Helldivers 2 - Hell is more diverse than ever as PlayStation's demographics continue to grow and change.

. I guess they've decided against innovating with new enemies or bringing back stuff from the first to increase the difficulty
I am holding out a SINGULAR hope for Cyberstan and/or the wrap-around to it (based on supply lines we gotta knock out a bunch to even get to it). If you want me to retake CYBERstan and CYBERstan does not have CYBORGS and it's just their pet retard robots I will be thoroughly disappointed.

They've been kind of doing everything they can to sort of distract us from the Automatons and not making a major push, ignoring the actual numbers fixing by monkeys on the back-end. This reads like they're buying time to develop Cyborg enemies but if this isn't the case then fuck 'em.
 
I am holding out a SINGULAR hope for Cyberstan and/or the wrap-around to it (based on supply lines we gotta knock out a bunch to even get to it). If you want me to retake CYBERstan and CYBERstan does not have CYBORGS and it's just their pet retard robots I will be thoroughly disappointed.

They've been kind of doing everything they can to sort of distract us from the Automatons and not making a major push, ignoring the actual numbers fixing by monkeys on the back-end. This reads like they're buying time to develop Cyborg enemies but if this isn't the case then fuck 'em.
They just introduced the concept of a superhive world.
That seems to promise a bug version of Halo's "gravemind"
Time to bust Zim down to private so we can get our brain bug.
 
oh boy back to fenrir, turing, and fucking erata again, really glad they buffed the counter snipers only to buffer progress on every single bot world. Whatever, the major order will be finished within the day save for internal fuckery.
The change to patrol amounts to single player is a little bit unbearable, but I think its a combination of two changes, 1 the increase to patrols obviously, but 2 which i think actually is the main culprit, the change logs said theyre attempting to make minor objectives spawn closer together, which i could be completely wrong but it seems that patrols have always focused on objective areas primarily. So if theyre are more patrols, and the places where they patrol are closer knit together, it wouldnt be crazy to assume that this in conjunction would result in a much higher rate of unavoidable encounters, in addition to less likely to escape pursuit.
The nerf changes kinda suck, but besides the magazine reductions, things dont seem too abysmal. the AP counter sniper I had already been using and I dont think the second buff was necessary but I appreciate it regardless. Nice change for the revolver tho, still wish you could more fluidly interrupt reloads for it. Quasars roll has shifted, its range being its saving grace still, not nearly as useful blitzing but still a nice opener, felt kinda mandatory when facing bots solo. After growing so accustomed to the ballistic shield theres really nothing without a backpack save for the expendable anti tanks that fulfill the building killer niche.
They just introduced the concept of a superhive world.
That seems to promise a bug version of Halo's "gravemind"
Ngl what they did to Meridia has got me really hyped.

1714431180925.pngMeridia before

1714431254541.pngMeridia now

Sidenote did they remove grenade reticle for impacts at some point and I missed it or am I just glitching out?
 
Was the Quasar Cannon even strong enough to justify the nerf to its recharge rate? That thing took two shots to kill hulks and such already, meanwhile during the recharge I've just alerted them to where I am and now they're shooting at me while I have to wait either for a teammate to finish them off or for my second shot to come up. I don't understand the pervasive obsession with "balance" in a fucking cooperative video game.
 
I played an eradicate mission today that only spawned 1 bile titan, 3 charges, and then nothing but hunters. Worst mission I've ever played.
Yeah they seem to have cranked up the spawns with the new event,

Also what are you guys feeling as the next go-to for bugs? I ran rover/quasar but now that both are shit I'm not sure what to replace them with.
 
Was the Quasar Cannon even strong enough to justify the nerf to its recharge rate? That thing took two shots to kill hulks and such already, meanwhile during the recharge I've just alerted them to where I am and now they're shooting at me while I have to wait either for a teammate to finish them off or for my second shot to come up. I don't understand the pervasive obsession with "balance" in a fucking cooperative video game.

I'm not really happy with it either and I think they should have introduced it with a 15 second CD and buffed it later if necessary. They put stuff out in an OP state because they want people excited for the pass. The pattern is the same as every other live service game:

Introduce power creep weapon in new DLC/Battlepass -> Nerf said weapon -> Introduce power creep weapon in new DLC/Battlepass -> Nerf said weapon -> ...

Nerfs make sense from a certain perspective... The recoilless as it stands is pretty much useless and it should be top dog in it's class like the AC (it's a skill weapon and has a back-pack after all). Even with the packing fix/perk the reloads are very long and you are very vulnerable during them. Before today people (myself included) would take a Quasar to a hot planet like Hellmire and the recharge delay would be perfectly manageable, there was no reason to run anything but Quasar or EATs. Also consider that the automatic nature of the recharge means more uptime to kill bugs with your primary. Also consider that on defense you can drop down two of these bad boys and not have any cooldown at all as you solo BTs.

Then consider the other ways they could deal with the situation... A longer spool up time for the Quasar to make you even more vulnerable while firing (this is the chief difference between it and recoilless BTW, one is vulnerable while firing and the other while reloading)... Altering the dropoff or speed of the projectile (doesn't really fit the energy weapon lore)... If they simply buff the Recoilless to kill BTs and Hulks in one shot it's going to upset the difficultly balance, and anything short of that won't even be noticed...

I do feel like this will backfire though and it will just make EATs even more meta rather than people running recoilless. With packing fixed I will be giving it a try though.
 
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. If they simply buff the Recoilless to kill BTs and Hulks in one shot it's going to upset the difficultly balance, and anything short of that won't even be noticed...
I think I've mentioned what I think the fix for the recoilless is, but I'll repeat it. Let other players load the bazooka from your own backpack. As things stand, no one is going to give up a backpack slot if they can avoid it and I frankly don't trust pugs with the ammo anyway. You still have the tradeoff of someone giving up a pack, and you still have the extremely limited ammo, but you can call out in comms that we need to nuke this hulk so get over here and help me load this fucking thing.
 
They put stuff out in an OP state because they want people excited for the pass.
The quasar isn't behind the warbonds though.
It's a support weapon stratagem available to everyone who reaches the required level.

I think I've mentioned what I think the fix for the recoilless is, but I'll repeat it. Let other players load the bazooka from your own backpack.

Expendable Anti-Tank needs to have both tubes in one unit.
It's still a considerable cooldown to get another unit, but at least then you don't have to be hanging around the pod to pick up the second shot.
 
The quasar isn't behind the warbonds though.
It's a support weapon stratagem available to everyone who reaches the required level.
The silly thing being that they keep making battlepass weapons that are either decent to great-ish, and then hitting them with the wacky woohoo balance patches, like the Dominator's 300 damage buff, or the incendiary breaker becoming godlike, or dropping stinkers like the Adjudicator, crossbow or dagger, and then not buffing them enough.

And then you have the Eruptor, which gets nerfed, but the quickfire glitch doesn't get patched, even though I feel like it was a perfectly balanced weapon that was good but had major drawbacks, but had big usage in their data because people just found it to be fun.

The stratagems definitely get bigger nerf/buff fluctuations than actual stuff you have to "pay" for, but I don't mind as much, because mixing up which stratagems are good makes me use more shit than just spamming the Quasar. The Quasar nerf really isn't even that major, just like the old railgun nerf. If your aim is good, 5 seconds of extra cooldown don't really matter.
 
So I'm in a Suicide pug today and everything is going super smooth. My usual group is forming but I figure I can just drop in late. I keep running the mission, B2 and I are cleaning up holes and downing chargers left and right and then I realize S4 is AFK, people keep calling him in and he keeps standing there, pulling patrols and dying. He makes noise on the mic so I call him in again... still AFK, someone else dies so we call him in again.. afk. B2 my dependable guy drops. We are running out of reinforce and getting stuck in long engages due to AFK-S4. Reinforce is down to three, this train is coming off the rails. I tag and pivot to eggs, wipe out the whole objective alone while S4 has finally returned from "eating frozen yogurt." We have one reinforce, I ping extract and call in shortly after. With reinforce on CD S4's final act is to call down our last resupply before overtime at SEAF and drop party while I am holding extract. I die for the first time all mission while holding all the samples on extract with no stims and no ammo in my primary or support weapons.

Fuck you S4 you absolute nigger-faggot!

The quasar isn't behind the warbonds though.
It's a support weapon stratagem available to everyone who reaches the required level.

Pass/Patch/DLC... It's an update, someone enabled/pushed new code and gave people a reason to login/be hyped. I feel like this is pretty common practice, the new DLC car always sets times somewhere or else people try it, go "Well that's stupid" and feel disappointed. The problem is you will feel disappointed anyway when they nerf the weapon (if you are the type of person who pays attention to such things).
 
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If they're really just looking at usage stats and nerfing the most popular guns, then they're putting themselves in a situation where every balance patch upsets the maximum amount of people. People are going to associate weekly updates with having something they like taken away from them and begin to dread them.

The insistence in poking little holes in the most used weapons just for the sake of it comes off as telling a huge chunk of the player base that they're having fun incorrectly.
 
After playing some matches with my friend yesterday, here's some of our thoughts after the patches (fighting terminids)
This is the list of weapons that we use and test
Primaries: Adjuncator/Eruptor/Liberator/redeemer

Adjuncator: My rating is from 'piece of shit' to 'usable' now due to the reduction in recoil. However, it still has a weird feeling that after the first shot, the reticle will jump quite high before it will be stabilised in the full-auto shooting. I suggest to crouch and shoot to make the shots more accurate (or wear the armor with the stabilised skill) and picking on the medium armor enemies.

Eruptor: Since we usually shoot on the big target like brood commander, spewer and stalker, there is no reduction in damage. The only noticeable is the killing of trash mobs surround these enemies will be less. Again. we use Eruptor to shoot big target, and wrap up the trash mobs with the redeemer

Liberator & redeemer: not much significant differences compared with last patch. Yeah I know redeemer has more recoil, but you won't notice much in the middle of fight that would put you into bad spots or disadvantages

Stratagem: Quassar cannon, Airburst launcher

Quassar cannon: the 5 sec cooldown effect is very noticeable when you shoot the bloody shrieker nest from 200 meters away (crouch and shoot 6 times), but not in an open area fight. This nerf is only problematic to specific missions such as swarm and defense mission, or during extraction. The only solution is to call extra Quassar cannon. Once the first quassar is finished, pick up another quassar and perform second shot for maximum democracy.

Airburst launcher: Finally, this meme weapon is usable after the patch. It won't detonate in front of your face now. However, you just need to beware your team mate position before firing this. It is useful in crow control during bug breach or shoot the fucking stalkers from far away (will explain in the later paragraph).

One of the biggest pain in the arse changes in the terminid mission now is the fully-cloak stalker. Instead of the white milky fog stalker, it is an actual invincible stalker that bring maximum pain to you without you noticing. I was killed by the stalkers without noticing it in the middle of the fight. Although you can still see its shadow on the floor, you won't have enough time to react in the middle of fight. The current solution to these fuckers are to bring a guard dog to protect your ass to prevent stalker ambush, or shoot the airburst rocket to the cloaked stalker from far away when you notice its shadow. The rocket would sense it and detonate, kill it in its cloaked form.
 

Yesterday at 2:16 PM​

Helldivers! We know some of you are experiencing performance issues on the battlefield after this day's patch. You're not imagining. Something is as off as a Charger leg after getting quadruple tapped by a Railgun. Our engineers are working hard to resolve the issue. We'll update you as soon as we know more.

People have been complaining about single fps performance on 3060.
So it's very possible S4 from the scenario above was smashing his keyboard like BossManJack as he watched a slideshow helplessly
 
The new termicide tower map is confusing and weird. The drop pod can accidentally clip into water below ground and kill you instantly. Layout is also incoherent.
I've been playing it on level 7 and I have no idea where the hell the Super Samples it claims to be on the map actually are.

Also does any one else have a weird thing were Pelican-1 will take off the second one person gets on?
 
This nerf is only problematic to specific missions such as swarm and defense mission, or during extraction
At least in extraction you're hovering around one area so EATs become more useful.
 
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