u/ChaosVulkan

"Not the correct opinion, okay?"
▲ 252 r/HelldiversMasochists+2 crossposts

"Not the correct opinion, okay?"

(The Officer Helldiver and Cadet Helldiver are discussing loadouts)

Officer: "The RR isn't meta, okay? You're glazing a little. . . not quite the correct opinion, all good, here we go. . ."

(The Cadet equips an RR)

"Sorry, you're whining a little now. All set . . . "

(The Cadet equips an Arc Thrower)

"You're glazing."

(The Officer nods, puts his hand on a Scavenger corpse, then chucks it straight at the Cadet's head)

"WHY do you suppose I just hurled a Scavenger at your head, Cadet??"

Cadet: "I- I d-don't... kno-"

"Yes you do."

"M... my- my opinions..."

"Were you glazing or were you whining?"

"I, I- have no idea..."

"Start giving me takes, Cadet."

(Quietly) "The Eruptor shouldn't be AP4-"

"IN NORMAL WORDS DAMMIT!"

"Eruptor... shouldn't be heavy-"

(The Officer slaps the Cadet)

"H-heavies are too weak... (slap) gas needs a rework... (slap)"

"Now, was it glazing or was it whining?"

"I... don't kno-"

"Give opinions again."

"People need to stop overreacting- (slap) customization was a mistake- (slap)"

"GLAZING OR WHINING?"

"Glazing..."

"SO YOU DO KNOW THE DIFFERENCE! If you deliberately sabotage my power fantasy, I will LIBERATE you like a CYBORG. Now are you a Glazediver... or are you a Whinediver? OR ARE YOU GOING TO REVIEW THE GAME HOW I WANT?"

"I'm gonna review the game how you want-"

"What does that say?"

"AP4 on Hive Guard..."

"Tell me how you're supposed to respond."

"Revert Hive Guards, revert Hive Guards, revert..."

"LADY FUCKING LIBERTY! I DIDN'T KNOW THEY ALLOWED FASCISTS INTO THE HELLDIVER CORPS. !! AM I TO UNDERSTAND THAT YOU CANNOT READ REDDIT AND YOUTUBE POSTS ALL DAY? CAN YOU EVEN FORM YOUR OWN FUCKING OPINION? WHAT IS THAT?"

"Player counts."

"YES, WHAT IS THAT?"

"Developer commentary."

"Read me what the Redditors are saying..."

"T-t-t-the reviews are about the AMA..."

"WHAT the fuck are you, a parrot? Tell me what they're actually saying."

"T-they actually care about balance more than the drama but stay quiet when it makes the game easier."

"Now answer the question, were you glazing... or whining. ANSWER!!"

"Glazing..." (a tear rolls out of the Cadet's helmet)

"Oh my dear Democracy. Are you one of those 'everyone is passionate about the game' Divers? Do I look like a developer to you? You must think I'm a whiner, do you think I'm a whiner?"

"No..."

"No, so you just know all of your opinions are wrong-"

"I do think my opinions make more sense-"

"So, you do think I'm a whiner, yes or fucking no? Yes, you do think I'm a whiner-"

"Y-yeah..."

"Say it."

"You're a whiner."

"Say it so the whole subreddit can hear you."

"He's a whiner."

"LOUDER."

"He's a WHINER."

"LOUUUDEER."

"HE'S A WHINER."

"YOU ARE A WORTHLESS, COMMUNIST, SQU'UITH-LIPPED LITTLE PIECE OF FODDER WHOSE DEMOCRACY OFFICER MARTYRED HIMSELF, ONCE HE FIGURED OUT HE WASN'T GENERAL BRASCH, AND WHO IS NOW WEEPING AND BAITING ALL OVER MY FORUM, LIKE A FUCKING VOTELESS. SO FOR THE FINAL, GAME-KILLING TIME, SAY IT LOUDER!"

"HE'S A WHINER!"

"Form your own opinions, Cadet."

u/ChaosVulkan — 2 days ago

A Permanent Endgame Solution and Pseudo-D11; "Dives of No Return"

Welcome to my huge yap session. Let's get right into it.

What am I attempting to achieve here?

  • Add a time-investment endgame activity that adds difficulty without "being another difficulty"
  • Give players an opportunity to earn currencies and experience at a faster rate
  • Let players approach operations in unique and coordinated ways
  • Reward Galactic War fans with an opportunity to boost liberation even further

What are "DIVES OF NO RETURN?"

They are NOT just "more enemies and structures," sometimes more, sometimes the opposite- similar identity to D10 "Super Helldive," but with changed mechanics. Same modifiers, objectives, enemy pools, etc.

Unlocked after completing D10 operations, "Dives of No Return" would be the game's dedicated endless mode. Premade squads go through a series of missions, but do not return to the Super Destroyer upon mission completion- Pelican sends them straight to the next, right until their resources run dry. You keep your exact equipment, including equipped support stratagems, on your person as Pelican drops you off at the next mission's extract. Cooldowns are kept, and yes I know the whole "limited Exosuits and Laser Orbital" thing, but that is a problem that should not exist in the first place and not mine to solve.

The first mission plays just like a normal operation- think about the route, see the objective, make your loadouts and drop from the Super Destroyer. Subsequent missions, the Helldivers will not know the objective, terrain, or enemies in advance. Possible missions will be any that can be found on D10 in the campaign you are diving on- open field, colonies. A city is under attack? Could be your next mission. Playing Automatons? Pelican might deploy you right into a Commando mission. Diving on a Hiveworld? Caves for days.

Mechanic Changes

  • No online matchmaking. Squads must be formed in a previous public mission, or a private friend group. There is no "switching things/people up" in the middle of your endeavor. Friends not required, you can dive solo.
  • Not knowing mission order, objectives, terrain, or enemies in advance. Can only scout out the first mission from the Super Destroyer. Start following missions at extraction zones from Pelican-1.
  • Multi-mission reinforcement and time budget. In normal missions, reinforcements are a safety net to exhaust, and the Super Destroyer timers give you a boundary to work in. Being shared through missions now, they are resources to carefully optimize and force players to move efficiently.
  • Replenishing budget. The more you complete a mission and not just "blitz primary objective," you gain stars like normal operations. In Dives of No Return, every star out of 5 gives you +1 reinforcement and +2 minutes on Super Destroyer timers (that's 5 reinforcements and 10 minutes per mission for those without a calculator).
  • Removal of samples from missions. By doing this, you leave more space in points of interest for medals, super credits, and support weapons for greater reward and more consistent loadout planning. Points of interest that can only spawn samples will be removed and replaced with extra enemy bases, open field, or structures that give other currencies/equipment.
  • Scaling Impact. Increasing difficulty in Helldivers increases your galactic war impact and scales your experience/requisition gained. Up to 300% in D10. In Dives of No Return, every mission increases your galactic war impact and experience/requisitions gained by a further 25%, becoming increasingly better for every mission you complete. Every mission rewards a flat 10 medals.
  • Because of these changes, resources and impact are awarded once the squad finally falls, instead of being awarded every mission.

My Hopes

Hopefully, adding an endless mode with mechanical changes will provide a "raid-like" experience for coordinated players or friends to simply push themselves to the limit and get rewarded in the process, encouraging themselves and spurring the Galactic War. It would be a good inlet for levelling weapons, and perhaps could be used as a reference for balancing due to how differently it operates. Hopefully the grand scale and time it takes to complete these dives (assuming you don't fold on the first mission) could encourage players to approach loadouts differently, with more team-oriented gameplay or perhaps scavenging the map and keeping hold of your equipment before you extract to the next mission.

I know the whole "no samples" thing would probably be controversial but eh, they're kinda everywhere and there's a point where their structures start getting in the way.

Thank you Divers for listening, and see you next time!

u/ChaosVulkan — 3 days ago

A Permanent Endgame Solution and Pseudo-D11; "Dives of No Return"

Welcome to my huge yap session. Let's get right into it.

What am I attempting to achieve here?

  • Add a time-investment endgame activity that adds difficulty without "being another difficulty"
  • Give players an opportunity to earn currencies and experience at a faster rate
  • Let players approach operations in unique and coordinated ways
  • Reward Galactic War fans with an opportunity to boost liberation even further

What are "DIVES OF NO RETURN?"

They are NOT just "more enemies and structures," sometimes more, sometimes the opposite- similar identity to D10 "Super Helldive," but with changed mechanics. Same modifiers, objectives, enemy pools, etc.

Unlocked after completing D10 operations, "Dives of No Return" would be the game's dedicated endless mode. Premade squads go through a series of missions, but do not return to the Super Destroyer upon mission completion- Pelican sends them straight to the next, right until their resources run dry. You keep your exact equipment, including equipped support stratagems, on your person as Pelican drops you off at the next mission's extract. Cooldowns are kept, and yes I know the whole "limited Exosuits and Laser Orbital" thing, but that is a problem that should not exist in the first place and not mine to solve.

The first mission plays just like a normal operation- think about the route, see the objective, make your loadouts and drop from the Super Destroyer. Subsequent missions, the Helldivers will not know the objective, terrain, or enemies in advance. Possible missions will be any that can be found on D10 in the campaign you are diving on- open field, colonies. A city is under attack? Could be your next mission. Playing Automatons? Pelican might deploy you right into a Commando mission. Diving on a Hiveworld? Caves for days.

Mechanic Changes

  • No online matchmaking. Squads must be formed in a previous public mission, or a private friend group. There is no "switching things/people up" in the middle of your endeavor. Friends not required, you can dive solo.
  • Not knowing mission order, objectives, terrain, or enemies in advance. Can only scout out the first mission from the Super Destroyer. Start following missions at extraction zones from Pelican-1.
  • Multi-mission reinforcement and time budget. In normal missions, reinforcements are a safety net to exhaust, and the Super Destroyer timers give you a boundary to work in. Being shared through missions now, they are resources to carefully optimize and force players to move efficiently.
  • Replenishing budget. The more you complete a mission and not just "blitz primary objective," you gain stars like normal operations. In Dives of No Return, every star out of 5 gives you +1 reinforcement and +2 minutes on Super Destroyer timers (that's 5 reinforcements and 10 minutes per mission for those without a calculator).
  • Removal of samples from missions. By doing this, you leave more space in points of interest for medals, super credits, and support weapons for greater reward and more consistent loadout planning. Points of interest that can only spawn samples will be removed and replaced with extra enemy bases, open field, or structures that give other currencies/equipment.
  • Scaling Impact. Increasing difficulty in Helldivers increases your galactic war impact and scales your experience/requisition gained. Up to 300% in D10. In Dives of No Return, every mission increases your galactic war impact and experience/requisitions gained by a further 25%, becoming increasingly better for every mission you complete. Every mission rewards a flat 10 medals.
  • Because of these changes, resources and impact are awarded once the squad finally falls, instead of being awarded every mission.

My Hopes

Hopefully, adding an endless mode with mechanical changes will provide a "raid-like" experience for coordinated players or friends to simply push themselves to the limit and get rewarded in the process, encouraging themselves and spurring the Galactic War. It would be a good inlet for levelling weapons, and perhaps could be used as a reference for balancing due to how differently it operates. Hopefully the grand scale and time it takes to complete these dives (assuming you don't fold on the first mission) could encourage players to approach loadouts differently, with more team-oriented gameplay or perhaps scavenging the map and keeping hold of your equipment before you extract to the next mission.

I know the whole "no samples" thing would probably be controversial but eh, they're kinda everywhere and there's a point where their structures start getting in the way.

Thank you Divers for listening, and see you next time!

u/ChaosVulkan — 3 days ago

A Permanent Endgame Solution and Pseudo-D11; "Dives of No Return"

Welcome to my huge yap session. Let's get right into it.

What am I attempting to achieve here?

  • Add a time-investment endgame activity that adds difficulty without "being another difficulty"
  • Give players an opportunity to earn currencies and experience at a faster rate
  • Let players approach operations in unique and coordinated ways
  • Reward Galactic War fans with an opportunity to boost liberation even further

What are "DIVES OF NO RETURN?"

They are NOT just "more enemies and structures," sometimes more, sometimes the opposite- similar identity to D10 "Super Helldive," but with changed mechanics. Same modifiers, objectives, enemy pools, etc.

Unlocked after completing D10 operations, "Dives of No Return" would be the game's dedicated endless mode. Premade squads go through a series of missions, but do not return to the Super Destroyer upon mission completion- Pelican sends them straight to the next, right until their resources run dry. You keep your exact equipment, including equipped support stratagems, on your person as Pelican drops you off at the next mission's extract. Cooldowns are kept, and yes I know the whole "limited Exosuits and Laser Orbital" thing, but that is a problem that should not exist in the first place and not mine to solve.

The first mission plays just like a normal operation- think about the route, see the objective, make your loadouts and drop from the Super Destroyer. Subsequent missions, the Helldivers will not know the objective, terrain, or enemies in advance. Possible missions will be any that can be found on D10 in the campaign you are diving on- open field, colonies. A city is under attack? Could be your next mission. Playing Automatons? Pelican might deploy you right into a Commando mission. Diving on a Hiveworld? Caves for days.

Mechanic Changes

  • No online matchmaking. Squads must be formed in a previous public mission, or a private friend group. There is no "switching things/people up" in the middle of your endeavor. Friends not required, you can dive solo.
  • Not knowing mission order, objectives, terrain, or enemies in advance. Can only scout out the first mission from the Super Destroyer. Start following missions at extraction zones from Pelican-1.
  • Multi-mission reinforcement and time budget. In normal missions, reinforcements are a safety net to exhaust, and the Super Destroyer timers give you a boundary to work in. Being shared through missions now, they are resources to carefully optimize and force players to move efficiently.
  • Replenishing budget. The more you complete a mission and not just "blitz primary objective," you gain stars like normal operations. In Dives of No Return, every star out of 5 gives you +1 reinforcement and +2 minutes on Super Destroyer timers (that's 5 reinforcements and 10 minutes per mission for those without a calculator).
  • Removal of samples from missions. By doing this, you leave more space in points of interest for medals, super credits, and support weapons for greater reward and more consistent loadout planning. Points of interest that can only spawn samples will be removed and replaced with extra enemy bases, open field, or structures that give other currencies/equipment.
  • Scaling Impact. Increasing difficulty in Helldivers increases your galactic war impact and scales your experience/requisition gained. Up to 300% in D10. In Dives of No Return, every mission increases your galactic war impact and experience/requisitions gained by a further 25%, becoming increasingly better for every mission you complete. Every mission rewards a flat 10 medals.
  • Because of these changes, resources and impact are awarded once the squad finally falls, instead of being awarded every mission.

My Hopes

Hopefully, adding an endless mode with mechanical changes will provide a "raid-like" experience for coordinated players or friends to simply push themselves to the limit and get rewarded in the process, encouraging themselves and spurring the Galactic War. It would be a good inlet for levelling weapons, and perhaps could be used as a reference for balancing due to how differently it operates. Hopefully the grand scale and time it takes to complete these dives (assuming you don't fold on the first mission) could encourage players to approach loadouts differently, with more team-oriented gameplay or perhaps scavenging the map and keeping hold of your equipment before you extract to the next mission.

I know the whole "no samples" thing would probably be controversial but eh, they're kinda everywhere and there's a point where their structures start getting in the way.

Thank you Divers for listening, and see you next time!

u/ChaosVulkan — 3 days ago

There is nothing wrong with having multiple ideas on what the game balance should be, and echo chambers should be prevented... but at the same time, to no one in particular... some of you guys I swear.

u/ChaosVulkan — 7 days ago

It's that simple. When you adjust or add enemies that have more endurance (Hive Guard + Sporeburst Titan) and make chaff units actually aggressive and deadly (Sporeburst rework), you necessitate cooperation.

Every. Single. Mission my team split up, it didn't work out for someone/everyone. Multiple squadmates had to take care of the swarms of little guys because a single player can't keep up with it anymore. People have to spend more time and effort than a single AT shot, barrage, or sentry (they need some help) to take care of the tankier enemies.

My latest squad of 3 players was getting the most mileage out of the Bastion just so we can have the proximity, defense, and offense all at once. When we weren't together in a vehicle, we were together in separate Exosuits. When we weren't together in Exosuits, we were surrounded throwing all of our strongest on-person weapons at the enemies all at once. And with all of that on D10 we still didn't make it. At least I didn't live to see myself getting sent to Freedom Camp.

If it's not Blitz, you gotta spend the whole D10 mission being aware and play with finesse.

It's so goddamned peak. This is the fantasy. They are getting closer to it with every update.

I hope Arrowhead finds a way to make the game, all factions, play like this without the need for modifiers. But the fact that they got it this close using only the Sporeburst Strain, makes me believe we are on the cusp of great cooperation again.

reddit.com
u/ChaosVulkan — 14 days ago

It's that simple. When you adjust or add enemies that have more endurance (Hive Guard + Sporeburst Titan) and make chaff units actually aggressive and deadly (Sporeburst rework), you necessitate cooperation.

Every. Single. Mission my team split up, it didn't work out for someone/everyone. Multiple squadmates had to take care of the swarms of little guys because a single player can't keep up with it anymore. People have to spend more time and effort than a single AT shot, barrage, or sentry (they need some help) to take care of the tankier enemies.

My latest squad of 3 players was getting the most mileage out of the Bastion just so we can have the proximity, defense, and offense all at once. When we weren't together in a vehicle, we were together in separate Exosuits. When we weren't together in Exosuits, we were surrounded throwing all of our strongest on-person weapons at the enemies all at once. And with all of that on D10 we still didn't make it. At least I didn't live to see myself getting sent to Freedom Camp.

If it's not Blitz, you gotta spend the whole D10 mission being aware and play with finesse.

It's so goddamned peak. This is the fantasy. They are getting closer to it with every update.

I hope Arrowhead finds a way to make the game, all factions, play like this without the need for modifiers. But the fact that they got it this close using only the Sporeburst Strain, makes me believe we are on the cusp of great cooperation again.

reddit.com
u/ChaosVulkan — 14 days ago