So... all the eagle booster does is pause the invasion clock and visual effects on the map with no actual bombardments....
Because programming a counter to stop/pause is easier than having autonomous eagles flying by themselfs and bombing random patrols/outposts or something like that.
After the 2 month rebalancing shit I thought arrowhead would be more ballsy with new additions, guess I should stop expecting anything more than a wet fart from them
So... all the eagle booster does is pause the invasion clock and visual effects on the map with no actual bombardments....
Because programming a counter to stop/pause is easier than having autonomous eagles flying by themselfs and bombing random patrols/outposts or something like that.
After the 2 month rebalancing shit I thought arrowhead would be more ballsy with new additions, guess I should stop expecting anything more than a wet fart from them
Just did a mission with the Eagle Storm active. Have to say that it's significantly better than the Planetary Bombardment, mainly cause one it doesn't feel like I was constantly under threat of getting randomly nuked. And two, because it actually helped deal with fabricators, bot drops and patrols. It also inflated my own kill count a lot. 10/10- wasn't a complete nightmare.
Wake me up when the Illuminate invade. I know we've been getting cockteased with the Illuminate being added for months, but I don't know when they'll finally be added.
Just did a mission with the Eagle Storm active. Have to say that it's significantly better than the Planetary Bombardment, mainly cause one it doesn't feel like I was constantly under threat of getting randomly nuked. And two, because it actually helped deal with fabricators, bot drops and patrols.
surprise surprise it was broken on launch, but they fixed it so only the first few hours of the 24 hour timer were wasted. Its ok, in my experience they occurred less frequently then the barrage, killed both me and enemies marginally less, and really was just kinda an interesting thing to look at, at best. All in all, this shit would be fine if it could be done simultaneously together with no bullshit cooldowns. Otherwise its just an obnoxiously hyped up big nothing
When I initially played it did nothing but show jets zipping around, very next round they were pulverizing patrols and it was quite neat. I was hoping the DSS would buff numbers of strats as well, but whatever. "3 Orbital lasers? How about 7?"
When I initially played it did nothing but show jets zipping around, very next round they were pulverizing patrols and it was quite neat. I was hoping the DSS would buff numbers of strats as well, but whatever. "3 Orbital lasers? How about 7?"
The more I think about the DSS the more I realize it is kind of hard to fit into the game as it is to begin with. I did briefly entertain 'what if it got rid of strategem cooldowns entirely and massively increased enemy numbers (plus constant bombardments) to make things absolutely absurd' but it would probably get old disppointingly fast.
The devs hit up a game conference in South Korea and shared a few tidbits, saying that vehicles are coming soon(tm) and they mentioned being interested in doing crossover events with IPs like 40k and Starship Troopers. They're aware of the Chaos divers and seem to be interested in incorporating them into the game.
The devs hit up a game conference in South Korea and shared a few tidbits, saying that vehicles are coming soon(tm) and they mentioned being interested in doing crossover events with IPs like 40k and Starship Troopers. They're aware of the Chaos divers and seem to be interested in incorporating them into the game.
Running around as Guardsman sounds fun, i hope they entertain the idea more. Preferably would like the game to be in a better state both technical and gameplay wise though.
The devs hit up a game conference in South Korea and shared a few tidbits, saying that vehicles are coming soon(tm) and they mentioned being interested in doing crossover events with IPs like 40k and Starship Troopers. They're aware of the Chaos divers and seem to be interested in incorporating them into the game.
I hope they do an invasion mechanic, they could add an additional mission variant with double sample payouts, but at the risk of being invaded by chaos divers, hell, add another faction that is reskinned super earth, but they only have limited stratagems, reset progression system to keep it balanced. In-mission goal is to stop the helldivers from completing their mission and deplete their spawns, you get half of the spawns, can't see where members of the other faction are on the map except for like, a large region of the map they are in, or maybe as an area of effect thing like the jammers. Make the mode 1 invader for every 2 helldivers, bam, a pvp option that the crybabies can completely avoid, and when they don't avoid it they are still at an advantage for whatever lore reason used to justify the invaders being underpowered.
Or if they wanted to stick closer to the heckin neutral anti super earth gayos diver faction, they could just make it an underpowered faction for try-hards like myself, have the opt-in missions that allow helldivers and gayos divers to invade each other mutually.
I don't have high hopes for anything like this, but if they pulled it off I could see it being a huge hit (and replacing my elden ring invasion addiction). It's such a fun feature and more games should have it. Sniper and watch dogs did it well but those games had limited longevity, helldivers could get a few years out of it at least.
The game is not built for PvP at all lmao. This is like saying "we should have a gamemode where there are 20 helldivers on the field". It sounds good in concept but even on paper it quickly becomes clear that the game is very tightly designed around its initial premise and betraying this setup will harm the core gameplay cohesion in subtle and devastating ways.
The game is not built for PvP at all lmao. This is like saying "we should have a gamemode where there are 20 helldivers on the field". It sounds good in concept but even on paper it quickly becomes clear that the game is very tightly designed around its initial premise and betraying this setup will harm the core gameplay cohesion in subtle and devastating ways.
I agree. The core game loop is combined arms warfare PvE in open spaces. PvP, close quarters, or space combat would ruin the experience. I’m skeptical of vehicles but if they’re done right I think it could be cool. I hope they add more modifiers, objectives, and biomes but I hope they don’t break the overall core game mechanics in the process.
That genuinely sounds bad. Opt-in pvp wouldn't be like that at all. You could just never ever opt-in if you don't like it. For the risk of higher payouts, possibly having to fight one or two players depending on your group size is a pretty good deal.
That genuinely sounds bad. Opt-in pvp wouldn't be like that at all. You could just never ever opt-in if you don't like it. For the risk of higher payouts, possibly having to fight one or two players depending on your group size is a pretty good deal.
I would rather Arrowhead not try to bribe me to play 'opt-in' pvp with increased rewards. If the rewards weren't increased, it's likely nobody would play it and you would end up with something like Conclave in Warframe where it's literally completely dead.
I would rather Arrowhead not try to bribe me to play 'opt-in' pvp with increased rewards. If the rewards weren't increased, it's likely nobody would play it and you would end up with something like Conclave in Warframe where it's literally completely dead.
The entire concept of video games and everything about them is a bribe. You give the game time and money, it gives you interactive entertainment. Every game feature needs to incentivize you to use it in some way. Adding features without the incentives to use them is bad design. Every single time a content update happens, they have to incentivize you to engage with it in some way, or the work that went into that content is wasted. Why do people grind for super credits? because they want to engage with the game content, because it is fun and playing the game to earn those credits is fun but that content is gated behind the credits system to keep you playing for longer. People have complained about it taking too long to grind up to afford war bond drops. They have patched out glitchy methods of grinding them faster than intended because that destroys their business incentive, which is to keep you playing the game. People want a faster way to get super credits, let them have the faster way at a higher risk, while also increasing player count by drawing both returning players for a major content drop and new players who solely want to engage with pvp content, and then you can choose when you want to engage with that content if at all. It's the same risk-reward decision you make when you decide to play on a higher difficulty mission. Where's the downside?
The downside is that most weapons one-shot helldivers because while you're fighting enemies with hundreds and thousands of HP, helldivers themselves have a measly 125 health, give or take some damage reduction. Even if you make player's guns deal less damage to each other in the PvP mode, it becomes painfully obvious how Helldivers 2 is not a PvP game. You fight interesting enemies with individual considerations and dangers inherent to that enemy. There is no player-equal in Helldivers 2 unlike Elites in Halo because Helldivers 2 does not lend itself well at all to fighting enemies on an equal playing field. Halo meanwhile translates perfectly to PvP gameplay, thus encountering and fighting player-equal enemies on a regular basis is functional and fun.
We are talking about two different things. Throwing incentives at players to force them to do something they don't want to isn't good design either. You could point to higher difficulties giving larger payouts but arguably the higher payout compensates for the greater time spent in each mission, and the difference between several faster easier missions and a few hard missions is much closer than you may initially think. Besides, they extended super samples to difficulty 6 because (at least at the time) that was what most people enjoyed playing. This new game mode shouldn't need an incentive bribe to get players to play it because it should be able to stand on its own as a fun gameplay loop, and therefore worth playing. Especially to players interested in the tension the mode could hypothetically offer. Or just the fact that it is PvP. You act as though fun itself isn't an incentive. Case and point: Why the fuck does it take like 2 or 3 minutes for my team to actually extract once the shuttle lands because we are all having too much fun shooting enemies to actually get in? There is literally zero benefit to sticking around, and yet it happens all the time anyway.