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@jhin4speed4444Ай бұрын
instant gaming works ppl, ive bought multiple games from there including helldivers 1
@kgnang331Ай бұрын
😊😊⁰
@jessecarter960Ай бұрын
It’s not even “harder difficulty” it’s the massive disparity in difficulty between mission types. Raise the flag feels like doom eternal half the time, meanwhile defending the rockets while they launch is an absolute joke
@SagePent395Ай бұрын
@@jessecarter960 this nails it 💯
@DOSdazeАй бұрын
Exactly; ultimately it's the inconsistency of difficulty I find most frustrating.
@mindsight9732Ай бұрын
rocket defense is based around enemies getting in first gate and summoning reinforcements. it should disable reinforcemebts and just spawn those extra enemies. playing by defending only the second gate without sshooting drop ships or spawn camoing is intended. Dif 7 is the most robust diffucultly. Dif 6 is litteral horde mode ithoutheavy enemues eating up budget. with 8, 9, and 10 having lopsided eneny spawn rates to the point it feels like enemies are getting spawncapped by chaff. bots on flags needed to respect distance better. bug breaches need to be more persistent and put out more waves then only 6 scavengers per oranfe plume. 6 scavengers is not equal to 1 bot drop full of devastators. I want to see a charger and titan in every breach on 7. But i want to see 3 pairs every breach on 10.
@jessecarter960Ай бұрын
@@mindsight9732yeah I feel like they used to constantly spawn when the mission type first launched and now they spawn incredibly sporadically
@dynalyteАй бұрын
I agree with this completely.
@SagePent395Ай бұрын
We dont want "harder difficulty" we want new content, new enemies and challenges... like the meridia missions where the mechanics are challenging not just more spawns and modifiers.
@praisethesun3089Ай бұрын
Both. We want both
@SagePent395Ай бұрын
@praisethesun3089 yes, but I'm saying they found the right difficulty for hardcores (spread democracy before patch). Keep that difficulty for 10. We dont need to go past that difficulty yet but we desperate for new content.
@gtheavyy8543Ай бұрын
Yes we need more content, but if they ruin the difficulty then new content will just be as boring as everything else
@SagePent395Ай бұрын
@gtheavyy8543 100% im saying they found the right amount of difficulty on certain missions. We just need that with some new content and we perfect 🙏🫡
@silverbashspam9701Ай бұрын
yea but when you are in a 4 man and you can't even get a 1000 kills with all 4 of you combined on the bugs because simply nothing is spawning for you to kill it's quite boring
@PlanterobeetsАй бұрын
3:00 Flag missions weren't a cakewalk but doable if players took the time to 1st: Wait for the rest of their teammates before calling down the flag. 2nd: Clear all enemies near or at the flag’s base before calling down the flag. 3rd: Give teammates time to drop all the stratagems they need, such as sentries, extra support weapons, and resupplies, before raising the flag. Optional: Maybe eliminate nearby bot/bug spawners to reduce patrols. I know this might sound like I need a mental evaluation for most of you after suggesting some common-sense communication and coordination, but maybe the crazy guy on the bus is sometimes right.
@gtheavyy8543Ай бұрын
Agreed. They were difficult, but you actually had to plan and execute to push through. It's as if people have no idea what difficulty choice is and they want to breeze through every mission with no thought as if it was Diff 5. Seriously, it's ok if people want to have it easy on Diff 5 or 6, but stop ruining top difficulty for the challenge/sim lovers out there
@Cal-127Ай бұрын
I usually play with random people and I can say I never once got past step one. Every time I would be approaching the flag with most of my stratagems still on cool down and the other two off somewhere else and the fourth person would call down the flag immediately upon getting within range.
@Jesudi2527Ай бұрын
It doesn’t sound like anything soldier. It sounds like your Democratic for democracy. It sounds like you have a smart eye. What I’m saying is soldier is you have common sense.
@jovifidelisАй бұрын
The bots flag mission needed some proper cover, other than that its fine for difficulty 10.
@ktakashismithАй бұрын
I play solo a lot and none of this advice helps, it’s just bedlam. I can solo diff 10 on most missions but pre-patch I could only play flag missions up to 8 (mostly on the automaton side)
@sigefryАй бұрын
less enemies, less lingering bodies, more performance, that changed on the actual big performance patch, because what was causing big performance issue was the lingering bodies... they apparently can't make bodies disappear after kills
@MFShro0mАй бұрын
When did they release that patch?
@WisdomThumbsАй бұрын
Lately I’ve noticed bodies disappear much faster than before, especially when players are in contact with them. Not sure what you’re talking about.
@brenton-_-9588Ай бұрын
We're ready for more content. I do not wish to hear about being a negative diver. I've been here since the start! Even with my busy problems I still find time for this game!
@gabeperras3711Ай бұрын
For me and many others the problem with raising the flag wasn't too many spawns but needing to babysit the flag so closely or else you lose all progress. Either increase the radius you need to be to raise the flag or prevent it from going down all the way once it is fully risen
@CarnagefiendАй бұрын
Personally I think the progress reset is what needs to go. I can live with making it take longer, making the radius smaller, whatever. But resetting the progress just makes it painful.
@sillywilly6919Ай бұрын
There should be a checkpoint at 1/3 and 2/3 progress imo
@gabeperras3711Ай бұрын
@sillywilly6919 I don't mind if it goes down all the way when it's raising but when you get to 100% and need to clear all remaining enemies but a patrols, a natural air drop, and air drops from the objective push you off and reset it to 0 it's a piss off
@MrPanggsАй бұрын
They need to revert the stratagem bouncing change. This goofy intended change completely removes any notion of having fun with sentries. Every time I try to place a sentry, it bounces and faces a wall or gets out in an area where it can’t hit anything
@MFShro0mАй бұрын
Yeah it’s annoying af when that happens. When’d they make that change?
@olanordmann2743Ай бұрын
It's even worse with the HMG Emplacement.
@ustanoksamuraii112Ай бұрын
I watch one bounce off the ground, wall and then the ground twice more before it finally deployed
@Massimo-007MKАй бұрын
Are you saying you’d rather have your strategems go where you didn’t throw them at?
@rhetro777Ай бұрын
I've found it much less likely to bounce if I stand where I want it and just spike the beacon straight down at my feet.
@Hunting_YautjaАй бұрын
I really wish AH would balance difficulties more in the direction of larger spawns instead of more frequent spawns. Constant small to mid-sized patrols just gets annoying after a while. A brigade-sized force rolling in would be more engaging and challenging, and having time between them allows room for more strategic choices for players.
@Maaar10AvaliАй бұрын
Also I feel like bug breaches are too easily nullified by throwing barrages and napalm directly on top of it. When a breach happens it should open multiple holes a bit more spread out
@drdickquesoАй бұрын
A good mission would be to rescue pinned down seaf soldiers that were actively fighting enemies. If you don’t reach them in time they die. You would have to escort them back to the extraction and call in their own pelicans.
@snap26neoАй бұрын
so, not sure if you all noticed this, but missions with the mutant larva have been bugged, when you pick it up and get a bug breach, it glitches out so there are no more bug breaches.
@JC-eo2qeАй бұрын
IIRC it was supposed to have bug breeches happen commonly around the person who wore the mutant larva backpack too, but because of that glitch all it does it prevent bug breeches from happening. Which is a shame, because this would really make the objective crazy fun to do.
@snap26neoАй бұрын
@@JC-eo2qe agreed
@glazewayne7278Ай бұрын
I think they should keep lvl 10 as is. Then add a lvl 11-13. Lvl 11 has more heavies but the same amount of mods. Lvl 12 has is the same as lvl 11 but add either shriekers or stalkers for bugs and gun ship or factory striders for the bots. This will always be on for lvl 12. Lvl 13 is the same at lvl 12, but anytime Helldivers start a main, side objective or attack enemy spawner immediately, a small bug breach or bot drop is triggered. In this case the breach or drop is smaller then normal and on a separate timer than normal enemy reinforcements. If this is still to easy and a lvl 14 where helldiver are expected to no full clearthw map, and on 15 Helldivers are expected to only have a 50 success rate.
@mindsight9732Ай бұрын
7 is perfect. 8, 9, and 10 are broken towards too easy as enemies just seem to stop spawning in both quantity and quality. We will get difficulty 15 eventually.
@mikedasilva9752Ай бұрын
As long as they dont nerf any of the guns or strategems this would be perfect scaling imo!
@AuronCommanderАй бұрын
Super duper helldive should just have non stop reinforcement calls following each player
@JFK47xАй бұрын
YES!!!!
@NichrysalisАй бұрын
I'd love to see an escort mission that's just a really dumb only super earth could do this type of mission objective, like escort a propoganda robot and he converts factories that make enemies that fight for you (give em blue lasers) when the bot converts the factory. Gotta defend him while he converts (hacks) the bot factory into a democratic factory otherwise if he dies you gotta call him down as a stratagem again. Mission objective could be to convert 3 factories then extract, etc. Or an anti escort mission where there is an extra armored spongy VIP bug/bot but they're accompanied by a large roving patrol that circles the map. Nearby nests/factories will try to replenish the patrol, so taking them out nets you in game rewards to make it easier to reach and focus on taking out the VIP. Overall we want more content and mission types. It's variety we're seeking, not difficulty. Zany missions like raise the flag are great and then challenging at harder difficulties. That being said, there are some tweaks at the top that need to happen, like the aforementioned defense missions on both enemy types being a cakewalk at top difficulties. Why O7?
@mako2704Ай бұрын
Agreed on all counts. Keep lower difficulties accessible, increase challenges at the highest levels.
@ConvoBreakerАй бұрын
The problem with the Capture The Flag mission was never that it was too hard, it was that it was Significantly Harder than all of the others. Having hard missions, and some that are easier than others, is great! Having One Mission be The Spike Of All Spikes while the rest still feel like Diff 8.2 is not good. Evening out the missions is over all a good thing, it was way easier to just make One Mission easier than it is to rebalance ALL of the other missions (I also think it might of been too much on difficulties below 10) It's a bandaid fix (bandaids are not bad as long as they're temporary! Like if they normalized all elemental armor to 95% + 25AR while spending time to make them more interesting) and one I'm not opposed to if they work on getting all of the Diff 10 missions to where Capture The Flag was. I'm personally team "Difficulty 8 is basically the same as 7, but with the Escalation Versions of enemies" to introduce them and then 9 and 10 are crazy. Hell you can keep 9 just Kind Of Hard and only make 10 stupid. (introducing a % chance for Super Bases on Diff 9 so they aren't ONLY on Diff 10 and players can learn them in a non-crazy environment if they make 10 crazy is probably a good idea.) But right now 10 is still a cake walk, at least in 4-mans. Something about their balance too is how much crazier it is for solo-play the second you're using off meta stuff. Seriously, difficulty 8 gives me trouble any time I'm not running ExBow/Purifier/stealth(on bots) meanwhile the second I hop into a random lobby we're all just cruising through Diff 10 running B-tier or better options and One Guy With A Napalm Barrage Just In Case. Defense missions on 10 against bugs never get to the first door but if I'm solo and a breach gets called after I Died Once To A Bug I Couldn't Hear it's basically over because a Charger walked to the generations and instantly gibbed it while I was calling in the stratagem to kill it. The game is full of dissonance like that right now and I'm sure it's making balance harder for the dev team. (I also tend to go for full-full clears with POI's looking for super credits & trying to find all 70~ samples, so I'm also outside the experience of most players and play way too greedy. So part of this is definitely hubris :^] ) tl;dr solo is too punishing sometimes and diffs 9&10 could be harder.
@mindsight9732Ай бұрын
8,9 and 10 feel easier then 7 which has balanced quality and quantity. the 8+ difficulties feel like less chaffe and more sporatic heavies. with reinforced strider glitchiness and factory strider dropping within 50 meters hard carrying difficultly bot side. bug breaches last too long. should put enemies out 35% faster, and end 30% sooner leading to less bug breach calling immediatly by scavengers spawning from a bug breach.
@Not_HarvardАй бұрын
Squad missions I've definitely noticed less enemies, but solo play I can pretty consistently get 1200+ kills if the mission has pouncers. Not sure why they made the change for difficulty 10 though, it seems strange to buff all the weapons and then nerf the amount of enemies.
@SAF-Chronicles-97Ай бұрын
seems like players want this diff 'An Exercise in Futility' 'The Definition of Insanity' 'The Inner Circle of Hell' make inner circles of helldiver the hard one, like that bugged CTF that kept spamming rein and basically rein is every 30 seconds making the confusion booster obsolete on this diff if you want the true hardest mission, rein is every 30 seconds when encountering smallbots or bugs who can call rein and add mega forts and nests while having a massive map and 5-7 side objectives oh and nothing but hulks, tanks and striders/mechs (assault striders) with some commissars only (for rein calling only since they have the highest rein aggro) and for bug front; chargers, impalers and titan spam with commander spam, also add in predator shadow variants of the enemies (hunters, stalkers and broods/alphas) and also make these diffs; 'An Exercise in Futility' , 'The Definition of Insanity' , 'The Inner Circle of Hell' have a black background to show that difficulty is not ment for casuals and for the ultra elite vet helldivers that want ultimate challenge, this will destroy your mind (asking for a nerf on this diff, yeah no, try asking a nerf on doom's nightmare/ultra nightmare or halo's LASO or wolfenstien's mein leben) oh and good luck beating 'suicide mission' to 'inner circles of hell' flawless (1 operation no deaths, solo/squads only) *note; also add stalkers and gunships as perma rein and patrol enemies and have dmg buffs, exclusively on this difficulty, also if AH is working on 3 more sample variant, make them exclusive to this diff too but make them do show up on high value samples (like bot head and eggs on super helldive as the most rarest sample) but more common on exercise on futility to inner circles of hell*
@luck0000Ай бұрын
I personally really liked the old raise the flag missions, I've done those a few times on your stream and they were certainly the greatest challenge this game had to offer, I'm going to miss the fighting for your life and then running for your life (otherwise you get turned to paste by someone throwing an orbital bombardment on their way out) as soon as the objective completes moments.
@PuppetMaster1791Ай бұрын
I personally enjoyed the "broken" Raise the Flag missions with the almost endless spawns. The mission was boring for the longest time, then the bots came and wouldnt stop. It was stressful but awesome and felt like a true challenge to complete.
@BirdzlitlehelprАй бұрын
Raise the flag was amazing before the patch, it's just to damn easy now. And the defend the rockets against bugs is literally so boring I played with a team that literally had a death match round going against each other because we were so bored of the lack of enemies. Then we moved to eradicate mission and did it again and still won both missions. "super helldive" lol. They buffed our weapons finally, now bring back the old enemy spawns so we have something to use the new weapons on.
@pointnemo72Ай бұрын
New HD2 lvl: lvl General Brasch. Map starts at literally 75% full of bots. Double the objectives, outposts, bases and amounts in airdrops. Two network shared scoreboards. -one that records the longest time a group of helldivers managed to survive. -and one for the 0.01% of divers who succeed and their names will be put under General Brasch's name.
@cdrjeanwolf5794Ай бұрын
I totally agree with the sentiment, in my view the slam dunk is dramatically up the spawn for 9-10. Or do it non-linear with weighting from 7-10 something like 0,1,3,7 kind of saturations. Like 7 is baseline, 8 would be 1.5 times, 9 would be 3 times, and 10 would be 7 times. Illustrative not literally saying it should be multiplicative.
@natehanson9672Ай бұрын
I think the spawn changes would have been fine if it was just on 7 or 8 and below. Keep the top missions hard. It makes mission like 9 and 10 raise the flag missions as the pinnacle of difficulty for people that want it
@randomhero6365Ай бұрын
I just want some new enemies and mission types where you do a unique thing. We also could really use some more futuristic weapons. More plasma, arcs, lazers, etc
@PatioBoeyАй бұрын
I think there needs to be more difficulty modifiers/rankings either based on the planet or operation. DeepRock Galactic has a good system to borrow from, where difficulties also have settings for more enemies, objectives, health and damage etc. My idea is that missions could have ratings for each level such as C to S tier missions, with S tier mission having significantly more enemies, fewer redeploys etc. This would offer more difficultly options while informing the player as to the type/seed of mission they are choosing.
@garretttooman1135Ай бұрын
Have you looked at time in mission comparison? I've noticed since "the Buff" that we are getting map clears long before the mission timer runs out, whereas previously it seemed that we were usually extracting after time ran out.
@geyserguy2Ай бұрын
It honestly seems like they have decreased spawning on level 10. It was often very chaotic. Now, I find myself searching for patrols. The wall defense missions often have several minutes with no enemies on the screen. AH has clearly done something to decrease spawns. It should be an easy fix for them. If people on levels 1-9 want it to stay as is. That is fine. But level 10 needs more enemies on all mission types
@DocDictatorАй бұрын
The solution is actually the simplest and most obvious one, just add a 'hell mode' button to every mission, if the host checks that box it enables hell mode and the mission parameters get juiced up (Patrol Rate, Patrol Size, Breach Cooldown, etc) The fastest implementation is to let the devs decide how hell mode will modify the enemies for the mission leaving the players to choose if they want to play that mode or the regular one we have today. The correct implementation is to allow the host to choose from a list of modifiers. Not only will this help casual folks complete their dailies faster but it will also provide plenty of challenge run material for the hardcore folks.
@thn00dleАй бұрын
casually saluting at a napalm barraged bug breach and then you suddenly get tounge radgolled then meleed and dies for democracy o7
@adarkwind4712Ай бұрын
Man this last major order fighting the terminids cemented the fact that bots are harder than bugs for me. Was doing super helldive with randoms and clearing fine. Went back to bots and got rocked 3 different times rinning with randoms.
@th3aj235Ай бұрын
I liked how difficult it was, but it wasn’t the same as other missions on difficulty 10, The spawn rates we saw pre patch should be how it is on difficulty 11 and 12 alongside every other mission and objective on that difficulty
@michaeld3392Ай бұрын
On the evacuate high value missions, I have noticed that it is only the rocket triggered, mission breaches/drops that are too short and have a limited enemy list. If you let one or two scavengers/troopers snitch a bug breach/bot drop, the breach/drop will spawn enemies as normal and expected for a encounter breach/drop. The mission breaches/drops need to spawn in the same quantity and unit variety as snitch encounter breaches. Personally, I would like to see the breaches/drops removed and instead have it be a actual wave attacks. I think the bugs/bots should spawn in just out of sight like the way patrols do and then attack the base en mass. Breaches and drops could be triggered as normal to add to the mayhem of a constant stream of enemies coming up and over the hill/around the mountain/whatever map feature you want. I think its what this mission needs to set it apart from the others.
@mindsight9732Ай бұрын
100% on target.
@matthew-005Ай бұрын
The bugs are just too easy most of the time super helldive has felt like extreme used to for the last few months.
@AegxsАй бұрын
Bot eradicate was so difficult, it was a legitimate strategy to go scorched earth and nuke the area with EATs and multiple barrages. Now it’s just 2 bot drops, and there might be a tank or two per drop. Evacuate assets mission looked like Normandy, now those missions only fail because an enemy clipped through a wall or spawned weird. Give me 10 back to back bile titans again, or drop 4 factory striders at the same time
@Shade______dumbnamerestrictionАй бұрын
Things to do to increase difficulty: - Fix the issues / bugs - Enemy variants / new enemies - New harder objectives & side objectives - More chaotic and frequent planet hazards
@Bvoid-bАй бұрын
Planet hazards really need more impact, more frequency and duration! Agreed.
@thesameHINOKAMIАй бұрын
Not ONLY the Super Flags, but even the missile defense on level 10 seen the most 3 bile titans and 4 chargers. There are a lot of hunters and warriors. I play HD 1 and defending Super Earth against the bugs is cool. SES DESTORYER FORCE OF AUDACITY HERE
@gtheavyy8543Ай бұрын
It's every mission, but yes missile defense is where it feels the most. Even before these patches, Diff 10 was only hard because bots/bugs cheesed sometimes and would start shooting the generator from a mile, or spawning right on top of it. Now after these patches, I could only call it Diff 10 if it would have to be handled by a single person. The rest of the team can go have a tea break and nothing will happen
@JFK47xАй бұрын
@@gtheavyy8543I solod one last night on the bug side on difficulty 10, I called for an SOS and nobody came I wasn't expecting it too be that easy.
@PhillapGameАй бұрын
Bro, i miss those civilian evac missions sooo much And also the small jetpack guys dont spawn on bots anymore, those were a fun enemy to fight, shooting them out of the air was so fun.
@infinitekarma4949Ай бұрын
Devs should be straightforward about their vision on how they wish to scale difficulty. What is the highest difficulty supposed to be? Who is it for? How is that going to be achieved? I am part of that high skill level minority so I may be biased but I think the highest difficulty should be tailored to that crowd. The highest difficulty should be nearly impossible to solo unless you’re just that good. I’m not saying it should be impossible, but it should be such a challenge that it takes a highly skilled solo player to achieve missions like that. I’m glad the Ministry of Defense stopped eating crayons but that doesn’t mean the highest difficulty should feel like a stroll.
@jalontf2Ай бұрын
I didn't mind the endless waves, what I hated was the "Kill Remaining Enemies" counter at the end that just kept going up and up after the flag was already raised 😊
@Penguin-holderАй бұрын
I just thought of a concept for a new bug enemy, what if they have a bug that is somewhat weak, but it have the ability to create tornado around itself that you can still easily kill inside the tornado, that is not the only special thing tho. Not only will you, your stratagem and grande will get flung around if if it is close to the tornado, it is also able to suck enemy around it self to kind of serve as a shield to protect itself. The more enemy that it has in the tornado, the harder it will be to kill the main enemy that is causing these tornado. If you kill an enemy on the tornado, there body will get toss aside. If this tornado enemy die, there tornado will stop and all of the enemy will get toss around, unless if they are shirker or possibly impaler. If would also have an attack where it would send out tiny tornado toward you which not only will suck in the enemy from the main tornado, it will also suck in enemy in it path and once the tornado stop, all enemy will get flung all over the place. And different enemy will have different reactions to the tornado. If it is fill with hunter, they will jump on you if get to close. Bile or nursing spewing and bile titan will shoot out there projectile if you get to close. Shirker will dive on to you. Brood to alpha command will call in more enemy to serve as a shield. impaler still being able to do there ability while using there tentacles like a hook while airborne. The rest of the bug will just serve as protection trying to kill you if get to close.
@matthew-005Ай бұрын
The raise the flags problem was the enemies spawned too close that was the problem not the amount of enemies spawned. They just needed to stop spawning bile titans and factory strides on top of your head.
@jhin4speed4444Ай бұрын
bugs are so boring to fight in any mission now because of low spawns
@ZagardalАй бұрын
It's inconsistent. A few days ago I played on 10 and felt boring, then moved to 9 and in many instances it felt like the whole zerg swarm was on my ass, even on the same type of mission.
@WisdomThumbsАй бұрын
The other night I played 6s that had the same spawn rates as old level 9s. But with Impalers mixed in. It was hella fun, but tense, because it was routine to have three Bile Titans on the map at any given second. Then I played lvl 10s with a streamer, super easy, the only true threat was the one guy who kept purposefully teamkilling us and shooting civilians. Two of us completed the walled defense mission on 10 while the streamer was stuck on a cliff, and the troll was meleeing the generators.
@karlisnikazis5653Ай бұрын
Bugs for me on general feels totally boring can do 9-10 but when i try bots 8-9 umf there we go, we have some push back and feels more like fighting then just walking over a few bugs. Titans are so rare now you hardly run into them especially on def missions
@WisdomThumbsАй бұрын
@@karlisnikazis5653 Yeah, bots are where the fun challenge is at. Bugs are for stomping.
@jiopaАй бұрын
@@Zagardalyour teammates were probably not killing things fast enough.
@aldarrinАй бұрын
Make D10 harder is fine by me. But only after Rocket Striders are reworked (ideally removed from the game).
@samturner6061Ай бұрын
When someone picks the localised confusion booster on those evacuate assets missions, the gaps between spawns is so high that some people leave the game thinking it's bugged. Everyone always takes an RR and loads of EATs and commandos and there are always a whole crapload of them left unused xD
@dorbormax1438Ай бұрын
1. Soft charges medium weapons can put them down same size as a charge with out the armour 2. Nursing mothers your standard nursing spewer but they come with baby bugs like possum mothers. 3. Trapers based on funnel web spiders, they come out and grab you 4. Flying spewers now the fly and shoot get to cover Literally look at the animal kingdom ( insects and you’ll have new enemies based on the characteristics of the creature)
@sillywilly6919Ай бұрын
My ONLY issue with how many enemies spawned is the fact that 9/10 flag areas had absolutely zero hard cover and the enemies spawn practically on top of the objective. It would have been perfectly fine if enemies spawned a distance away from the obj and there was actual cover to use against advancing enemies. Most of the time it just came down to a straight up fistfight between increasingly squishy divers and rapidly spawning troops which often would result in having to fall back and retry the obj several times until either reinforcements or your mission timer runs out.
@rektnightmareАй бұрын
I’ve found that level 10 is literally just chaff with the odd tank thrown in meanwhile if you go down to 8 or 9 you get tanks galore but with the same amount of chaff 8’s and 9’s seem more difficult than 10’s
@zemufinman1639Ай бұрын
Stalkers in bug breaches is a bad idea. Stalkers are special in that them being in a mission is a signifier of an objective. While shriekers and gunships have patrols, you can tell that they aren't from a spawner because you would be able to see their spawners a million miles away and you can tell they have patrol AI. If stalkers spawned in bug breaches theyd run off invisibly and when they came back youd never know whether its because theres a lair or because of the old breach. Thats why i think they should add a stalker variant that spawns in breaches. That way you can look at it and go "thats a breach stalker because its camouflaged and not cloaked, we dont need to look for a lair". This would preserve the game knowledge and coordination part of hunting stalkers instead of causing needless confusion and ruining a well designed enemy. It would also just be cool to see another breed of stalker that's color is based on the planet they're on. Also if they made it a little more frail or remove its regen ability then they could spam them to their heart's content without the problem of some guns cant kill them before they regen back to full.
@Longshot-qv8isАй бұрын
I want a higher spawn rate for infantry enemies, not heavies. The stratagems we have to take out heavies are on cooldowns or lacking ammo/reload speed for the amped up Flag mission as it was.
@t3flozАй бұрын
One thing that could make the game harder is if they made it so that there’s can be multiple breaches and bot drops at the same time on multiple areas on the planet. Now someone can just get a breach or bot drop and someone else can do the objectives
@ninjaneven4274Ай бұрын
Spawn rate should be controlled by open bug holes & capture the flag should increase reinforcement numbers for the mission. Each of the objectives could change the narrative durning game play
@GregMatogaАй бұрын
I think it was actually intended to be so, since it's one of the tips displayed, while loading missions
@ShadowOfMachinesАй бұрын
I would love it if they added a mode like the DRG Deep Dives. Give those who want a tough challenge a mode where they have to do three missions in one continuous dive. Give these missions limited stratagems, with a limited number of uses and no Super Destroyer support. Use a "super pelican" or some kind of big aircraft to act as the support for the Helldivers and as their transport. Give them their own "major order." Call it a "secret order" or something like that, have it so if the challenge seekers win those secret orders then an entire front will get some kind of boon for a few days or a week.
@mcwolves71Ай бұрын
I think it was the June Buffs patch. It broke spawns to where solo players would get 4 man patrols. Whatever they did to fix THAT seemed to reduce all spawns
@GregMatogaАй бұрын
I'm a bit confused... I have non-stop spawns like from the middle of first mission in a operation. I even started suspecting that there is some internal "aggro" flag that never gets cleared correctly. First mission always seem "normal": once you come across a patrol, you have a chance clearing up without them calling in a breach. Same with bugs guarding mission spots. Once the flag flips though, it's impossible to not have a breach. After that I get constant patrol, breach, triple patrol, shriekers, breach cycle - whenever any bug sees me. If I kill the bug calling breach, next one calls in immedietaly after him. If I manage to squash them somehow (most often I run out of ammo), there's another guaranteed bug that was out of my line of sight. It's like non-stop shooting till extraction and feels more like Quake from the aggro flag flip. I get 600-900 kills easy
@macandcheeseofficialАй бұрын
I think the issue The Flag is that you shouldn’t be throwing out, the napalm barrage, two 380s, and an orbital laser. Just to still have 50 enemies left over on the first wave, of the first of three objectives, on difficulty 7.
@WisdomThumbsАй бұрын
Level 6s and 7s have way more heavy and super-heavy bugs than 10s for some reason. But only for the last week or so. EDIT: also I want higher difficulties that either overwhelm us, or put us deep inside hives/factories/spaceships where reinforcements and stratagems have to drill in. Just needs careful design to give us ways around or over body piles in CQC.
@BouncingTribblesАй бұрын
I want more fleet modifiers. I wish the rocket Brigade was still holding Martale, or was a modifier on the planet so any operation might be up against them. That was the only thing I found disappointing about this last week of the MO is that we're not seeing any unique fleet patterns. It would be really cool to fight some different bug assortments. Also, Meridia sized shrieker swarms might give the airburst and other flak another life.
@mindsight9732Ай бұрын
nah incendary breaker go burr, machine gun sentries go burr, arc thrower go bur. too many weapons don't interate well with shriekers or are too goid at interacting. would need to slow them down by 15%, and tighten their following dustance to 40 meters. frequent groups of 1-3 shriekers calling out your position is way worse anf interactable then 50 shriekers dive bombing you silently from behind. more patrols of shriekers, less patrol size.
@bh0llar702Ай бұрын
Increased spawns is the easiest quickest fix imo right now. But i deff think modifiers like incresed spawn of certain enemys like bile titans would be so awesome
@arkhunter2002Ай бұрын
bring back scientist evac
@BloodSasuke101Ай бұрын
Thank you Thicc. Im a DF7/8 Mission Order Casual. Level 8 or above with Randoms can be very hit or miss so playing on DF7 is the current sweet spot for success. Having to complete Bug Defense Missions in LVL 7 Operations was absolute torture. It was so boring. If that's what I'm feeling I can only imagine what Super Helldivers are feeling.
@daevings2961Ай бұрын
TBH, I've only been avoiding flag missions prior to this patch because I couldn't queue up for a random game due to a bug. The only way I could play HD2 without soloing is to schedule a game with 3 other friends (who aren't fond of the flag mission + difficulty I played in). So either I have to take on a diff 9-10 raise the flag mission solo, or only when my friends and I are available (which is very inconsistent since them and I have a lot on our hands IRL). Now that I could queue up for random missions AND have players join my lobby (I'd reckon it's due to the SOS beacon fix), I don't really mind if they revert the spawn rates of flag missions since at least I know that I'll have people join my mission.
@Starflddrms74Ай бұрын
Im not ready yet, i saw a level 5 bugs mission with tons of bile titans and other heavy enemies, and we couldn’t get a full team either
@Doctormoriej32Ай бұрын
My problem is the infinite spawn sometimes near objectives. I can literally see the enemy constantly spawning in front of me as I kill wave after wave of bots. I can understand if they come down from a dropship or walk from another outpost, but just spawing out of nowhere until they kill me seems cheesy to me.
@Sky_GuyАй бұрын
Wasn't there an ingame dispatch that mentioned low Terminid spawns due to egg hatcheries being devastated or something? Whether this spawning bug is intentional or not, it seems Arrowhead is aware of the situation. Hopefully they get valid feedback and increase the spawns accordingly.
@thirteen8582Ай бұрын
Well, this is just the complete opposite of what happened to me yesterday on the rocket defense missions. I was playing on difficulty 7, and we got over 8 bile titans and over 6 impalers. I don't know how people only get that few of them.
@WarLord312Ай бұрын
In regards to Spread Democracy on the bot side, I feel like it isn’t the enemy/game that’s the problem, it’s the players (myself included) The worst one I played was when we dropped on top of the flag and someone immediately called the flag in before we had time to set up. I brought my RR and started downing the drop ships as they were coming and tossing down my turrets and HMG emplacement. Ultimately it got a bit heated and I created some slight distance just to be able to reload my RR. As I was doing that my teammates at first were fine. But soon they all got picked off and I ran about 60 meters away. Close enough to shoot the bots but far enough to have ample cover. I called them in and this is where it started going down hill. I was picking off Hulks, Tanks, and Factory Striders with my RR to help my teammates out. But despite my best efforts, they continuously threw themselves at the bot army trying to get their stuff. With the bot drops still being called in, they were slaughtered. It became a cycle of me calling them in, them charging headfirst into a hail of blaster fire, them dying, repeat. I was the only one who didn’t die that match. They kept doing this until they burned through our reinforcement budget faster than you can say “Sweet Liberty.” At that point when I was the last one standing, I ran away. The funny thing is, they were constantly yelling at each other in chat about how stupid the others were. They all left one by one until I was the last one left. With no reinforces left and being the last one standing, I left the mission. Even if other divers joined there really wasn’t anything left to salvage. This goes back to my point of it’s the players’ fault (again, including myself), not the game. I’ve had Spread Democracy missions that were epic and a ton of fun, but it was only when we were working together. I’ve also had games like those I just talked about where poor teamwork led to either a *rough* mission, or just straight up failure. In my opinion, and I’ll probably get flak for this but hear me out, I don’t think anyone below lvl 70 or lvl 80 should be joining a Super Helldive mission, with the caveat of playing/goofing off with friends. There’s a level of teamwork and game knowledge that I and others got by playing the game to that rank. Most players, not all bc I’ve met some serious lvl 40 chads, but most don’t have that level of game knowledge and team coordination that just comes with playing the game up to that level. Again, I’ll probably get flak for excluding players, but I’m just getting a wee bit tired of people below those levels just feeling like they are a fetter (ball and chain) for the team to have to pull around throughout the match, be it through accidental team killing, dying in egregious amounts, or just not knowing how to tackle certain enemies in the most efficient way Ultimately, I loved the sheer amount of chaos that happened in these missions from the absurd number of bot drops and us having to hold our ground and push them back. I’m a bit disappointed with this change and hope they revert it. Teamwork makes the dream work Helldivers. Always remember that, and your missions will be a lot more fun (unless you’re a stealth or solo diver. I don’t know how y’all do it and more power to ya for it, that style just isn’t for me). With all that being said if you’ve read this far I’d love to hear your thoughts. I can get a bit long winded at times but I love discussion For Super Earth, Managed Democracy, and Lady Liberty Helldivers. O7 (Also, if anyone is questioning my credibility and experience, which I encourage that you do, I’m a 145 Hell Commander with over 550+ hours in the game)
@crackededge9351Ай бұрын
It sounds like you should’ve quit the mission as soon as you realized your teammates were committed to a losing strategy OR you should tailor your loadout on Flag missions to saving bad teammates (I bring a shield bubble to flag missions for this reason). In any case, the game is a lot more boring after Raise the Flag got nerfed. I don’t even feel like playing now that all difficulty has been removed from what is supposed to be the most challenging difficulty. Level 149 Truth Enforcer signing out.
@LrdBxRckАй бұрын
The problem with the raise flag missions was/is that the call in were too close and the area is pretty small.
@Mr_Big_HeadАй бұрын
It didn’t even feel challenging before the nerf. I cleared easily role playing medic. Brought AR guard dog, smoke, shield gen, rocket turret and crossbow. Team mates were running a wide variety of stuff.
@ngwaitshing6653Ай бұрын
I like how it drop non stop but dropping 4 factory strider at same time is too much
@MMBN4bluemoonАй бұрын
Raise the flag against the robots was absolutely insane. That mission was a guaranteed failure for my sessions. I only play with randoms so no one talks and no one coordinates so I'm happy that it got fixed. Against the bugs it was manageable. It wasn't a cakewalk but it was definitely manageable. Those bots dropping 2-3 factory striders, multiple hulks, rocket striders and a buttload devastator it was a bit much. And don't let it be a map where there are gunship patrols and the gunships come pass on top of that. I'm ready for new mission types and PROGRESSION! I finally hit level 150 yesterday (been grinding since February) and there is officially nothing left to do. I want weapon customization, optimization, upgrades or whatever it is that they're bringing. I would like upgradeable armor passives, I know that's probably not going to happen but anything. I know there are more ship upgrades coming. I'll be okay with some challenge from the bugs. If you ask me the bots don't need more help.
@JFK47xАй бұрын
Raise the flag was actually the last challenging mission left, now we don't even have that. Automatons after the last patch that changed spawns have made it way too easy, we need higher difficulties and challenges on both fronts.
@viewsanАй бұрын
I agree that the spawns should be amped up, some extractions are so quiet and boring, we just play scissors, paper, rock until pelican arrives
@imsweetthanks7677Ай бұрын
I vividly remember my first lvl 10 bug mission when it came out and everywhere I looked it was just a constant swarm of bugs walking around. I think its just because they maybe nerfed patrol frequency? idk either way i swear there used to be a lot more enemies on lvl 10
@poppinfresh77Ай бұрын
On CTF missions I'd be on with more difficult spawns if the progress didn't roll back. Overall, the difficulty might be relative to the constellations vs the loadout. Agree that new types of missions would be great!
@samturner6061Ай бұрын
What do you think about Ohdough's ideas for new armour passives and armour in general?
@Double0hTaterАй бұрын
For the people that want coordinated mission objs, they should eventually just drop a raid/dungeon type mission with mechanics. Maybe like accessing a data center for the bots or diving into a terminid hatchery, the further you get the better the rewards type shit.
@JustJuliasАй бұрын
I started playing 10s because 8s became easy for me and my squad... We didnt felt a big difference except of the increased amounts of Bile Spewers and Chargers now needing 2 thermides
@cd8086Ай бұрын
I think a good solution is more mission modifiers; buffs and nerfs respectively. More heavy enemies, more aggressive bugs, etc rather than just adding a difficulty 11 and spamming even more patrols and longer bug breeches.
@gabeperras3711Ай бұрын
They're probably going to do something dumb like release a new "variant" of an enemy but it actually just replaces the previous enemy entirely so they can pretend like they didn't just buff the stats. Imagine a world with armoured hunters
@kotztotz3530Ай бұрын
Yeah the swing in difficulty feels weird still. One the bugs especially, Diff 10 missions can often feel like 7 or 8 missions.
@philipps1158Ай бұрын
What I mostly want to see (550 hours in and lvl150) are better approaches for how Missions work and play out. I feel like that for an horde shooter you be able to run away way too often and aviod comflict to win a mission. If they would force you once you discovered to fight yourself out it would be more engaging on higher Difficultys since you need to plan your team loadout. Often enough you feel not challegend enough around the objectives. That would be a great thing for higher difs to have the rest csn be balanced out in lower ones.
@Mr-HakimАй бұрын
It’s not a horde shooter…
@philipps1158Ай бұрын
What it is then?
@Mr-HakimАй бұрын
@@philipps1158 Objective-based Co-Op, with the occasional horde missions and/or increased mob modifier.
@nikd.7994Ай бұрын
As I see it, it's a question of gradient, should there be a spike in difficulty or should it all be a mild slope. Personally I'm all for the spike, as long as you aware of it and as long it's not a pebble , a rock a sidewalk bump and then the mariana trench spike. Thing is that everyone expects to progress and to do so with minimal frustration and minimal change of play style... where a fine gradiant would help, but that does nothing to the taste of someone already doing the max difficulty and wanting a challenge. Does one more small unit per patrol mean anything ? 2 more hulks per patrol definitely would, more objectives that you can't kite and must defend/hold would, hordes of enemies coming from 3~4 directions would , but would frustrate those not willing to put extra effort in there fun time , somewhat understandable. AH is in a tight spot, from there perspective they said to make a game for a select audience , a game for all is a game for no one, but the game they tried to make ( there idea of challenge and balance ) was massively rejected so now they are conservative and are fallowing the lowest common denominator increase in difficulty, very gradual, to not get burned again... witch will get the burned by the high level divers saying. too little too late..
@ShokiYSatoАй бұрын
I only played it twice. Once on solo and once as a group. It was absolute hell. It was the biggest challenge I've had with the game since I started and didn't know how to play. It was amazing o7
@luck0000Ай бұрын
I have another problem with the new enemy cap, they always seem to spawn on me, there's always 200 bugs chasing me and I'm always running for my life while fighting them while none spawn on my teammates, which is not a situation a ghostdiver should be in.
@thiccfilaАй бұрын
You need to wait for your team to trigger the bug breach before doing anything
@luck0000Ай бұрын
@@thiccfila I know that, that doesn't help, the random patrols always seem to spawn on me and the objectives and nests I go to clear always seem to be packed.
@Pray_macabreАй бұрын
bugs have been feeling like a chore more than an intense fight for my life
@julegon2Ай бұрын
I've NEVER seen anyone playing on the bot side in super helldive difficulty, say..."ohh this is too easy"
@mattm3023Ай бұрын
Defend High-Value Assets definitely needs more spawns. On level 10 bugs with 4 people its very quiet
@NopenotyouАй бұрын
I’m all for making 9s and 10s more difficult. 8s are probably okay as is, you get introduced to the higher tier units like Alpha Commanders and Rocket Striders at that point and it allows you a chance to cut your teeth on them before hitting the gas.
@mbk337Ай бұрын
I definitely agree that the higher difficulties should be harder. I play on 8 because my friends and I want a slightly less sweaty experience, but a slight challenge. 8 currently provides that, but I would be fine dropping to 7 of 8 got harder. That being said, I think there are lots of factors to why the bug spawns are so much lower. I think the stronger variant enemies like Alpha Commanders and Behemoth Chargers take more away from the pool count. I personally would rather they still sprinkle in more of the standard versions alongside them, and lower their spawn cost in the pool. That way, you just see a lot more enemies, and even the medium toughness enemies swarming. It would also be great to see some planets be heavily infested with certain bug types... Something that would completely change the required play just on that planet.
@Mr_PuttsАй бұрын
On Super Helldive and Up (if there ever is any higher difficulty) there should be no Mission objective that can be done with less than a full squad. You should literally have to claw your way to victory with every inch of those maps. o7
@dripwastaken7884Ай бұрын
Your not gonna be able to do that with randoms. As far as im concerned a random teammate can be more dangerus than every enemy together
@Mr_PuttsАй бұрын
@dripwastaken7884 hard disagree. I play exclusively with randoms, and I do not feel they would be incapable.
@dripwastaken7884Ай бұрын
@@Mr_Putts i probably have more deaths to teammates throwing airstrikes near me than to bugs total
@calebscrewlooseАй бұрын
Honestly, though. This mission was definitely a filter against playing with randoms. With friends on comms, this obj was tough but fun. With an average squad of randoms, it was more like knife fighting a hungry bear while blindfolded.
@jhin4speed4444Ай бұрын
d9 actually has more patrols than d10 because theres no mega nest/fortress which allows more spawn point enemies
@caseyczarnomski8054Ай бұрын
At release I played the lower difficulties 1-3 and thought the higher difficulties would be too hard. It turns out I had a bias from the old days when there were 3 difficulties: easy, medium, hard. The difference in challenge based on level number/difficulty is minimal, and is easily wiped away when with a group that knows how to play the game. I realized my style of play, always with randoms, means the CR of each level could be basically thrown out the window, the primary difference was enemy spawn #'s. Super Helldive needs to be stepped up in difficulty, we don't need to add more challenge levels 11+. Nerfing the hardest difficulty to make some happy is going the wrong direction. The fact there has to be 10 levels of difficulty to get challenging shows there is a problem with difficulty scaling and it needs attention. o7
@Grambo-qp4ppАй бұрын
I've gotten to the point where I can do a full mission set on either bot or bug with no deaths. I have several friends that can do this as well. I believe there are to few bugs spawning at times but at other times it seems overwhelming. The bots seem to be well balanced to me though and need no changes. I do believe there are enough players ready for a lvl 11 dive both bots and bugs.
@Popsickle666Ай бұрын
For rocket defense missions I'd say you're lucky if 10 chargers spawn. Had one mission where 2 randos left in the middle of the game. Leaving me to sit in my mech doing nothing while the remaining teammate's tesla tower soloed the rest of the mission.
@JFK47xАй бұрын
I solod a difficulty 10 and had about 7-8 chargers in total throughout the mission, it was too easy
@LrdBxRckАй бұрын
Lower levels should introduce a concept and the higher levels go the more those concepts merge. (Speaking bug since it's easy for everyone to understand)There no reason large nest shouldn't have sub objectives raise flag, egg smashing or the drill mission be just apart of clearing the nest. We should have roaming stalker patrol that primarily target lone drivers. Stalkers should have 3-4 holes in the mega nest.
@JFK47xАй бұрын
I am glad I'm not the only one that wants harder difficulty, I was all for weapon buffs to make combat more engaging and that makes the game fun...but It would be nice not knowing if you'll pass the mission on difficulty 10 playing with randoms. It is unfortunately just too easy right now on both fronts
@Hydra10130Ай бұрын
Do you remember when we had like 20 Bile titans spawn within minutes on that one defense we did
@BattlerEvilАй бұрын
I played 5-7 difficulty lately, if you destroy many bug holes massive HORDES spawn, I wish the Higher difficulties had this too! alongside more big guys, more mean things.
@bloodbatch4670Ай бұрын
I’m not going to lie. I’ve put a lot of hours in on hd2 however the highest difficulty level I’m alright with is 8. I don’t think the game needs more difficulty I think it needs more long term progression. Here is what I mean: once you reach resources and max collection things (aside super credits) everything you collect feels like it falls in the void. On top of that it feels less rewarding the more you collect. I know the DSS is suppose to help with this but it currently feels like there is no means of progression that feels rewarding since. That’s just my two cents.
@s2wuolf508Ай бұрын
I think now that they have laid solid groundwork with buffdivers they can now add higher diffs with more difficult enemy variants. Instead of adding random new enemies into already existing difficulties
@tautrimaskarickas9573Ай бұрын
Back in early summer, my preference was also 8. It had all the content and was challenging, but it wasn't bonkers as diff 9 was. And diff 10 didn't even exist yet. Then everything became easier after the 60-day patch, and even more easier in the last few weeks, for some reason. The current Diff 10 corresponds to previous Diff 5-6. I would love to play on Diff 8 again but that doesn't exist on the scale any more.