Helldivers 2

Helldivers 2 Dev Tracker




06 Mar

Comment

Originally posted by lipov27

Oof. If the intended vision was much more difficult, then going back to it after the playerbase got used to easy version over almost 4 weeks won't go smoothly. Good luck.

Easier than if they'd been used to it for 6 months. But yeah, we're not surprised that there are strong emotions, but people will adapt quickly. I will say that these changes should have less of an impact on the difficulty than I'd like. The primaries aren't really that much of a variable on the top difficulties, but the changes to the railgun and shield backpack will hopefully bring some more thinking back into the game.

Comment

Originally posted by Blessed_Tits

Oh yeah I agree, I'm just saying it really will be ongoing and wish you the best. I'm hoping it's not to the insane levels of balancing and rebalancing that overwatch had (as an example) where you'd barely go two weeks before things were readjusted over and over. As a player that never felt good as you didn't want to bother with the changes since it would just change again.

The shield was probably over used since the armor rating was bugged, so not sure what the numbers would say now that the rating is fixed. Maybe the extra strat is worth more than doubling up on protection, but I dunno. Could still be top tier. Interesting hearing thoughts directly from the source though I must admit.

We all just want the best for the game and for Super Earth.

(also please tell your composer that the soundtrack is banging)

That is definately a valid concern. We don't want to make changes to everything all at once, since it becomes hard to tell what effect an individual change has. There will be more changes, but it really comes down to what behavior we see from players. We're not balancing a high-stakes e-sport, so we're not really worried about an unfair advantage, we just want to encourage more varied playstyles.

The armors where bugged, yeah, but only in that it was defaulting to 100. So you might not see as big of a change as you'd think :P

The composer was Wilbert Roget, II. He doesn't work at Arrowhead, but he did an amazing job, I agree!
http://www.rogetmusic.com/...

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Comment

Originally posted by TahmIH

So the game is being balanced around the hardest difficulty?

Not exactly, it's more balanced around the mid range. With the higher difficulties being cranked up to where we think it should be slightly ridiculous.

Comment

Originally posted by Immediate_Exit_524

Okay! Thank you for the reply!! Are you guys gonna add in more things surrounding stealth. I loveeee gow stealth works now in games it would be great if there would be more support weapons for it or armors! The way you can sneak up know is very well done!!

Thank you, we do like that it works as well as it does. We want to work more into that too, yes, I think it should be a viable playstyle. But at the end of the day, it will have to end in a massive firefight, how else will the enemies of Super Earth learn the taste of Democracy?

Comment

Originally posted by throwaway2048675309

The game wasn’t too easy. 90% of the weapons just suck.

Booooooooo. Bad take.

If we've done our jobs right, all weapons should be equally good now, or atleast be closer on the power scale than before.

Comment

Originally posted by Immediate_Exit_524

So that means that it can take days? Or can i expect to play still this afternoon? What is usually the time scale on verifying..?

Shouldn't be more than a couple of hours. Hang in there!

Comment

Originally posted by Blessed_Tits

Yeah I haven't tried them yet so I'm not jumping to conclusions, I just feel like once you start trying to balance things you're never going to win. There will always be a "meta" or tier 0 pick, whether you bring everything up or everything down.

I will say that teamwork makes the dream work, but we will see because every other objective based game playing with randoms means you lose.

We're not expecting to strike the perfect balance, this is going to be an ongoing process. We do want you to have fun, we just don't want one thing to be vastly overrepresented. I look forward to seeing what the new meta turns into, I'm happy as long as the players are being challenged.
My biggest problem was with the shield backpack and the railgun safe-mode, because they are so good compared to the brain power it takes to use them.

Comment

Originally posted by Immediate_Exit_524

When does the patch update comes to ps5?? I CAN’T PLAY WITH MY FRIENDS NOW :((((

We'll be rolling it out on PS5 once we verify that this patch isn't breaking anything. We can't roll back updates on PS5 easily, so we're trying to be safe and checking how everything holds up on PC first.

Comment

Originally posted by Alphorac

You physically cannot crutch on a primary in this game. None of them are, or were, even remotely close to that level of overpowered.

The breaker is like one of two decent options in a sea of shitty sidegrades, the only other decent option being the defender.

The defender is pretty good, you're right. But we don't think it's too good, so we let that one be.

Comment

Originally posted by throwaway2048675309

So you are doubling down, I see.

Well have fun with active player numbers dropping, I guess.

Nobody wants to play “run from the charger you can’t kill” on higher difficulties, no matter how much that fits your “vision”.

"A game for everyone, is a game for no one."

Comment

Originally posted by HCUKRI

It's just so profoundly unfun to go back to a game and find that you're less powerful. If you wanted to reach some target difficulty you have in your head, it's on you for being so far away with it on launch.

You're acting like you know best but you didn't know your armour stats didn't work whatsoever. How much play testing did you do? Keep your weird paternalism to yourself and actually listen to the people playing your game.

Sorry to hear that, but if you came to helldiver for a power-trip you came to the wrong place. It's a meat grinder. It doesn't matter if you're level 1 or 50, you should struggle on the higher difficulties.

Comment

Originally posted by Alphorac

I hope to god this is not you telling us that primary weapons are in a good state, because as someone who desperately wants to use something other than the breaker on helldive, 90% of them suck and this is not inspiring confidence.

Yes I am, you are free to disagree. You shouldn't even clear helldives at all if you're leaning on the primaries rather than your team and your stratagems.

Comment

Originally posted by Blessed_Tits

Difficulty was fine before though. We just wanna kill bugs and blow shit up, dude.

Difficulty is indeed fine. You can absolutely kill bugs and blow sh*t up with the stuff we have on offer. Try the changes out and see what you think.
If it's just stomping you want I suggest dropping down a difficulty or two if it the higher difficulties are too hard.
Our vision is that you can only clear the highest difficulty with a perfectly coordinated team that all have a specialization that synergizes with the others in the group. We might not be quite there yet, but that's what we're aiming for.

Comment

A quick comment on why we decided to nerf rather than buff:
We're balancing a PvE game, that means we're balancing your power level vs. the difficulty of the game, not versus other players.

That means that if we bring all weapons up, we would also need to bring the enemies up proportionally to reach our target difficulty. We like what we see with the other weapons, so it made the most sense to bring the stronger stuff down a bit and the weaker stuff up.

On a personal note; I was horrified to see that people where crushing the harder difficulty only a couple of weeks after release. This is supposed to be a hard game, I want you to earn your success.

Good luck!

EDIT: Typo

Fresh new patch notes Helldivers!

Major Updates
  • Planetary Hazards active
    Many planets now have additional environmental challenges that will appear at random while you are deployed, from fire tornadoes to meteor showers and many more.
  • Exosuits
    The combat walker has arrived, hot off the factory lines on Tien Kwan!

Balancing

Eradicate Missions
  • Eradicate missions now require more kills and enemies spawn more often. The time to complete the mission was previously shorter than intended and should now usually take twice as long to complete.

Primary, Secondary, & Support Weapons
  • Breaker: Decreased magazine capacity from 16 to 13, increased recoil from 30 to 55
  • Railgun - Decreased armor penetration in Safe Mode, decreased damage against durable enemy parts
  • Flamethrower: Increased damage per...
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Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

04 Mar

Comment

Originally posted by MeatAbstract

It takes a certain kind of idiot to just go showing another colleague's work before it is ready, and we don't hire idiots.

Pretty weird take when the mechs were shown off in the trailer.

No, whatever those folks are using isn't the finished version. We want you to play the one that is done, and not before we drop it. Should go without saying.


01 Mar

Comment

Originally posted by Masterjts

This is a bad take. What if a dev comes into a game and previews something. How are we supposed to know what is what. We just assume all these videos are chineese hackers?

No dev would do that.

EDIT: To be clear; I'm talking about leaks in general. I'm not gonna comment on anything specific you might've seen. If we want to give you a sneak peek it'll be obvious that it's from us.

Comment

Originally posted by Affectionate_Fly_764

Could be but we’ll need proof of that.

It wasn't a dev. It takes a certain kind of idiot to just go showing another colleague's work before it is ready, and we don't hire idiots.

EDIT: I'm not gonna comment on any video you might've seen in particular, but the idea that someone on my dev team would just hop online and start showing off stuff for cheap clout makes me feel sick. So drop that line of reasoning.


28 Feb

Comment

Originally posted by CaptainAction

Hahaha.

I don’t know what the actual design philosophy is, but I figured that weapons are not meant to be straight upgrades to others, and something like the Peacemaker is meant to be a reliable, neutral option for a sidearm, but not something that is outclassed totally by unlocks.

Using the redeemer on Semi-auto does make it feel like a superior version of the Peacemaker, as far as I’ve been able to tell. But I know the visible in-game stats are likely not the only factors at play and there could be hidden values and characteristics. My best guess is that the Peacemaker at least has better accuracy and damage falloff characteristics compared to the Redeemer.

Anyway, no game I know of has gotten balance right on the first try. I’m thrilled for changes so I’m gonna contain my excitement as best as I can. Thanks for the reply.

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I agree with you, the weapons aren't upgrades to one another. We're looking into a lot of things right now and are focusing in some areas so we don't change things too much across the board. If we did, it could be hard to figure out what change caused what effect.

The thing about the Redeemer and Peacemaker is that even a small damage buff to the Peacemaker wouldn't really close the distance between the two in terms of raw potential damage, so to make them balanced we'd have to look at more than just small tweaks. And since the sidearms aren't exactly the most hard working parts of your kit, we might just leave them be for now, even if that means one is better. But we're looking into it.