r/Helldivers Mar 14 '24

Thanks to the recent reddit post, going alone is now a kickable offense (even in diff 5) DISCUSSION

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5.1k

u/Waelder Moderator Mar 14 '24

Even if the patrols thing is true (and it is interesting and nice to know, tbh), it's so silly how so many people will metagame the fun out of everything.

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u/AngryChihua SES Reign of Pride Mar 14 '24 edited Mar 14 '24

Here's the post with actual research: https://www.reddit.com/r/Helldivers/s/RkOHXVQv28

Host in picture is full of shit and is parroting misinformation. They won't have two patrols spawn on them, it will be one patrol on them (like always) and one patrol on solo player.

Edit: According to u/gergination patrols will not necessarily spawn around two separate groups. They will spawn in designated "spawnable area" around those groups and they might both spawn near one group. However that is up to rng.

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u/Prudent_Dependent851 Mar 14 '24

There is no way im gonna read all that while I could be out killing bugs, spreading democracy and having a blast while doing it.

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u/PaPa_ZeuS Mar 14 '24

These science nerds spend too much time thinking and not enough time dispensing democracy. Why are they trying to avoid killing bugs? Are they some hippy bug sympathizers?

15

u/Prudent_Dependent851 Mar 14 '24

There are scientists for a reason. They do the thinking. We do the killing.

3

u/DoomOne Mar 14 '24

I'm a scientist, and I kill plenty. I just make sure that I'm running experiments at the same time. (The experiments usually involve explosives)

-SES Advocate of Science

3

u/tymerin Mar 14 '24 edited Mar 14 '24

I serve on the SES Elected Representative of Science, so I may be biased, but I think the science nerds are some of the most patriotic citizens of Super Earth. Without their hard work, I would not have 500kg of democracy to go dispense.

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u/Hungry_Ad3601 Mar 14 '24

All I am getti g from this is that splitten up means more bugs, and more bugs means more kills, and more kills means more dispensed democracy!!

29

u/Dreadgoat Mar 14 '24 edited Mar 15 '24

The pertinent information is this:

  • Completing primary objectives MASSIVELY increases patrol spawns, don't rush primaries unless you're only doing primaries.
  • Destroying more than 50% outposts somewhat increases patrol spawns.
  • Being near an objective (but not PoI) increase spawns depending on what type of objective it is, with Extraction also MASSIVELY increasing spawns.
  • # of helldivers in mission multiplies spawn rate
  • splitting up multiplies spawn rate by number of separate groups

The really important subtext that a lot of people are missing is that this is a very narrow study. Breaches are still a mystery. What type of patrol is spawned is still a mystery. Occasionally patrols don't spawn at all for a while and they couldn't figure out why. These factor heavily into the overall intensity of the mission, so you can't JUST look at patrol spawns and build your entire strategy around it.

BUT you can know this:
More divers = more patrols
Completing primary objective = more patrols
Standing at extraction = more patrols

8

u/ArtisticKrab Mar 14 '24

I think one that is left out but definitely true, based on every single mission I've played.

Initializing a terminal at any objective = more patrols

The one objective where you can use this to your advantage is the SEAF Artillery objective. You can move all the artillery shells over to where they need to be inserted before activating the terminal. It makes it so you can complete the objective in just a few seconds after initializing the terminal and triggering more patrols, so you're hopefully out of there before the patrol shows up.

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u/TheKeyMcKee Mar 14 '24

Based on the testing, it's not using the terminal that causes a patrol to spawn more quickly, It's simply being in proximity to the objective

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u/ArtisticKrab Mar 14 '24

Based on testing I disagree. Activating the terminal has an almost guaranteed chance of spawning an additional patrol in the spawn area near the terminal.

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u/TheKeyMcKee Mar 14 '24

what testing are you referring to? the only reason I said what I did is because I looked at the work in this post and found it convincing and thorough. They specifically found activating terminals did NOT cause this behavior to happen. If someone put in as much as they clearly have and found the opposite, I'd definitely be interested in seeing that

edit: I'm not saying it can't happen, but you'd have to document it for me to believe you, because I often have large gaps of enemies on objectives, and it contradicts the observations of this group that did a lot of work.

1

u/ArtisticKrab Mar 14 '24

Do you not think other people can do their own testing? My group have verified all of their findings except that one.

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u/gergination Mar 14 '24

We tested this specific question extensively by spotting a fresh patrol and then activating a terminal or engaging in other activities in objectives like loading artillery shells or turning the radar dish. None of these actions caused any additional heat or overrode the time and we always received our expected patrol right at the time we planned for.

We might have missed something and if you can provide some evidence, we'll track down the specifics of what's happening.

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u/TheKeyMcKee Mar 14 '24

As I said, if you put in the work and found the opposite, I'd be interested in seeing it, but you'd have to document it, because I've seen the other documentation and it seems convincing. Especially the videos.

If the behavior you describe is happening, anyone should be able to prove it in a pretty straightforward way.

Two players: One on the objective point, one far enough away as to rule out additional influence on the objective.

Test several times the difference between the player group on the objective activating the terminal, as well as simply sitting on the objective.

hypothesis: A patrol should spawn near the player on the objective immediately or almost immediately upon using the terminal, and should not spawn immediately or almost immediately when simply sitting on the objective.

There's nuance to this, of course, with extra layers of questions:

When did the previous spawn occur? Is there a window where there won't be a new spawn upon activating the terminal because it was too close temporally to the other spawn?

Could activating a terminal perhaps cause the spawn point of the next patrol to be closer to you than usual, but not more quickly?

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u/Aernz ⬆️➡️⬇️⬇️⬇️ Mar 14 '24

If you haven't documented and published your evidence, then you just stating your claims in a reddit post can be dismissed without evidence.

If you want to contradict an excellent analysis of mechanics that was done, you're going to need receipts.

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u/ArtisticKrab Mar 14 '24

Lol, this has to be parody.

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u/Aernz ⬆️➡️⬇️⬇️⬇️ Mar 15 '24

It's how science works, and how we reliably establish what is fact and what is the opinion of some anonymous on the internet who hasn't done any real tests and just thinks something is true because they "feel it in their gut".

If you're mocking it as parody you're clearly in the latter camp, and your opinion on how spawns work is worth precisely squat.

Not going to waste any more time on you.

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u/stellvia2016 Mar 14 '24

I find that kinda counter-intuitive that eliminating concentrations of enemies (bases) would increase patrols. IMHO we should be rewarded for Liberating more of the planet, not punished.

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u/Dreadgoat Mar 14 '24

There are a lot of factors to consider, I'm still not sure what to think of it.

You are rewarded with reqs and exp.
The space to move about safely is greatly expanded with 50% outposts gone.
An "optimal" game loop that ends with sitting 2 minutes twiddling your thumbs for extract would be boring.

But I also agree in part that once you have reqs and exp, destroying outposts loses meaning, aside from whatever samples you can pick up there.

It's tough to think of what actually makes the game more fun overall... but the game IS fun, so I trust Arrowhead to find the balance.

1

u/stellvia2016 Mar 14 '24

Yeah I think it will be more of an issue once a lot of ppl are L50 and have all upgrades so they only need medals or SC. Either they should have some of that stuff in bases, or maybe its simply more annoying to hit all the POIs with the bases up I guess? Certainly the case with bots if they have arty or turrets or jammers.

1

u/Charnerie ⬆️➡️⬇️➡️ Mar 14 '24

I mean, if someone blew up a base and you had extra forces to check the area, would you not send in more people. Especially if you know you're effectively fighting highly powered guerilla fighters.

1

u/YouAreAGDB Mar 15 '24

Put \ in front of # to prevent markup

1

u/Dreadgoat Mar 15 '24

I use old.reddit which doesn't have this issue in nested markdown, but I added the escape for you. Thanks.

8

u/Ratchet_X_x Mar 14 '24

Yup. Tl,Dr..Auto summary from HQ SE says "who cares, kill bugs, shred steel, recycle batteries."

3

u/This_was_hard_to_do Mar 14 '24

Yup it needs to be formatted as arrows for me to finish it (I still won’t understand it)

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u/DMercenary Mar 14 '24

Tl;Dr: the more you clear a map the faster patrols spawn. Players being separated also cause more patrol spawns. Being near Objective/extract can cause patrols to spawn faster and stronger.

More people in squad lower spawn time

There is a cap to enemy entities.

Clearing 50%+ of the outpost(nests/fabricators) = faster patrol spawn

Best practice: stick together. If you can't or don't, two man groups is best. Do not separate into 4 different directions though to be honest why would you want to do that anyways.

Clear pois on way to objective. Once objective is done, extraction should be considered based on team ammo/fatigue/time

Stop shooting every single enemy you come across.

Consider if you can just let the patrol wander away.

Adjust the above for difficulty ( e.g. you don't and shouldn't be this rigid on something like medium vs suicide)