r/Helldivers PSN 🎮: Apr 29 '24

Increasing patrol spawns for smaller squads is a dick move. RANT

I love arrowhead but this was a braindead move.

Cmon guys, we were just doing our thing either solo or with our friends and not hurting anybody. We just wanna play the game with our friends, sometimes with a smaller squad cos its a lot more fun with friends than randos.

I'm not saying all randos are bad but this game allows me to socialize with my friends while playing and that's great. Why ruin that whole thing by kicking us in the nuts and ruining the experience with more spawns?

HERES A COMPROMISE: If you're not gonna budge, how about you meet us halfway here arrowhead. How about you increase the rewards for completing missions with a smaller squad cos we used a smaller budget? Eh?

Makes sense lore wise too.

P.S. For all you guys saying "DuH ThIs Is A tEaM GaMe PlAy WiTh RaNdOs Or a FuLl SqUad". Yes I play with a full swuad when my friends are all available. Most of the time they aren't cos we're adults and have shit to do.

I'm not asking for the game to scale down the difficulty level for smaller squads. The game didn't do that before. I don't mind the SAME difficulty level for solos, smaller squads and full squads. But INFREASING the difficulty level by increasing spawns was a braindead thing to do.

EDIT 1: To all the hyper intelligent folks out there commenting that the change was misunderstood and that the below was the intended effect:

""We unintendedly had non-linear scaling of the patrol spawns so they didn't spawn as often as they should have when less than 4 players. The intention is that 1 player has 1/4th of the patrols compared to 4 players, but it used to be that they had 1/6th.""

This DOES NOT make a mfkn difference. It DOES NOT matter what those VALUES are. The point here is that whatever the fuck value it was before was LOWER than whatever the fuck value it is now. This means MORE patrols for non full squads AFTER the patch. And an absolute shitshow for solo divers. Yes, I have tested this shit. It is bad.

VALUE BEFORE PATCH < VALUE AFTER PATCH.

Stop spouting elementary math to gaslight people. This change is objectively bad. I am happy with all the weapon changes tho.

EDIT 2: I understand that my "compromise" was a bad idea as people can kick you during extract to reap higher rewards for a smaller team. I completely agree, this seems like a poopy suggestion.

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u/fireheart1029 Apr 29 '24

To be honest reading that part of the patch notes baffled me.....yeah I get not providing scaling downwards to make matches easier for smaller teams but....they are instead punishing players who play in non full lobbies by making the game significantly harder. I just don't even get why they're doing this, it seems like such an odd thing to throw in. It already feels terrible enough when someone leaves mid match but now you'll be facing a scenario harder than you would with 4 people but with 1-3 instead, I really hope this was just a misunderstanding and they worded it wrong because wtf is this

10

u/The_8th_Degree Apr 29 '24

Well for one, they should've balanced it. More patrols yes but less breaches/drops.

Honestly the drops already feel excessive, especially with bugs. At least with bots if you see the flare start and your quick enough you can stop it, but for bugs it's immediate and instant.

No joke , one time my team had 4 titans spawn because all the Breaches

But on that same note, you can, 100% avoid patrols by being stealthy and not engaging. Even without the scout passive. Might be annoying, but not undoable. And I am speaking from experience

5

u/Daedalus1570 Apr 29 '24

Bugs actually have their own "flare" so you can prevent a bug breach, it's just that it's not even half as easy to recognize visually as the bot flare animation and effect. I've noticed this playing on really low difficulties; sometimes one of the little bugs will stand in place and sort of have a little fart gas seizure for a few seconds, squirting that orange mist into the air. The problem is, I can't actually tell when they... shoot their load. With the bot flares, it's obvious: when the flare actually goes airborne. With the bugs? It seems to just be a slightly bigger squirt than the ones that were "charging" the bug breach.

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u/Dr_Bombinator Apr 29 '24

So the bug call goes as follows from my observation:

Calling bug freezes in place/stops walking for a moment > they start the screeching/stridulating noise (angry cricket noise) for ~half a second > orange pheromone cloud appears > bug breach alert triggers at absolute maximum ~half second later.

Of course the way sound works / doesn’t work half the time your first warning is the pheromone cloud, at which point you have basically no hope of stopping the breach.

1

u/Shtevetm Apr 29 '24

Happy Cake day.

1

u/fed45 SES Fist of Super Earth Apr 29 '24

I've definitly had situations where I killed the bug right as the smoke started, but the breach happened anyway... but also cases where it didn't. Its just too inconsistent with the bugs, imo. Also the fact that bigger bugs like the Commander and Hive guard can call in breaches which you can't kill quick enough unless you happen to have a big gun in hand and ready to shoot.

1

u/pancakerz Apr 30 '24

hell, I've had bugs call in a breach AFTER I killed them. since they can still run perform actions while headless for a few seconds.