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

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Ever wondered why Strategems bounce?
The niggers at AH has a boner for player struggle grunt fantasy. Its making their little willy in their pants stiff, they thinking its forcing the players to anticipate the stratagem bounce into some sort of 200iq tactical analysis of the possible outcome of a bounce and making positional and squad formation adjustments in the fly according to the outcome of a misplaced assets....


... The reality on the other hand the players is fucking infuriated by this shit so either they just bringing stratagems less affected by the bounce like non precessional orbital strikes / eagles or equip-able support weapons. because the most undeservedly cucked things in the game by bounce is he fucking sentries...
 
All I'm saying is that people complained about Halo 2 in the initial missions as Arbiter where they would get the heretic elites and friendly elites mixed up and accidently shoot their teammates, despite them being obviously distinct. Below is a picture for comparison of their different highlights, colors, and silhouettes. (I forgot to add, these heretic enemies also have a very harsh radio filter on their voice lines that makes them audibly distinct as well.)

View attachment 8620236View attachment 8620237

Now imagine playing this hypothetical ex-super earth faction with a Playstation 5 player who's already having trouble telling their teammates apart from Terminids in amongst the pretty colors flashing on the TV they stole as they drool on their controller. Ever wondered why Strategems bounce? They say it's a bug but I'm certain it's because Arrowhead knows retarded PS5 players would throw turrets into oblivion and then chimp out when it lands where they threw it.
From my experience I shoot friendlies when I can no longer see friendlies due to copious amounts of 40% rum.
 
I thought I was going nuts. It seems (at least for me) to be based on where you were relative to the sun/moon because alleyways were much darker than the main streets.

Man if only we, the last line of defence special operations supersoldiers had some sort of DEVICE meant to let us SEE in the DARK...
NIGHT VISION
 
I thought I was going nuts. It seems (at least for me) to be based on where you were relative to the sun/moon because alleyways were much darker than the main streets.

Man if only we, the last line of defence special operations supersoldiers had some sort of DEVICE meant to let us SEE in the DARK...
NIGHT VISION
Which would be a problem for people with color blindness. Unless Arrowhead copies the book from AvP games make their own version(s) so everyone who isn't outright blind would have at least one mode they can use. OFC this is AH and it is guaranteed they will fuck it up.
 
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I thought I was going nuts. It seems (at least for me) to be based on where you were relative to the sun/moon because alleyways were much darker than the main streets.

Man if only we, the last line of defence special operations supersoldiers had some sort of DEVICE meant to let us SEE in the DARK...
NIGHT VISION
Hellivers 1 divers had headlamps by default kek
 
Because it's really funny. Fags will get mad when you tell them otherwise but the game is way funnier when things don't go to plan.
You're right. They should add jamming guns, dud explosives, random helldiver panic attacks, your ship getting shot down and losing access to strategems for the rest of the match, your ship getting shot down while you're in it in the lobby and the game forcibly uninstalling itself, enemy random crits, a chance for your hellpods to get intercepted and explode before arrival, and tripping to the game because it's funny. Fags will get mad when they expect the game to function on a basic level but it's more fun when things don't go to plan.
 
You're right. They should add jamming guns, dud explosives, random helldiver panic attacks, your ship getting shot down and losing access to strategems for the rest of the match, your ship getting shot down while you're in it in the lobby and the game forcibly uninstalling itself, enemy random crits, a chance for your hellpods to get intercepted and explode before arrival, and tripping to the game because it's funny. Fags will get mad when they expect the game to function on a basic level but it's more fun when things don't go to plan.
Servants of Freedom armor effect procs randomly due to bad wiring.
 
You're right. They should add jamming guns, dud explosives, random helldiver panic attacks, your ship getting shot down and losing access to strategems for the rest of the match, your ship getting shot down while you're in it in the lobby and the game forcibly uninstalling itself, enemy random crits, a chance for your hellpods to get intercepted and explode before arrival, and tripping to the game because it's funny. Fags will get mad when they expect the game to function on a basic level but it's more fun when things don't go to plan.
you are also right. those are all great ideas.
 
You're right. They should add jamming guns, dud explosives, random helldiver panic attacks, your ship getting shot down and losing access to strategems for the rest of the match, your ship getting shot down while you're in it in the lobby and the game forcibly uninstalling itself, enemy random crits, a chance for your hellpods to get intercepted and explode before arrival, and tripping to the game because it's funny. Fags will get mad when they expect the game to function on a basic level but it's more fun when things don't go to plan.
bawwww.jpg
 
>Dev actually starts playing missions above level 5 on the live product
>Immediately starts noticing shitty balance


Well well well.
 
Crucially, stratagems don't randomly bounce. This isn't a cheeky little chance for things to go wrong to spice things up. Parts of the level just reject allowing them to stick altogether. Its these spots that are themselves inconsistent.

Cyberstan especially had issues. Many of the structures in the mega factory maps have prominent overhangs but the 'bounce' area around them were far larger than the buildings themselves. Narrow alleyways were especially bad. Oftentimes stratagems would just roll around until timing out and returning to you. On the flipside, the rules of when it does or does not bounce are inconsistent to begin with. Sometimes you can throw stratagems underneath overhanging rocks and the hellpod will land above, sometimes the game will try to bounce the ball to land somewhere with open sky. Some clifftops you can stick balls to, some you can't. For the longest time the prime flat ground around eyes of Saurons would just bounce hellbombs away, often too far to hit the eye. Some rocks you can easily clamber on foot work, some do not. I remind you there are two mobility options that explicitly afford you access to high rocks and ledges and the tactical opportunity to place sentries on these otherwise inaccessible high spots is just denied, outright killing potential for new gameplay.

The bottom line is that Stratagems are a primary mechanic of the game and together with positioning are among the biggest strategic considerations in moment-moment gameplay. The argument is that it's about working around mistakes and improvising when things go wrong. So let the player get it wrong. Right now, the game is making the mistake for you, while simultaneously trying to prevent you from making the mistake yourself. It's tipping the scales instead of actually punishing you for your error. There is no telegraphing of what terrain can and cannot have Stratagems stuck to it. Believe it or not I actually really like the idea of the ball-- for example-- ricocheting off of hard surfaces at shallow angles because that genuinely does become a tactical consideration with room for user error and opportunities for exploitation alike, without punishing you for doing the same thing you did before except it worked that time.

If you need the turret there you'd have to run up to where you want it so you can throw it directly down onto the surface, else chancing it hitting too angled and failing to stick. If you need an orbital on the other side of this raised plateau or rock, huck it just over and skip it off over the other edge to the enemies below--if you throw too low it'll even hit the wall and bounce back towards you, or at the very least your risk might not be rewarded if it lands too short. Many of my examples were purposefully hyperbolic, but the current implementation can be functionally likened to if bullets simply randomly bounced off of enemies. Your Spear missile bounced off of that bile titan and was just wasted-- Too bad, you're unlucky. It sounds like horseshit, and it would be. Except we literally had that. The Spear originally had a shallow angle which it would deflect off of enemies and not go off. The homing support weapon of which you have almost no control over its trajectory. The result was it would often whiff off of enemies with narrow geometry like bile titans. Mind you, this was before Factory Striders and Illuminate were in the game. The sole big big enemy in the game, and the big big AT weapon would just not work. It wasn't fun, it was bullshit. And it ended up being corrected so the spear unconditionally detonates on contact at any angle.

If the actual purpose of stratagem bouncing is as alleged;
Because it's really funny. Fags will get mad when you tell them otherwise but the game is way funnier when things don't go to plan.
It's an objectively poor implementation.
 
Because it's really funny. Fags will get mad when you tell them otherwise but the game is way funnier when things don't go to plan.
I don't think a game this buggy should have "fuck-up" mechanics like weapon jamming or stratagem malfunctions, if for the simple reason that it's just not polished enough for them to be more fun than annoying.

Half the time it doesn't even make sense because the game is too janky.

It's hard to laugh when you're just trying to complete the objective and the strat you tossed directly in front of you on a flat surface randomly bounces like it's covered in flubber then rolls around on the ground for 20 minutes because there's a building 50 feet away and the swedish spaghetti code can't tell that it's not actually blocked by anything.


It just feels like the drop-pod locked-in-syndrome where the game just wrenches control away from the player for seemingly no reason. I simply don't find that entertaining.
 
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