which they do hit occasionaly in their wild spraying patterns, so our weakness is the same as theirs. Also, you were mostly right about the clear outshining some in loadout varieties over others, but only because it seems like you were primarily showing gameplay from bots, many of the strategems and weapons are balanced effectively more to one side than the other, which I'm sure will only be expanded upon further with the Illuminate. There are more loadouts that are effective with relatively equal ceilings for skill-expression than people often consider. I compiled this list for a few friends already so I might as well shre it here. Major TLDR here! Some examples against bots: ---The Dominator is as META as the Scorcher, if not more, for two-shot killing devastotors to the legs, oneshotting to their heads and the same with any bodypart of the chaff at anyrange, and effectively 3-5ing berserkers, all with massive stagger only matched by the Plasma Punisher. There's little need for a shield when using staggering weapons. This makes backpack support weapon pairings more viable. Pair the Dominator with the grenade pistol as well for one-shotting Scout Sriders which the Dominator can't penatrate. ---The Plasma Punisher is nearly as strong as the Scorcher with added stagger and a wider AOE range. It is only slower in fire rate and projectile velocity as most of it's tradeoffs. ---The Autocannon is the most devastating support weapon against bots and a fair tradeoff to not having a defensive backpack. Pair it with the Sickle (or other speedy chaff weapon), as hte autocannon with be able to deal with all else including structures so you don't need grenades or the grenade pistol for those, so you can bring other throwables and secondaries. ---The Counter-sniper is a strong balance between enough fire rate with good handling for chaff while also being effective at one-shot headshots at nearly any range. Pair it with the shield backpack to help reduce flinching for easier shot landing. It's very satisfying weapon for seeking accuracy over brute force. ---The Ballistic shield can be paired with the Pummeler which can literally fully stun targets after 0.5 seconds of sustained fire, the Senator or grenade pistol, and the AMR or laser cannon. THe shield allows you to tap into the niche capabilities of more weapons like the SMGs and secondaries. Some examples against bugs more specifically: ---The Incendiary Breaker especially, but really most shotguns, are far more effective here due to the increse of chaff varieties and the close proximity crowding they do. ---This rule follows with other items like the flamethrower, mines, cluster explosives, nepalm and gas strikes all being more effective against the more crowded nature of the bugs. ---Rockets weapons such as the Recoiless Rifle, Quasar Cannon, and EATs are more of a fun over optimal choice against bots. They can take out dropships but often leave most of the bots alive and only obstructed which can be more of a detriment sometimes. They can also destroy cannons easier by just having the penetration to hit the front. But outside of those benefits, it does everything slower and can't clear as much volume as quickly or effeciently as the other support weapons while they all still have effictive ways of dealing with the heaviest foes too. These weapons are a more fitting choice against bugs at least as the only real heavies are Chargers and Titans, both of which the Rockets handle perfectly. ---Bile titans create a strange dynamic where you can find similar effectiveness to the Rocket META typically used aginst them with specific pairings that give credit to items less effective against bots overall. One of these is following one rocket shot with a singe railgun shot making EATs and the Railgun each more viable than they are otherwise. Another strategy is following a Railcannon or Rocket Pod shot that breaks the Titans top armor off with an explosive primary or secondary to quickly finish it off. This makes the Railcannon a better pick than against bots as well. ---A lot of these points stand out because most of the supports and strategems effective against bots can deal with their heavies equally and relatively quciker than most supports can deal with Chargers and especially Titans quickly while also being able to deal with medium enemies.

  • @Murderofbaralles5841
    @Murderofbaralles58417 күн бұрын

    I know in the game it says that stims aren’t addictive. they’re wrong because when a supply backpack and the medic passive. I have like 16 shots to make myself feel like a super soldier. It’s broken, but God do I enjoy it. Also, I’m not a drug addict.

  • @GooiYingChyi
    @GooiYingChyi29 күн бұрын

    This is pure entertainment

  • @DomonkasshuSD
    @DomonkasshuSD5 күн бұрын

    100% agreed with this. I'll have fun with EDF6 until they fix all the mess they've made

  • @libertylemonz7145
    @libertylemonz714529 күн бұрын

    I haven't played overwatch since the Blitzchung thing in 2019 but I distinctly remember them nerf stuff

  • @latayantheazran
    @latayantheazran5 күн бұрын

    The localization booster increased time between reinforcements by 40 secs iirc, so its pretty decent

  • @uncleulysses2328
    @uncleulysses232822 күн бұрын

    Limb damage when the game first released actually mattered lol. If you had a broken arm you couldn’t fire your weapon. If you fell from high heights many times without stimming or loosing health you could break your leg and start bleeding out no longer being allowed to sprint. If you got shot in the same arm multiple times it would be crippled and you’d need to stim or again bleed out. Tons of secret cool mechanics feel like they’ve been removed within this short game life that I can’t even begin to pinpoint every single little change I’ve noticed it’s fucked. Feels like the game has fundamentally become something completely different than launch.

  • @kamikeserpentail3778
    @kamikeserpentail377819 күн бұрын

    4 stratagem and 5 reinforcements per player. Makes sense to me. And when i die 2 times and my ally dies 8 i just conclude that they took my lives. Which is fine because they clearly needed them more. Solo play feels easier because i don't have random idiots starting engagements stupidly. Primaries don't feel useless at all, that's just everyone being terrible and/of full of shit for the drama. I don't think random crits are a thing, i have no idea where you're getting that from. It likely is exactly the same damage region situation players experience when shooting. Limbs are supposed to take explosive damage but they're bugged to not, which decreases how often that happens, and broken arms do affect recoil. No matter what anyone says this isn't a hoard shooter. Localization confusion is 30 seconds, and it's seriously the strongest booster in my opinion. Orbital scatter and map concealing spores are worse than -1 stratagem in my opinion. And there are modifiers that affect enemy composition, like oops all berserkers, it's just hidden. There are plenty of non-devastator infantry for your primary, unless you get the devastator focused modifier. Primaries aren't useless. Impact grenades are fine. Cooked HE grenades are better in numerous situations. The scorcher is not better than everything else, people are just dumb and bad at aiming. I've used the 380 and the smoke a lot. Jump pack is amazing, don't be dumb. Turns out you might be clueless. Actually the majority of this video comes across as a bit of a joke, like totally honest movie trailers. Stealth is incredibly strong though, that much is true. At nearing 300 hours, I've taken to bringing the spray and pray and using smoke to run into devastators just to fuck around. Yes on helldive, of course

  • @uncleulysses2328
    @uncleulysses232822 күн бұрын

    Limb damage when the game first released actually mattered lol. If you fell from high heights many times without stimming or loosing health you could break your leg and start bleeding out. If you got shot in the same arm multiple times it would be crippled and you’d need to stim or again bleed out. Tons of secret cool mechanics feel like they’ve been removed within this short game life that I can’t even begin to pinpoint every single little change I’ve noticed it’s fucked. Feels like the game has fundamentally become something completely different than launch

  • @wyn9693
    @wyn969326 күн бұрын

    380 is confusing because it's essentially only balanced by how boring it is, yeah I could walk away from the problem and throw in a barrage to insteantly win, or i could fight and scheme and plan out my atracks with gatling barrages and precision strikes. Laser sucks though it clings itself to the bearest factiry strider or bile titan and burns the ground so you can't enter, all without actually killing said heavy

  • @ligma445
    @ligma44529 күн бұрын

    after watching ur stealth video i thought id try abusing some of those mechanics and yeh its dumb af. using that stuff i can basically kill anything in a point of interest that can call in reinforcements without being spotted within seconds. also while doing this ive noticed that regardless of difficulty the enemies that you find at objective points stay very consistent and u will rarely find anything that is at charger level or above for both factions, and if you do there very easy to avoid or just kill with a 500 right in their face and they wont even do anything cause they haven't seen u.

  • @15thTimeLord
    @15thTimeLord21 күн бұрын

    I thought broken arm means slower reload speed and maybe weapon sway.

  • @alany2103
    @alany210329 күн бұрын

    Apparently, the region locking for Helldivers 2 was supposed to be in place, but wasn't due to administration error? It's really weird to me, the entire situation honestly.

  • @Deckkapoke

    @Deckkapoke

    26 күн бұрын

    It was a decision made by Sony as state by Valve.

  • @kavtehman7457
    @kavtehman745721 күн бұрын

    17:33 Yes please. I want to stop using the eagle airstrike. There is no other reason why I use it besides making sure that I have a lower chance of failing. The stratagem rebalance would actually inspire alot of users to use "worse" stratagems

  • @AlexDenton0451
    @AlexDenton045129 күн бұрын

    Personally I've been having fun playing significantly off meta a lot as long as I am with friends. However , for some reason whenever i get a random they tend to run into enemies and die literally 10-15 times in a row. Every. Damn. Time. I'm only 60 hours in and never have played stealth that much, but holy hell playing with randoms seems completely like hell. I might try to learn the stealth mechanics at this point to just not deal with bad teammates as much tbh.

  • @oreomint8255

    @oreomint8255

    29 күн бұрын

    The only problem I’ve had with randoms is that they stick and fight for WAY too long. Other than that they do just fine from my experience

  • @Myder_Dragon
    @Myder_Dragon18 күн бұрын

    2:23 Stealth is great for bots but doesn't work for bugs

  • @Vic_Rattlehead1
    @Vic_Rattlehead18 күн бұрын

    At the very least Johan Pilestadt cares about the game he made

  • @redbruhcolli
    @redbruhcolli23 күн бұрын

    "Im not paying 10 dollars for that"... how in the fuck you know all these exploits but dont know you dont have to pay for anything... Let alone not knowing double barrell shotgun is stratagem weapon?!

  • @OneKnightGaming
    @OneKnightGaming15 күн бұрын

    If you really want a challenge, carry lower level players in difficulties 5-7. Those 20 lives go away in the blink of an eye even if I personally only died twice. Edit: I did like your idea of the "bandwidth" for strategems and the modifier shift to Darktide, but personally I just find most cooldowns to be too high and strategems being inconsistent to play above lv7 due to sheer numbers of heavies on extract. I can't put a 380 on extract while I'm there, and 95% chance all the shots would miss the 4 bile titans anyway. :') That said, I LOVE it when they randomly give out free strategems, so I'm all for smoke and some other minors either being free or just have a different variety of free ones available per planet per day.

  • @Lilbluepenguin10
    @Lilbluepenguin1014 күн бұрын

    No nerfs!

  • @szabolcskarman955
    @szabolcskarman95526 күн бұрын

    that's why the helldiver living avarage is araund 2: 30 secunds.

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