Helldivers 2 - Arrowhead CEO Speaks on Nerf Enemies!

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What do you all think about the CEO response: Weaker Enemies OR More Ammo Capacity?
Me: I'd rather have the increase ammo capacity because I feel the enemies are not too tough to deal with just need that extra capacity.

GlitchUnlimited
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Maybe they should implement a Test Planet like lets say MARS. Mars becomes a RND PLANET where certain hell divers can visit and test thing out that the devs need feedback.

Im not sure how feedback will work but an RnD test planet can fit in game lore.

DaggerEcho
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Never thought I'd see reverse power creep, where everything gets weaker and weaker lol

sillystring
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Public test servers is what they need. Warbond guns aren't getting tested enough. It would also cut down on bugs.

berserkerpride
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I want to see ammo pods show up on the map. That way when players drop ammo and I'm desperate, I know where the selfish prigs dropped it and I can go get some. If a monster destroys the pod, or all it's ammo is used up, the map beacon should go away.

abrr
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Why are people behind spitz? Everytime there was a patch, he added fuel to the fire. Even in the beginnen of the linking shit. Just because he said 1 good thing, doesnt change the other shit he should have been removed for.

DerLichert
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This fuckin guy Alexus has the gall to call the new Warbond S tier. He needs tried for Treason by Super Earth feed him to the first Hive Lord we find.

Gdboys
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I'm convinced the balance dev doesn't want to do his job thus explains why he's making bizarre excuses as "oh it takes 4 years to balance weapons or oh we need a wider PTS" like bro it does not take 4 years, for me it takes 20 minutes to evaluate all weapons. I really feel like this is an excuse used to avoid the extra balancing work as much as humanely possible and I'm not the one to be supporting this, but they need to get rid of alexus at this point he is bad for the game and for the community.

ogreload
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If YouTubers get "early exclusive access" they will turn into Arrowhead shills to maintain that access to drive their channel. It's as clear as day, that would happen. I hope they to a public test route or pool of non-youtuber players. They could even say - You've been selected to temporarily transfer to the Ministry of Science for Super Earth Technology Advancement. Nothing against YouTubers. I just see it as a potential conflict of interest where y'all will hype the new thing to drive engagement

johnnybgoode
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honestly, one of the biggest things for me is taking a loadout that covers everything. Not because I don't trust the team, but so I don't become a burden on it.

My go to bot load out is Autocannon, scorcher, senator and stuns because I am a threat to everything the bots throw at me at level 7.
My second bot load out is HMG, Supply pack, eruptor, stuns and redeemer for the same reason

acidnine
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This evilboss guy is full of crap, you don't need 100k hours of testing to know if something is busted or useless. Even if you only 5 QA testers that should be more then enough. I'm starting to think they don't do any QA testing at all.

MrBartolbe
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You fight about the same number of bugs in EDF 5 as you do in Helldivers 2. EDF has a class with a primary weapon that hits everything on the map at the same time, and will 100% kill all basic enemies. It full clears. The. Map. Is it balanced? Yes. Because 10 fucking seconds later you're back to being gagglefucked by infinite fucking bugs. Other primary weapons include a laser target designator that lets you direct a salvo of 30 or so ICBMs (as an infantry dude on foot BTW), a shoulder mounted canon that will kill everything in a 45 degree cone out to like 700m, and a sniper rifle that one shots EVERYTHING but the final boss. Is the game unbalanced? No. Why not?

ITS A GOD DAMN HOARD SHOOTER! So is Helldivers. Yes, we get stratagems. Every like 2 minutes I can drop a few bombs. Whoop-de-fucking-doo! I need a gun that is balanced for fighting 80 fucking hunters at once, not balanced for killing one enamy that's PROBABLY another Helldiver.

MeepChangeling
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The main issue with balancing a game like Helldivers is the enemies themselves.

They are tough to take down, and often come at you in large numbers. Especially on higher difficulties.

That causes weapons to rise up because they can do one of two things: High Damage Per shot, not Damage Per Second, and how much ammo they have.
Biggest reason I stick with the Sickle Energy Rifle is because managing the heat is better than always running out of ammo. It's got the same damage number as the basic AR, but if you do it correctly, can have infinite ammo. And simply needs to be managed. When one enemy can use a whole mag to kill, and there's 10 or more of them like them, it becomes a problem.

Conversely, huge amount of heavy unit enemies is what caused the Quasar Cannon to become popular. Honestly, when you take into account various factors, the Recoilless Rifle is superior in my mind. The ONLY thing that makes the Quasar better is no backpack ammo requirement. Meaning, you can customize your loadout better. If you want that personal shield to help survive more, if you want that guard dog, or that resupply pack... you can with the Quasar.

Here's what I think needs to happen to balance out the Recoilless vs the Quasar:
When you select the Recoilless Stratagem, you get 2 stratagem calls. One for the launcher, the other for the backpack. The launcher is on a lenghty cooldown, but the ammo pack isn't. Maybe 2 minutes. This way, you can keep it with only 5 extra rounds for a total of 6 shots, but you can get more quicker. Having to reach a tier 4 ship upgrade in order to not become a burden to your teammates with resupply drops is a shitty design, it discourages the use of a weapon like the recoilless. Either Arrowhead makes the resupply backpack its own Stratagem to call down separately from the launcher, or make it so that we always get full ammo from a resupply stratagem, and rework the Tier 4 upgrade which helps with that. Because that tier 4 upgrade is locked away to anyone who isn't skilled enough to do suicide or higher difficulty... and that's terrible game design.

Xyler
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The answer is simple, buff don't nerf. Buff under used weapons making them vaible or at the very least fun to use. Most of the lvl 100 plus aren't chasing unlocks we're not min maxing for the perfect build. We found it already for our style and now we help/experiment with odd builds. Which you quickly discover 60% of the weapons under perform and have almost no place aside from difficulties 1-4.

SocialTourist
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One thing i LOVE about this game is that the enemy HP doesn’t change from trivial to helldive difficulty.

hamothemagnif
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they have so many elements to make weapons "balanced":
1. they have "game master" which practically can set what kind of mission we should play on weekly basis
2. they can play around it to make things interesting. for example, in hot planet, armor effectiveness is less, so people don't need to bring a high penetrating weapon more. light penetrating weapons are what it takes. both for enemies and divers
3. on icy planet, the reverse. armor effectiveness increases, making light penetrating weapons less effective. however, explosive damage are more effective since armors are more brittle.
3. instead of nerfing railguns to the ground, make it so in ionic planet it takes more time to charge the weapon since the planet screws up the internal magnetic component of the weapon.
4. still in the ionic planet, arc weapons jump more, but it'll be more unpredictable which sometimes will suddenly hit and kill yourself. now you got reasons to bring anti electric armor if you bring electric weapons.
5. make it's easier to spread fire in jungle lush planet, and harder to spread in icy planet.
6. to reduce people from overusing eagle, make it so in an meteoric planets, eagles will sometime fails due to heavy rain of meteor which prevents eagle to reach the divers
7. BUFF TURRETS and MINES! make it a bit more overpowered, low cooldowns, more ammo (even make it multiple deployment for mines like eagle), BUT make it so that in earthquake, it suddenly destroy all of your deployments.

like... you don't really need to "balance" weapon, you just need to give reasons/limitations for divers to stop them from overusing certain type of weapon/strats. people will get creative and figure out their own ways to enjoy the game. but when you nerf weapons to the ground just because statistically too many people are using it, it's not fun. it's boring.

bufosp
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While I understand being a small studio means things can take time, if their response is that it would take 5 years to make a balanced warbond, there's bigger problems at play than unbalanced weapons.

stepheneddington
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This... shouldn't be as much of a problem as it currently is. I understand how balancing can get dicey in regards to a PvP game, but PvE...? Just eyeball it roughly and put another 20-30% power on top just to be safe. Much more important, surely, has to be that weapons have a unique feel. Can't wait to get another ballistic assault rifle with light penetration and a slight tweak in firerate...
In that same spirit removing the Eruptor's Shrapnel was just the worst possible balancing action that could been done for example.
I'm just hoping that the game can get back on track in the near future.

thedarksideofgaming
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More enemies that are less spongy is ideal.

Michael-exlk
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I feel like everyone on this team worked so hard to make an amazing game and all the lazy dead weight got thrown onto the balance team. They arent entitled to a job its time to let them go and get some people that share youe vision

aaronwaters