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

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The China Divers are taking the lost in Cyperstan in a weird direction




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Somebody get the Truth Enforcers out here asap.

My thinfoil hat theory the devs, long ago decided to lost against cyberstan (the pulling out from my ass, under the cushion miracle reinforcements just smoke and mirror)

Why ?

The tools witch the foundation of this cyberstane stage were fucking broken / un tuned ( spawn rate, tank , vox engine) and those sweedistan borg morons at AH done jack shit to fix it, so kinda dragged down the whole story arc... Unless its not interfering the expected result which is we gonna lose the sige.

Also this miracle reinforcements boosts kinda patronizing, and show how incompetent and short sighted AH is...

In a ideal word this campaign looked like :

Day 1: Alright boiz you at cyberstan doorstep here 300m dudes WE crunched the numbers its 15%-ish overhead at d10 if you are all locking in, but you can be strategic and drop down the diff to increase the overhead... if you fucking this up its all on you, btw SOME rocket stryed and SOME facotry stryder spawn are swaped to war stryder and the new wox engine

Day 3-4 ish: Ok guys we fucked up the spawn rate and the tonk and mech surviability kinda fucked so we quickly hotfixing it to keep the original reinforcements overheads.
Its actually worse then that. People have been doing a deep dive into what actual gets the meter to move and its something like the number of missions that are completed every 30 mins compared to the impact. As the number of missions people play goes up, the impact modifier goes down so most difficulties just straight up stop producing impact at all for 2 of 3 missions. Difficulty 10's modifiers are high enough to fight this but will still be suffocated out of impact. Difficulty 1 and 2 have a loophole because they only contain one mission and receive a modifier that only the last mission in the chain gets.

So 1 & 2 produce as much impact as 10 does.
 
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Its actually worse then that. People have been doing a deep dive into what actual gets the meter to move and its something like the number of missions that are completed every 30 mins compared to the impact. As the number of missions people play goes up, the impact modifier goes down so most difficulties just straight up stop producing impact at all for 2 of 3 missions. Difficulty 10's modifiers are high enough to fight this but will still be suffocated out of impact. Difficulty 1 and 2 have a loophole because they only contain one mission and receive a modifier that only the last mission in the chain gets.
Only the Swedish can code something as stupid like this.
 
That's intentional. The main capsule literally fires itself at you when the Vox engine dies. It's so poorly executed it feels like jank. Same thing with how the Vox engine is the only enemy in the entire game who will continue to shoot its weapons at you during its dying animation until it actually fully explodes, breaking longstanding mechanical convention with every other enemy in the game. Between the rare and intermittent Hive Lords relegated to hive world planets and how persistently fucked Leviathans have been until they lobotomized them, Vox engines feel like a proper middle finger.
Vox engines are only part of the problem sadly. They are certainly buggy, and their artillery fire in particular seems capable of instakilling when it hits you from certain angles, but I've had similar things happen when taking small arms fire from regular bots on Cyberstan. Take a minor hit - > body violently explodes and hurtles away.
 
I'm just really glad to be out of Cyberstan, it got stale like a week ago and as a new player who still wants Supercredits, samples etc it was especially poor for that as well. I'm finally going to other planets and it's crazy how much more fun I'm having already.
 
This is usually the result of a headshot destroying your head "limb," resulting in instant death.
All I'm saying is that in every Halo game the player is outright immune to so-called 'hard pings' in single player and co-op.

Hard pings was Bungie's term for conditional sources of instant death that aren't just overwhelming damage. Unshielded headshots and needler supercombines namely. The difference is night and day between Reach's firefight where players aren't afforded this immunity (by default) and campaign.

The issue isn't that it's a source of difficulty for the player. The issue is that it's inconsistent and dependent on factors entirely out of the player's control. It's unpredictable by its nature because NPCs are not enemy players that have to strive for the precision to land those shots. And a player cannot alter his strategy meaningfully to prevent the potential of dying to an errant headshot. Fortunately headshots usually aren't so lethal and higher armor ratings actually reduce the headshot multiplier itself on top of damage reduction and make your head less of a weakspot to begin with so it's usually not a big problem.
Take a minor hit - > body violently explodes and hurtles away.
This is probably some kind of new syncing issue. I have had the same problem in my games both as the host and client. Rocket tanks seem to be the recurring factor. It has nothing to do with taking a hit, me and my friend have clips where we are playing and then just fall apart as if hit by a big explosive without anything apparently happening. Invisible and likewise fake non-lethal strategem mines have been a problem since release too.
 
All I'm saying is that in every Halo game the player is outright immune to so-called 'hard pings' in single player and co-op.

Hard pings was Bungie's term for conditional sources of instant death that aren't just overwhelming damage. Unshielded headshots and needler supercombines namely. The difference is night and day between Reach's firefight where players aren't afforded this immunity (by default) and campaign.

The issue isn't that it's a source of difficulty for the player. The issue is that it's inconsistent and dependent on factors entirely out of the player's control. It's unpredictable by its nature because NPCs are not enemy players that have to strive for the precision to land those shots. And a player cannot alter his strategy meaningfully to prevent the potential of dying to an errant headshot. Fortunately headshots usually aren't so lethal and higher armor ratings actually reduce the headshot multiplier itself on top of damage reduction and make your head less of a weakspot to begin with so it's usually not a big problem.

This is probably some kind of new syncing issue. I have had the same problem in my games both as the host and client. Rocket tanks seem to be the recurring factor. It has nothing to do with taking a hit, me and my friend have clips where we are playing and then just fall apart as if hit by a big explosive without anything apparently happening. Invisible and likewise fake non-lethal strategem mines have been a problem since release too.
Thing is, I think if you telegraph or make the conditions obvious for an instakill, I don't particularly mind.

Back in ME3's multiplayer, each faction minus the Geth had at least one unit capable of instakilling you. Thing was, they were only melee attacks, and if someone staggered or killed the enemy, it would save the player. Granted, the window to save your teammate was really short, but it was doable.
 
spake the creekfag
I wasn't even at the creek, but at the very least the creek was A) actually conquered, B) only lasted 2 months, and C) was rewarded with both a cape and a bunch of in-game lore about it. It was a random one-off where the community banded together to accomplish something without dev input.

Bugdivers, on the other hand, have been throwing themselves at the same 5 planets for like a year straight and have gotten basically nothing out of it. The only time the Bug front moves at all is when there's an MO there or when Bore Rock switches like a hot potato for the 47th time, everything else is more or less completely static despite the number of people constantly there.

The only planet on the bug front making ANY progress right now is Gatria, and even that's just one city finally being slowly liberated because more people started heading there after the Cyberstan MO failed. Otherwise it'd still be sitting at 0.000% liberation like the rest.

I'm not even (really) blaming the Bugdivers here, because it's not actually their fault. The problem is they're diving on these planets with too few people to actually take them over, but with too many that it does negatively impact liberation rates on other fronts. All because AH's fucktarded ass made liberation percentage-based instead of number based, so everyone gets screwed over.
 
I just press r and the universe screen and do what im given. Its mostly bug dives now, and as a returning player who was dedicated to fighting the bots going full BURN EM ALL with napalm and a flamethrower on bugs is fun as fuck.
 
and C) was rewarded with both a cape and a bunch of in-game lore about it
Lest ye forget that creekfags were staying on the planet to the detriment of MOs. Creekfags don't get to talk about "progress". They did that so they would move the fuck on. It's all artificial anyway. When AH wants stuff to move it will move and if they don't then it won't.
 
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