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[Helldivers II] Do You Stan For Cyberstan?

ZavianZavian universal peace sounds better than forever warRegistered User regular
edited November 5 in Games and Technology
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Platforms: PS5 and PC (Steam)
URGENT BROADCAST – SUPER EARTH ARMED FORCES
Freedom. Peace. Democracy.
Your Super Earth-born rights. The key pillars of our civilization.
Of our very existence.
But the war rages on. And everything is once again under threat.
Join the greatest military force the galaxy has ever seen and make this a safe and free place to live.

You will be assembled into squads of up to four Helldivers and assigned strategic missions. Watch each other’s back – friendly fire is an unfortunate certainty of war, but victory without teamwork is impossible. Rain down freedom from above, sneak through enemy territory, or grit your teeth and charge head-first into the jaws of combat. How you deliver liberty is your choice; you’ll have access to a wide array of explosive firepower, life-saving armor and battle-changing stratagems… the jewel in every Helldiver’s arsenal. Super Earth recognises your hard work with valuable Requisition. Use it to access different rewards that benefit you, your squad, your destroyer ship and our overall war effort. Everything on every planet wants you dead. That’s what we’re dealing with. Each enemy has distinct and unpredictable characteristics, tactics, and behavior – but they all fight ferociously and without fear or morality. Capturing enemy planets, defending against invasions, and completing missions will contribute to our overall effort.
FAQ
Can I turn off friendly fire?
Friendly Fire is an integral part of the Helldivers experience. The game was designed with Friendly Fire as a core part of the design. You will not be able to turn off Friendly Fire.
Can I play solo?
Technically yes, but this is not recommended unless you are the most fearsome of players. It’s a dangerous galaxy out there, where especially the harder difficulties are tuned for co-op. But no one is stopping you from flexing your lonesome prowess...
But fear not, if you do try to play solo and find yourself in a pinch, throw down the S.O.S. Beacon Stratagem and another player should be right there to help!
What type of currencies are in the game?
- Super Credits can be purchased or discovered through gameplay. They can be used to purchase Warbonds, or to purchase armor from the rotating Surplus Store.
- War Medals can be discovered through gameplay or awarded for completing objectives, and can be used to unlock the content in Warbonds.
- Requisitions are awarded to players for completing objectives, missions and operations. They can be used to unlock new Stratagems through the Ship Management terminal.
- Samples can be discovered through gameplay and come in three different rarities: normal, rare and super rare. Harder mission difficulties will contain more rare samples, as displayed when choosing mission difficulty. They can be used to upgrade Stratagems through the Ship Management terminal on your ship.
What is a Warbond?
Warbonds are bundles of game content made to bring more variety to the Helldivers 2 experience. They can be purchased with Super Credits, which can be bought by players directly or discovered through gameplay.
Warbonds can contain anything from emotes and player cards to armor, weapons and capes. The weapons and armor contained in Warbonds are designed to spice up the player experience, not to overpower the options available in game – meaning, a Warbond rifle may have the same damage output as a rifle that can be unlocked through gameplay, but have a new weird way of outputting said damage.
Each Warbond is divided into several pages of content. This content can be unlocked by spending War Medals, discovered through gameplay or awarded for completing objectives. Once you have spent a set number of Medals on one Warbond, the next page of that Warbond will become available. All medals spent in a Warbond, no matter which page they were spent on, count towards unlocking the next page. This means that you can progress through a Warbond at your own pace, in the order you prefer.
New Warbonds are continuously added to the game. Existing Warbonds will always remain available for purchase.

Super Citizen Edition:
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Edition includes:

‘DP-53 Savior of the Free’ Armor Set.
‘Will of the People’ Cape.
‘MP-98 Knight’ Weapon.
Super Citizen Status.
Stratagem Hero Ship Game.
‘Steeled Veterans’ Premium Warbond.
This war will be won or lost depending on the actions of everyone involved.

We stand together, or we fall apart.

For Super Earth!

Hahnsoo1 on
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Posts

  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Divers, to Hell!

    Ideas hate it when you anthropomorphize them
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  • CorsiniCorsini Registered User regular
    Does the 50% turret explosive damage reduction have a noticeable effect? I am considering it, but worry turrets will still be destroyed by a single stray missile.

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  • FencingsaxFencingsax It is difficult to get a man to understand, when his salary depends upon his not understanding GNU Terry PratchettRegistered User regular
    edited July 10
    Has anyone had terrible connections tonight?

    Edit: They just released a hotfix

    Fencingsax on
  • TofystedethTofystedeth Registered User regular
    I haven't really noticed much effect. It doesn't do anything against chargers which are probably the most frequent turret murderers, and the next most frequent is allies dropping 500kgs or Airstrikes directly on top of them which do enough damage that 50% off doesn't matter.

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  • RenzoRenzo Registered User regular
    I haven't really noticed much effect. It doesn't do anything against chargers which are probably the most frequent turret murderers, and the next most frequent is allies dropping 500kgs or Airstrikes directly on top of them which do enough damage that 50% off doesn't matter.

    I assume it's to counter rocket devastators that one-shot turrets from 100 meters.

  • NobodyNobody Registered User regular
    And gunships probably

  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    Then of course there's the ~33% of players who refuse to fight anything but bugs ever who will always hamper any bot MO, but that's a different issue entirely...

    I see this kind of talk thrown around a lot on Reddit too.

    I won't argue that whenever there's a Bot MO there's a good chunk who stick to bugs, and frankly the reverse is also true, though to a lesser degree.

    That said, I've watched Helldivers.io like a hawk during some MO's, and I have seen over 80% of the playerbase on Bots. It may be an infrequent spike, but Bot objectives are hardly capped at 2/3 of the players.

    I'm an equal opportunity hunter, and enjoy the different factions for their associated different playstyles and how they can emphasize the use of different strategies and stratagems and experiences. A Shrieker nest (let alone multiples) can be a very different challenge than a slew of Gunship fabricators, for example. Or the way 'omg stalkers nests, OMG MULTIPLE STALKER NESTS!' can change up a dive, versus 'whelp we landed near a jammer and are in range of artillery, so this is interesting...'

    I enjoy fighting both, but I find some bot missions/maps/effects can make them a bit more of a puzzle to solve, though sometimes that puzzle is simply solved by hurling a pair of 380's at it and running away for 30 seconds before going back in to take care of whatever is still standing.

    That said, I 100% agree that it would behoove Arrowhead to continue to improve upon the way information is conveyed. A planet's resistance can range between 0% and 3% or higher. We've had MO specific situations where a planet's regen rate started at something like 10% and declined over time. I know they don't want to overwhelm players, but folks aren't making informed choices unless they're looking at third party data sources.

    Even then, we lack a manner of communicating with tens of thousands of players, so it's always going to be a polite suggestion at best.

    And finally, I also respect that sometimes folks just don't want to leap into the efficient target. Because they have limited time to play and just don't want to deal with *insert faction here*'s bullshit. Or the personal order is counter to that. Or the planet/conditions in question are more annoying than they care to endure. I get it. I just see it as a challenge, but end of the day it's a game and a hobby and if someone doesn't want to fight X or fight on Y, I understand.

    On top of improving information, I think it's in AH's best interest to improve the incentives to focus on the MO's. Not with more medals, and as great as I think it is, the 'lore' of the war just doesn't hold much appeal for some people. Especially given that it seems we are not meant to regularly win or lose the war (or possibly win/lose at all), it's a bit harder to get worked up about WE MUST TAKE/RETAKE X PLANET other than for the memes, because if we're doing too well, they're just going to make it harder until we're not, and if we fall way behind sometimes they just set the regen rate to 0 for a bit. It makes the impassioned pleas on Reddit trying to guide the whole 85'ish folks who are even online on the sub at that moment to attack/defend a certain spot all the more amusing. Guys, it's great that you think you're a general and can lead a daring charge behind enemy lines to cut off X defense with 'the usual gambit', but we're not pawns in their game, and we need a good 30-40%+ on most worlds to make substantial progress.

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
  • kaidkaid Registered User regular
    The explosion reduction on the turrets is mostly to help with near misses from friendly grenades/auto cannons and enemy stuff like grenades/gunships/rocket bots. If they focus on it directly that turret is going down but it makes them last a lot longer when they are not a direct target. I was having good luck with my auto cannon doing work vs gun ships and it was holding up well vs the random spray of gunship rockets.

  • hlprmnkyhlprmnky Registered User regular
    I don’t know that it would change my “select MO-relevant planet, select diff 6, press square, receive single-serving friends” play style, but something I think would synergize well with the resistance levels and supply lines would be a mission type at higher difficulties that attacked regen rate directly instead of adding your 0.0012 contribution to taking the planet. Maybe a variation on the kill eggs / destroy comms network missions with some extra stuff to do. Let the divers on Impossible and Helldive lead the way by blunting enemy resistance!

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  • Gnome-InterruptusGnome-Interruptus Registered User regular
    hlprmnky wrote: »
    I don’t know that it would change my “select MO-relevant planet, select diff 6, press square, receive single-serving friends” play style, but something I think would synergize well with the resistance levels and supply lines would be a mission type at higher difficulties that attacked regen rate directly instead of adding your 0.0012 contribution to taking the planet. Maybe a variation on the kill eggs / destroy comms network missions with some extra stuff to do. Let the divers on Impossible and Helldive lead the way by blunting enemy resistance!

    I would also like to see a rework of the defense missions.

    They are both less fun and less rewarding (at least for rare/super samples) while being more difficult.

    So much so that current meta is to ignore defensive planets and just wait to recapture them.

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  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    hlprmnky wrote: »
    I don’t know that it would change my “select MO-relevant planet, select diff 6, press square, receive single-serving friends” play style, but something I think would synergize well with the resistance levels and supply lines would be a mission type at higher difficulties that attacked regen rate directly instead of adding your 0.0012 contribution to taking the planet. Maybe a variation on the kill eggs / destroy comms network missions with some extra stuff to do. Let the divers on Impossible and Helldive lead the way by blunting enemy resistance!

    I would also like to see a rework of the defense missions.

    They are both less fun and less rewarding (at least for rare/super samples) while being more difficult.

    So much so that current meta is to ignore defensive planets and just wait to recapture them.

    They've had some lower HP defenses where progress was made pretty swiftly by a surprisingly small cadre of forces, and that style I kind of like. As with everything, they don't have to make it easy to make it doable with a reasonable portion of the forces that are likely to go after it. Not having to deal with regen certainly helps, but I totally agree that the fun (or lack thereof) of a mission type/set needs to be taken into account.

    Also, further thoughts on incentives, it'd be nice if the rumoured/theorized/hinted at guild/clan/battalion/whatever system gave us something else to work towards. Let us earn points by dropping onto MO objectives, that award titles, ship name options, cosmetics (armour, helmets, capes), stuff that doesn't carry mechanical advantages (thus, removing the OMG Y U FORCE ME TO _____ sentiment, at least from reasonable people), but acts as a small nudge towards the playerbase to focus on MO's specifically, even if they don't care about the war/lore, and are maxed out on medals.

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
  • NobodyNobody Registered User regular
    I’m honestly wondering if the battle station plans from the prior MO don’t have something to do with that.

    Like, it’ll be a clan hall you have to buy

  • DysDys how am I even using this gun Registered User regular
    Maybe?

    My personal hope is that, with it being a battle station, it'll be something to spend extra resources at for extra stratagems for missions.

    For the amount of time I have spent with my samples and medals capped, I think it would be really rad to spend a chunk of them for an orbitally-launched mini nuke or something like that.

    For example, I personally don't tend to pick mechs amongst my stratagems. But I would legit adore being able to donate some resources to have a single-use call in for one constantly available.

  • NoRegretsForOurYouthNoRegretsForOurYouth EuropeRegistered User regular
    I’ve recently returned to Helldivers 2 after a long break; moving countries makes it hard to find time for video games. I’ve never been good at the game, so I’m very pleased they moved the super samples to difficulty 6. I can now actually make progress and get superior packing methodogy. I’ve played a few lvl7 bot missions after coming back as well, but it’s pretty tough.

  • kaidkaid Registered User regular
    Most of the time the level 7bot is fine but holy god a couple I had in the thick forest biome were SPICY we completed them but that was at least one notch more stress than I was looking for. I think having 2 random gun ship patrols + two gunship tower POI in close proximity really pushed that into WTF territory. Being able to drop it down and still get super samples is nice.

  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    edited July 10
    There's also been rumours/hints/supposed leaks about a weapon tweaking mechanic being worked on, as another possibility.

    I don't want it to be something wildly overpowered, but some way we could pay excess resources (requisition slips, samples, medals, whatever) to refine weapons to suit our playstyle would be nice.

    Note, obviously I don't want them to allow for some wildly overpowered broken 'I can solo the map on T9 without breaking a sweat due to my Godly Uber Smiting Weapon Of Fuck Off +5', more a matter of 'give us an interim grind to work on when the primary grinds are done or we just don't care'.

    Edit: I guess medals could be included in that as well, especially with the reduced rate of warbond releases, which has already kicked in, seeing as tomorrow is the second Thursday of the month and obviously we haven't gotten a trailer. Being almost permanently capped at 250/250 does open up the option of using those for whatever they have coming, especially for consumable/reusable or widely applicable purposes (like upgrading/tweaking each individual weapon, not just entire tiers).

    Forar on
    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
  • TofystedethTofystedeth Registered User regular
    I want a mech just bristling with lasers. Let me play my battletech discoball

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  • italianranmaitalianranma Registered User regular
    I'm still playing the game regularly, but I've definitely slowed down now only playing 2-3 times a week when friends invite me to. I played with some friends in a 3-man Helldive v. bots last night, and it was difficult, but not as intense as I would have feared. Certainly there were points were we couldn't make headway because the steady flow of bots easily overpowers our ability to kill, and so we had to do some kind of retreat and flank maneuver for most objectives. I don't think there are any damage modifiers for Helldive, but I swear I was one or two tapped far more regularly last night despite wearing the 150 tactical armor. Honestly, it was a bit frustrating and not as fun as I would have hoped.

    The experience for me has stagnated a bit, even with the constant updates, but I suppose that was inevitable at some point. I'm really hoping to see some Illuminates soon.

    飛べねぇ豚はただの豚だ。
  • BahamutZEROBahamutZERO Registered User regular
    There are no damage modifiers on any difficulty, just numbers of enemies spawned.

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  • italianranmaitalianranma Registered User regular
    That's what I've heard, but I must have had a lot of unlucky crits. Talking about things like a single rocket to the leg which launches me up about 6' and kills me with the combo of hit + explosion + impact damage. Or going from full health to dead in less than a second from a strafing gunship. All while wearing 150 armor.

    飛べねぇ豚はただの豚だ。
  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    I'm a big proponent of explosive resistance into bots.

    Striders are absolutely terrifying though, those fuckers love to go for headshots and will just drop you in record time. Factory striders are even worse with their miniguns.

    Though I had a funny the other day where one got dropped in on top of me. While I had a loaded autocannon. Yyyyyyeah.

    Also funny: accidentally perfectly aiming a seaf mininuke, one shotting an entire heavy base

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  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    I'm a big proponent of explosive resistance into bots.

    Striders are absolutely terrifying though, those fuckers love to go for headshots and will just drop you in record time. Factory striders are even worse with their miniguns.

    Though I had a funny the other day where one got dropped in on top of me. While I had a loaded autocannon. Yyyyyyeah.

    Also funny: accidentally perfectly aiming a seaf mininuke, one shotting an entire heavy base

    I want more factory striders. I have not had enough opportunities to do the Autocannon belly shot.

    I also require a motorbike I can power slide with.

    Well the good news is there was a motorbike in Helldivers 1, so there's a very good possibility you may get one.

  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    edited July 11
    They just need to solve the vehicle issue first.

    (There's some kind of problem on the back-end that makes multiple vehicles cause big issues, which is part of why you're limited to one mech. As i understand it, it's a combo of asset caching issues, and every vehicle being effectively another hell diver the game has to check and keep track of, which gets multiplicative issueful).

    So... hopefully they can crack things and we can get motorbikes, because that'd be sick and i want to do sweet wheelies while firing my autocannon into bots.

    Edit: Doing some more searching, they've at least implied they're looking into doing engine rewrites etc to fix vehicle issues.

    The Zombie Penguin on
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  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Also, hey, Helldivers 2 won Best Game Design at the Develop Awards.

    https://i.redd.it/jvhif532nrbd1.png

    Go them!

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  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    Obviously we don't have a new warbond today (the second Thursday of the month), and yes, I'm well aware that they recently said they were slowing down the release rate of new warbonds in order to ensure that what they do put out is as bug free and high quality as possible.

    I hope we get one in early August. And that they find an alternate use for medals. They really go from 'omg I need thousands!' to 'whelp, we're back to xp and samples being the only things to worry about, and the latter isn't too hard to keep up with'.

    Don't get me wrong, I don't need a grind, but as I suggested above, it'd be nice if some kind of consumable or long term goal system were added to siphon excess resources from us. Let us gift the squad with a bonus stratagem for a single mission. Tweak weapons slightly. Pay into long term donations to eventually earn cosmetics (ship titles, player titles, capes, etc). Something like that.

    I suppose there's some value to them to forcing us to have a stockpile of materials. I'm sure doing the above would also include the risk of ire from some players who dump all of their X and Y into a goal only to see a new warbond/module set/whatever drop and be starting from zero rather than with a headstart.

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
  • RakeethRakeeth Registered User regular
    I've slowed down mostly because most of the friend groups I was playing with stopped playing. AH is also focusing on bug/stability fixes over actual content.

    With everything unlocked and no new content one of the few things to get excited about are MOs but most of the recent ones have been kind of boring. it doesn't really feel like we're making any progress.

    In the end this is a horde shooter with no FOMO so I'm not missing out by not playing.
    There's also plenty of other games.

  • italianranmaitalianranma Registered User regular
    If I never play again it's already money well spent. I think I've got about 300 hours into the game? Plenty of good memories and fun times. Some of my friend group has gone back to Darktide, but I don't think I'll follow. I've got a backlog of single player games I need to get through.

    飛べねぇ豚はただの豚だ。
  • TofystedethTofystedeth Registered User regular
    Absolutely bonkers diff 6 eradicate just now where it would not stop spawning hulks. After about 20 seconds in there was pretty much never less than 4. Usually more.

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  • nexuscrawlernexuscrawler Registered User regular
    Stungrenade + precision strike is a cheaper rail cannon strike

  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Stungrenade + precision strike is a cheaper rail cannon strike

    I love when i get Charger triple kills with stuns into a OPS. It's so good.

    Ideas hate it when you anthropomorphize them
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  • cB557cB557 voOOP Registered User regular
    Something I wanna try out one of these days is a team with one of the standard AT rocket weapons and a railgun on it, and see how many hits from a railgun it takes to finish a bile titan's head after it's already been hit by a rocket. I think the normal rocket weapons deal 650 damage to a bitan's head, which has 750 health, so you just need to do a relatively small amount of damage to finish the head off.

    According to the wiki and helldiver.io, the railgun at a full charge has 900 damage, 90 durable damage, and seven armor penetration. They say a bitan head has 5 armor and 95% durability. If I understand and have done the math right, 900 damage and 90 durable damage against a target with 95% durability works out to 130.5 damage. So I think after a rocket hit, you should be able to finish off a bile titan's head with a single max charge railgun shot, with a little bit of wiggle room for undercharging.

  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    edited July 15
    Stungrenade + precision strike is a cheaper rail cannon strike

    Stun grenade + laser cannon to the weak point is even cheaper.

    On that note, I'm still torn between HMG and Laser cannon when fighting bots. For me the biggest threats when bot fighting are gunships, hulks and groups of berserkers. The HMG trivializes berserker groups and can do okay against gunships or hulks, while the laser cannon trivializes gunships, can trivialize hulks IF you get a good stun grenade off, and is not so great against the zerkers.

    I do prefer the HMG for the pure satisfaction of the dakka dakka, but the limited ammo is a problem. Unless you bring an ammo backpack, then you can just use it as your primary and dakka dakka dakka all day.

    Mr Ray on
  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    I've seen a lot of folks using the HMG lately, and have been tempted to take it on a spin at some point. I never disliked it when I used it previously, it just hadn't risen to overcome prioritizing other weapons.

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
  • RakeethRakeeth Registered User regular
    cB557 wrote: »
    Something I wanna try out one of these days is a team with one of the standard AT rocket weapons and a railgun on it, and see how many hits from a railgun it takes to finish a bile titan's head after it's already been hit by a rocket. I think the normal rocket weapons deal 650 damage to a bitan's head, which has 750 health, so you just need to do a relatively small amount of damage to finish the head off.

    According to the wiki and helldiver.io, the railgun at a full charge has 900 damage, 90 durable damage, and seven armor penetration. They say a bitan head has 5 armor and 95% durability. If I understand and have done the math right, 900 damage and 90 durable damage against a target with 95% durability works out to 130.5 damage. So I think after a rocket hit, you should be able to finish off a bile titan's head with a single max charge railgun shot, with a little bit of wiggle room for undercharging.

    One of the streamers I used to watch ran this combo in his squads regularly. It's 1 AT round and 1 90% railgun shot to forehead.

    This was before the slight nerf to BT head hp a few weeks ago. So there might be more leeway on the charge % now.

  • italianranmaitalianranma Registered User regular
    Mr Ray wrote: »
    Stungrenade + precision strike is a cheaper rail cannon strike

    Stun grenade + laser cannon to the weak point is even cheaper.

    On that note, I'm still torn between HMG and Laser cannon when fighting bots. For me the biggest threats when bot fighting are gunships, hulks and groups of berserkers. The HMG trivializes berserker groups and can do okay against gunships or hulks, while the laser cannon trivializes gunships, can trivialize hulks IF you get a good stun grenade off, and is not so great against the zerkers.

    I do prefer the HMG for the pure satisfaction of the dakka dakka, but the limited ammo is a problem. Unless you bring an ammo backpack, then you can just use it as your primary and dakka dakka dakka all day.

    Do both: bring the HMG emplacement. That thing does work in a team setting, and isn’t so bad when you’re solo either. I can’t wait for the inevitable autocannon and grenade launcher variants.

    飛べねぇ豚はただの豚だ。
  • ArbitraryDescriptorArbitraryDescriptor Registered User regular
    Logged on last night after being AFK since just before the T5 upgrades dropped, and I guess I will have to purchase that electricity++ upgrade after all. Harumph.

    Sample cost ratios continue to seem increasingly arbitrary, rather than driven by some kind of formula based on an average haul from X difficulty Y operations. It doesn't need to be that way, of course, it just seems like a live service game would benefit from the kind of progression where you can cleanly estimate that the next carrot should translate into X hours per player. To that end: it also seems like working medals into that equation would further help them ensure that those X hours are spread over Y days (@ 15/PO), and help incentivize MO participation.

    (Full disclosure: I'm now quite firmly in the "I have 250 medals I can't spend for 6+ weeks" club, but only because there's a lot of cosmetics / emotes that don't interest me.)

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This discussion has been closed.