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7/6/2025, 11:07:14 AM
>>530146629
>and were punished because of it.
The punishment was just throw an impact at your feet or run around in circles for like 2 minutes (because the fucking cool down mod was +50%).
>Compare that to just doing something like doubling a Hulk's health so that it always takes two RR shots to kill it no matter what. That would be a slog.
Yeah I can agree with that. I think though people will optimize the game constantly until they find the fastest and most efficient way to do things.
And I think those people should get a higher difficulty for that.
>I just think that there's a fine line between being forced to effectively handle engagements and encouraging just running away, that you'd have to handle with care.
Yeah I absolutely also agree with that, actually that's a really good way to put it. I think the problem I have with helldivers currently is that it's way too easy to smash your head against the brick wall and keep trying until you solve the problem.
I'm gonna say something crazy here, but
Leviathans actually kinda changed that.
I actually considered how I approached objectives, I timed things along with smoke. And it was very interesting when the city fights would have wide open areas paired with tight cover that I could lick my wounds behind.
I don't know, but I'd say just stopping people from being able to bash their face against something until they solve the problem would fix the difficulty imo.
>and were punished because of it.
The punishment was just throw an impact at your feet or run around in circles for like 2 minutes (because the fucking cool down mod was +50%).
>Compare that to just doing something like doubling a Hulk's health so that it always takes two RR shots to kill it no matter what. That would be a slog.
Yeah I can agree with that. I think though people will optimize the game constantly until they find the fastest and most efficient way to do things.
And I think those people should get a higher difficulty for that.
>I just think that there's a fine line between being forced to effectively handle engagements and encouraging just running away, that you'd have to handle with care.
Yeah I absolutely also agree with that, actually that's a really good way to put it. I think the problem I have with helldivers currently is that it's way too easy to smash your head against the brick wall and keep trying until you solve the problem.
I'm gonna say something crazy here, but
Leviathans actually kinda changed that.
I actually considered how I approached objectives, I timed things along with smoke. And it was very interesting when the city fights would have wide open areas paired with tight cover that I could lick my wounds behind.
I don't know, but I'd say just stopping people from being able to bash their face against something until they solve the problem would fix the difficulty imo.
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