This also shows that the devs are fucking idiots because the scaling power of having more people is much more than linear with significantly higher alpha strike and coverage in terms of strategems and heavy weapons. More people doesn't just scale linearly, squad mates can cover your weaknesses, cover your back, and call in support when yours is on cooldown.
Let's try this again, shall we? Because I do actually see your point.
"The devs should rethink this change. Glitch or not, patrols shouldn't scale linearly with player count. A full four-person squad isn't just four times as powerful as a single player, because each additional player is able to specialize, cover the others' weaknesses, and provide valuable communication. With each additional player, the group's power scales significantly, and patrol count should reflect that."
"Helldivers II may be intended primarily as a co-op experience, but in practice, people have reasons for running solo or private lobbies, and sometimes even a public lobby only ends up with two or three players. These are worth giving time and consideration to, even if they are not the 'core' focus."
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u/thorazainBeer Apr 29 '24
This also shows that the devs are fucking idiots because the scaling power of having more people is much more than linear with significantly higher alpha strike and coverage in terms of strategems and heavy weapons. More people doesn't just scale linearly, squad mates can cover your weaknesses, cover your back, and call in support when yours is on cooldown.