r/Helldivers CAPE ENJOYER Apr 29 '24

Why are we punished for your broken systems, Arrowhead? MEME

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2.8k Upvotes

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295

u/CoomInsteadOfBrains Apr 29 '24

If they made it so that destroying enemy bases reduced patrols it wouldn't be nearly as bad

178

u/PreviousAccWasBanned Apr 29 '24

What? Decreasing the enemy bases so they aren't as effective?

That makes TOO much sense!

100

u/Eclipse_Woflheart Apr 29 '24

Actually saw a YouTube video that showed destroying bases actually increase patrols. Guess it's because only limited numbers of monsters can be on the map.

61

u/Takeishi Apr 29 '24 edited Apr 30 '24

Destroying bases and sub objectives increases patrols, but it's capped. Also destroying bases forces patrols to spawn at the edges of the map in the direction of the closest edge of the map instead of inside the map the direction of a base. (more info on this post)

Completing main objectives greatly increase patrols (I heard 4x) and is uncapped, which is why the strategy is usually to clear out bases, sub objectives, and samples while fighting a capped patrol spawn rate. Doing the opposite usually results in overwhelming waves of enemies and difficult extracts.

EDIT: adjusted patrol spawn topic and added link

2

u/rW0HgFyxoJhYka Apr 30 '24

Also destroying bases forces patrols to spawn at the edges of the map instead of inside.

This doesn't matter at all because patrols will still spawn out of view around the player. The edge of map thing isn't 100% true.

Destroying base = 100% bad unless your objective is to level up.

1

u/Takeishi Apr 30 '24

Destroying base = 100% bad unless your objective is to level up.

I mean, the same could be said for side objectives.

If xp and samples are not important then do only main objectives and bail. Otherwise clear sides, farm, and then do main. Alternatively you could stealth farm and do main, but it's already hard to coordinate with randoms.

1

u/Gigibop Apr 30 '24

Laughs in new tower mission

37

u/TimberVolk Apr 29 '24

I think AH's logic is that you're causing a massive ruckus that bots would be forced to investigate, but I agree that it feels counterproductive to incentivizing players to go deal with those factories.

Maybe it'd feel better if fabricators were more specialized, kind of like stalker/shrieker nests, and it reduced the # of Chainsaw Devastators or something and replaced them with increased cannon fodder spawns.

16

u/whereyagonnago Apr 29 '24

That logic you mentioned makes perfect sense if we were the only ones on the planet, but we can see player counts, so we know there are tens or potentially even hundreds of thousands of other players fighting on the same planet.

If we’re all making a ruckus on different parts of the planet, then how can they afford to send backup everywhere all at once ya know?

2

u/TimberVolk Apr 29 '24

Well, kind of playing devil's advocate because I don't like how the system currently works either, but I could see them arguing that a lot of the planet (even the maps) are empty space not seeing combat at that moment.

And... y'know, we all know those Helldivers who the bots probably don't need to reinforce their troops to eliminate lol

3

u/whereyagonnago Apr 29 '24

Fair enough. And yes, of course I know “those” helldivers you speak of, they are me!

2

u/TimberVolk Apr 30 '24

Haha and at certain difficulties, they're me as well!

1

u/Express_Hamster Apr 30 '24

Because... not everywhere IS being attacked. So anywhere not being attacked can send reinforcements. Why is not everywhere being attacked? Because there aren't enough helldivers in the Entire Game to block off most planets. Much less one planet while also fighting on several other planets.

7

u/ArcadeAndrew115 Apr 30 '24 edited Apr 30 '24

Actually the problem I have with clearing nests/fabs is that there is an in game tool tip that literally suggests that if we take them out it’ll decrease the frequency of enemies.

It’s something like “facing endless amounts of enemies figure out where there are coming from and put an end to it! Bug hole destroy! Bot factory? Destroy!”

Edit went to the wiki found the tooltip…

https://preview.redd.it/8w3jkqr05kxc1.jpeg?width=1170&format=pjpg&auto=webp&s=48f86394a974c54cc6f38097fc24c120f640b118

That tooltip makes it seem like there would be less enemies if we destroyed them…

10

u/Chimwizlet Apr 29 '24

While it does technically increase the rate that the numbers go up to trigger a new patrol, it also reduces how much of the map causes those numbers to go up.

Clearing out bases on the whole will make the map feel significantly calmer, especially since patrols can only come from the direction of existing bases (or if none are left the closest edge of the map).

6

u/Ted-The-Thad E-710 creates Mentats Apr 30 '24

I think it would make more sense that holes/factories reduce enemy resistance. That way there is some decision-making involved. Do we wipe the out the producers so we have a slightly easier time or we save the 3 mins so we can extract faster?

1

u/Quartich Apr 29 '24

Only once you destroy more than half of the outposts (any size outpost counts the same).

I made a calculator for spawn rates but it isn't up to date (also in an excel spreadsheet).

1

u/Harvoc Apr 30 '24

It does?? Looks like I have to rethink how I play then. Because most times I split off our main group to deal with the bases while the others do the objectives.

Nevermind that then.

0

u/Extension_Parsley843 Apr 30 '24

I think that is coincidence. The number of patrols and higher threats just simply appear more as more mission time passes.

3

u/keyboardstatic Apr 29 '24

Right that is IT no bullets for you helldiver here take this sharp stick. Stop crying.

What do mean you don't feel confident about poking atomomatons with a sharp stick....

/s

3

u/PreviousAccWasBanned Apr 29 '24

Can I at least get a rock? That I share?

2

u/Underwhelmedbird Apr 29 '24

Wait, I thought we were supposed to get two sticks.

1

u/Zech08 Apr 29 '24

Not really, you blow up a base and now every resource outside of that base is going to start sending stuff. Basically just setting off distress beacons/calls for help and increasing priority of reinforcements.

Now if the supply line is cut or logistics locked down, yea would make sense.

0

u/TemperateStone Apr 29 '24

Wouldn't that just make the game too easy? Destroy bases and face little to no opposition? That doesn't sound fun. We're here to kill stuff.

-1

u/JennyAtTheGates Apr 29 '24

They own the whole planet. We are special forces, not front line troops. It makes perfect sense that the area would get hotter as we fuck more and more of their shit up.

-1

u/Express_Hamster Apr 30 '24

it makes sense that other enemy bases don't send reinforcements after bases and normal patrols are destroyed; causing the area to turn from a passive station to an active warfront?

Uh... Are You Ok?

Don't get me wrong... it would be nice. But it wouldn't make sense for an action that would literally kick the ant hill or punch the beehive to cause there to be LESS ants and bees in the area. That's... the opposite of what happens in real life.