Helldivers 2

Helldivers 2 Dev Tracker




06 Mar

Comment

Originally posted by driellma

I've seen in the leaks what kind of new weapons we can hope for. Right now, all the weapons in the steeled veterans straight up feel like ass to use, one way or another. Dominator COULD probably be good but it handles like dogshit.

The shotguns got a nice buff with the ammo, thats good. Pray'n'spray is still not good, not totally useless, but not good. The base liberator feels just ok i guess. Weird that the defender has better stats, but it handles worse and is tricky to use at distance, but i guess it's balanced, not complaining about this one.

Liberator penetrator straight up feels like ass to use, you got pen but the damage and ammo pool really isn't there to make up for it. The default handgun is useless because there's a straight upgrade right after. The senator COULD be good but the sight/handling is turbo crap and the reload takes 6 years. Johan said it himself, it's not very good.

Diligence is alright i guess ? The counter sniper model is somehow a ...

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Related to your points, it's really hard to balance something based on subjective opinion. We're mostly looking at what is overrepresented at the moment, seeing how weapons perform next to one another, because people like things for som many different reasons. We started with adjusting the things that are under/overrepresented first. And once the players settle into some sort of groove we'll look at bigger changes. It's far to early to make large sweeping changes, so it makes more sense to just bring the outliers into line.

We expected that people wouldn't be too keen on progression not actually changing the power curve, but we wanted you to have something to work towards, without invalidating the starting equipment. It's a different way to do things is all I can say.

Comment

Originally posted by driellma

Makes sense. Hope you'll answer my other answer about the state of weapons.

Yeah, give me a sec. It was kind of a lot to read.

Comment

Originally posted by itsmehonest

Or you could have brought the weaker stuff up to the strong stuff end of. Helldive isn't super easy when you're relying on random lmao.

The only really weak weapon was the Spray and Pray and maybe the flamethrower, we're trying to bring it to where we'd like it to be. It doesn't make sense to rebalance the entire arsenal when the game is only four weeks old, it made far more sense to bring back the things that are vastly overrepresented. We'll be able to make more informed balance changes when the game has settled a little.

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Originally posted by throwaway2048675309

yeah, they definitely need to take your reddit credentials away. jfc.

Before they do that, I'll make sure to have my fun.

Comment

Originally posted by 8888888888888889

I like my games as hard as possible, but you guys are definitely going at it the wrong way if this patch is any indication of what the future holds.

Nobody worth listening to is saying the game should be easier. This isn't what people are, or should be, upset about. Your design is just flawed.

I'm feeding the rage a little for my own entertainment here, just so you know.

We haven't nerfed anything into the ground, I just think it's a little too early to pretend like the game is figured out. We made two of the most brainless playstyles less viable, and brought the guns that are under/overperforming more into line with the rest. The game is only a couple of weeks old, so before we start making sweeping changes we want everything roughly where we intended from the start. That doesn't mean we won't bring things up when we know more about how people play the game.

Comment

Originally posted by lipov27

Well, there's only so much one can do shifting numbers around, when it comes to difficulty. Especially since, in my experience, higher difficulties are decided by stealth and evasion much more than combat power. Still, I'll be glad to see the railgun meta go.

You can't really avoid getting into fights, but there are definately lots of things the player can leverage besides their gear., and that's a good thing for sure.

Comment

Originally posted by driellma

Can you tell me why a Senior Animator is trying to give Ls to people on a balance patch?

Because I'm on the weapon balancing team. We wear lots of hats here.

Comment

Originally posted by Cursix-

And if in the process of making the game perfectly match your vision over however many months, you completely suck the fun out of it by making everything feel unsatisfying and basically slapping people with "no you're not actually meant to be doing this difficulty", then what's the point?

I'll be happy to push for buffs if it turns out to be needed, the game is only a couple of weeks old and you can't expect the game to be figured out already. We touched the biggest offenders, once players are past the Dunning-Kruger phase we can start looking at bigger changes.

Comment

Originally posted by soundwafflez

As you might know, there was a lot of misinformation about titans having some secret weakspot or other weakness that allowed 1-2 shot kills. This is obviously not true.

There's also been various posts not gaining much traction over the past few weeks regarding this bug, that is, until a few days ago with this post.

I've also tested this myself, finally enabling crossplay, and found that I could easily and extremely consistently one shot bile titans across the map on extermination missions if the host was on PS5.

Edit: The same streamer in the post linked just tested the PS5 bug again, and was able to kill a titan in 3 headshots after the patch. It takes roughly 15-18 now with a PC host.

Yeah, we're looking into that. It's definately a bug :(

Comment

Originally posted by 8888888888888889

"We like what we see with the other weapons"

You like seeing all of your primaries unable to kill a single medium enemy in one clip?

You might just not be shooting them where they're weak, and you also have stratagems, explosives and teammates.

Comment

Originally posted by soundwafflez

Hi Fredrik, after seeing the patch notes I was pretty puzzled about the changes, but after testing in-game, being able to still 3-4 shot headshot a charger seems fine to me. The leg shot was mostly to save ammo with the railgun. For bile titans, the railgun was always the backup option, so it doesn't change too much.

The elephant in the room right now is the PS5 hosting bug, where one could one shot a titan with an unsafe headshot as a client if the host was on PS5. This seems to have given a lot of people the wrong impression about the railgun, which took roughly 10 unsafe shots to kill with a PC host. This bug wasn't mentioned at all on the patch notes known/fixed issues, and there seems to be a LOT of misconceptions about bile titan TTK stemming from this bug, driving sentiment against the railgun, and making it seem better than it is to a very large portion of the playerbase(anyone playing with crossplay enabled on pc, and all ps5 players). It seems to...

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I've not seen that bug mentioned anywhere internally, so I can't shine any light on that. I'll bring it up with QA, because I agree that seems like a huge issue. Thank you for bringing it up.

Comment

Originally posted by Zeresec

I'm just gonna put this appeal out there:

If you guys really want to have a certain difficulty for the game, please consider tying that vision to some kind of unique and separate difficulty/mode/modifier where it's clearly advertised. Maybe look at other games like Darktide and its Special Operations, for ideas on how that could work.

"A game for everyone is a game for no-one" is a wonderful mentality, but making things feel so meek to use risks the game becoming basically for no-one anyway, you've got a really good audience here who are all loving the game, making things feel more fun in general won't kill your vision of the game, there are always creative workarounds in situations like this to keep most people happy. Many of us aren't asking for a power trip, we're just asking for weapons and stratagems to feel useful, after all that is how the game was advertised, "you're a squishy guy with a very powerful and advanced arsenal".

The game is very young still, so we wanted to adress the things that are overrepresented before we start making sweeping changes to the entire arsenal. In general most things are working as intended, so just touching the things that struggled/overperformed felt like a good start.
Then we wanted to adress the things that are giving a lot without any downside, the railgun should only be that good in unsafe mode, and the shield backpack simply lets you ignore a large part of the game, so it made a lot of sense to take those down a bit.
We want to make the game roughly balanced first.
If it turns out things are just too weak across the board once the players have stopped just scratching the surface, then that's when we rethink things. The game needs more time to mature.
Talking about special super hard things, well, we might have more stuff cooking for that.

Comment

Originally posted by driellma

So they're all gonna feel like garbage. Thanks i guess.

I guess that depends on your definition of garbage.

Comment

Originally posted by Immediate_Exit_524

Are you guys gonna add more difficulties? I would love to see that haha

I'm not gonna talk about our plans for the future, I'm pretty sure that would land me in hot water. But there is definately a chance that the game could get harder, and not just due to nerfs.

Comment

Originally posted by Aggravating-Media818

I hope this is sarcasm and not you guys seriously considering nerfs for the defender....

Probably not, we'll see what the data says. The breaker is skewing the data a bit, but the Defender isn't in a bad spot as far as I'm conserned.

Comment

Originally posted by Aggravating-Media818

It's not about leaning on primaries. It's about having choices that I WANT to pick. I should be considering the pros of each weapon and struggling to choose between them because of the strengths. Or because of their impact.

But right now it's having to choose between the least shitty option. Which is just an icky feeling. Especially in a game like this. Saddens me to see snipers/dmrs left out of the buffs as well as the anti material rifle. Because the pros for those guns are far outshined by pretty much every other weapon. Low damage output, low armor pen, low ammo, weapon sway. There's no reason to use them other than for the scopes. Which are so cluttered with useless UI info. The slugger, auto cannon, and railgun all do their jobs but far more efficiently. Like I WANT a reason to use some of the other gear.

We hear you, and everything will get attention with time.
What we wanted to avoid was making huge changes to everything when the game is only a couple of weeks old.
Partly because we like where things are at for now, and partly because if we change too many things at once, it becomes harder to judge what changes had the biggest effect on players. So it made sense to look at the under and over -represented stuff first.

We want to let the game mature a little more and see where we end up.

Comment

Originally posted by Ionie88

YES! THANK YOU! THIS IS THE f**kING THING, RIGHT HERE!

A LOT of people are crying and whining here, especially one comment I read about how "the railgun was how the other weapons SHOULD have been"... Motherf**ker, maybe it's the other way around? Maybe the railgun was a lot more powerful BY MISTAKE, and it's SUPPOSED to be an insane meat grinder at higher difficulty?

Sorry, you guys are doing amazing, and I love the game! Keep it up!

Thank you, I think it's mostly about giving people time to get used to it.

I do like stoking the flames of nerd rage a little here and there, but I don't think their opinions are invalid, it's just not aligning with what we want for the game right now.
Once the dust settles and the game gets into a groove, we'll be able to make larger changes based on what the majority of the players want. For now we're just tweaking the outliers.

Comment

Originally posted by driellma

... If the primaries aren't really that much of a variable, whats wrong with buffing them a little bit to make them feel better, instead of nerfing the breaker ?

You're making a good argument, but we like where all the other weapons are.

So it becomes a "why fix something that isn't broken?" kind of deal. We had a couple of outliers, the Breaker being overrepresented, and the Spray and Pray being useless springs to mind. So instead of making huge changes in our first balance patch, we target the things that stick out, and see what happens.

Comment

Originally posted by Blessed_Tits

I'm gonna take a guess that the good stuff is gonna be in future premium warbonds...

No, we're gonna try to keep them in the same ballpark of power level. Just because you can pay real money for it doesn't mean it will be any better than what you already have.

Comment

Originally posted by porkybrah

How are coordinated groups suppose to do anything if the guns feel like a wet noodle on like Helldive difficulty?

A lot of the stratagems are straight up ass on higher difficulty and have absurdly long cooldowns.Whats the point of even having any weapons at that stage like.

People are still clearing Helldive, so I'm not sure what to say here. But "skill issue" comes to mind.