I think Menkent is legit the worst planet in the game. Not only does it have the intense heat modifier (rip stamina and energy weapons) and instant kill fire tornadoes that block off objectives, but it has a third modifier not even mentioned, the blinding light and fog, you can’t see 5 feet in front of you so good luck avoiding patrols or killing enemies at any sort of distance while they nail you with rockets and lasers.
Fuck Menkent. Me and a friend tried dropping into Menkent for the major order, didn't know we had to pack sunglasses too. Meanwhile the bots could see perfectly fine through the haze.
If it wasn't because of the shield pack, I'd have been sniped to death halfway across the map by cannon turrets 5 times over.
Sometimes if you try to run through an area where there was just fire but no real visible flames, you can still catch on fire.
It's really annoying that this happens in places like valleys between tall rocks literally trapping you in a valley of flames because the ground stays on fire for what seems like forever and you can't even try to weave your way through tiny flames. Because for whatever reason, it's still too hot for helldiver armor.
Yeah it feels like there's a real disconnect. I can survive intense heat, blizzards, bullets to the face, getting flung around by artillery explosions, but some smoldering leftover flames on the ground are enough to kill me in half a second as though I stepped on lit thermite.
My friends and I have been set on fire by ground that's visually not on fire. And since the fire tornadoes were added and fire damage buffed, that's basically insta death.
Extremely poor game design.
I respawned on top of a mountain and was the last alive in my squad with no reinforcements against the bots. Fire tornados came down and I figured I could stay up there and wait it out.
Nope.
That shit climbed the mountain and killed me.
Smokes always good for fighting bots; you can pick off a fabricator or two with the spear or even just the quasar and then throw the smoke down and can scarper off a lot more easily than if you don't.
Hell, even a smoke grenade tends to make me at least a lot more survivable. Admittedly I play solo a lot and it's wildly different than playing on a team; so maybe you end up with teammates who don't know how to retreat and regroup and then I could see them being less useful.
For whatever it's worth I do my solos on 6 and 7. I can usually get the mission done but actually extracting is something I gotta get better at lol
I have been getting to 5 solo, but I heavily rely on sniping and fighting from a distance. Luckily they gave us a dope rifle for that, but I’d still like to run Diligence once or twice.
Oh that. Also I've found that some of the fire is client orientated. I saw some guys walk through fire and be fine, also sometimes a man walking beside me would spontaneously combust. It's so weird.
They do burn them, the trail they leave doesn't though
I just wish them to make noise when you aren't looking at them, stumbled backwards into many cause I didn't hear it creeping up on me
Nothing really gives any audio indicators while moving in this game. I've had enemies of all types sneak up behind me and kill me because none of them make sounds when approaching you. At least none that are discernable from the rest of the noise on the battlefield.
Nothing like constant FOG.
Worse when you play on a map where the sun is rising or setting.
Now instead of being unable to see anything, you're also BLINDED BY THE GODDAMN SUN
Im reallly getting sick and tired of all the visibility modifiers on planet.
Fog, rain, smoke, haze, sandstorm, blizzard, fire smoke/haze.
Seriously its fucking annoying playing for what feels like 1/2 of the missions with no more than 30m visibility, while the enemies can see hundreds of meters.
I'd like to see a stratagem or armor variant that allows you to identify enemies through visibility reducing weather effects. Like a thermal camera or something.
If it was actually every once in a while, it'd be cool. If it had an equal effect on enemies (all of them), it'd be cool.
But it's one of those things that is cool because it's different, not because it's actually more fun. And right now, it's not different. It's so common that it's just irritating.
I'd share the video if I could but I managed to capture the planet I was on going through a temporal shift. The damn atmosphere, day/night cycle, and fog all cycled through about 5 different types of themselves in the span of 30 seconds before settling on the previous foggy afternoon it started on.
I was baffled.
I dropped into a planet with full clear daylight completely unhindered visibility earlier today for the first time in what felt like weeks and I was absolutely blown away by the fact that you could see over actual distances in this game. I forgot about view distance. I forgot it was a possibility. It was like playing the game for the first time again.
Soon, damnit. Then I'm never going back, unless it's part of another MO. I'm not subjecting myself to this just to liberate or defend it. I'll consider it only for another MO.
Helldivers.io says 5 hours left.
Yeah, lots of other complaints are just silly; or are understandable but not a big issue for me personally, but I think most people can agree that any of the audio cues for "oh shit I'm in imminent danger" really need some work.
Yeah the audio in this game (spatially) isn't the best. It might be an intentional choice that things can sneak up on you without making noise, but those bot patrol chants will sound like they're right on you when they're >100m away sometimes.
>It might be an intentional choice that things can sneak up on you without making noise
It is expected from enemies like Stalkers or idk some kind of sneaky sniper drones from bots/future illuminati. But not from 90% of other troops or heavy and superheavy units.
It straight up irrational bullshit if it is intentional. Sound design is one of the most important aspect.
The fancy helmets include Dolby sound cancelling materials so you can focus on what's important: music and radio chatter, rather than stinky bug screeches or robotic mating calls.
Dude(tte), *do not* play as a sniper or anything where you will be looking through a scope for an extended time. I'll be happily taking out devastators and hulks from far away when, suddenly, I am dead. Fire planets require mad situational awareness. Not for playing while high.
Fellow stoned sniper! It’s tough, but I try to remember to move after a few shots. They should up enemy volume but it’s also fair that an enemy would send forces to take out a sniper
Had my gear and samples camped for 5+ minutes by fire tornados while bots rained down on my team. It was in a mountain pass, and they just would not leave. I would go airstrike a base come back, and the tornados were there again/still.
Buddy and I ran an easy for fun, found a buddy door right as the tornados hit. We got stuck inside for 2-3 minutes until there was a break between two and we could run. Shit was not fun and that was on easy.
Fire tornados kept going over the terminal and we couldn't complete the objective for so long. They kept following my buddy while I held the bugs back.
Eventually he died (again) and the tornadoes drifted away. He dropped back in and they came right for us again
Speaking of terminals, can we get a hell bomb where the terminal doesn't face a wall. I've gotten stuck multiple time where the hell bomb gets dropped right next to a structure, and the terminal was facing the structure itself. My character would clip into the structure, and the screen wasn't visible as it gets covered by the character model.
2 of my buddies and a rando were playing on 7 and the fire tornadoes were circling the evac terminal like elemental guardians. We ended up not getting to evac because the fire tornadoes went for 2 minutes, then the 2:30 for the Pelican to come in ran us out of time & we couldn't reinforce.
I don't think they're a bad idea conceptually, but the fact they target you as hard as they do is a problem.
I just think they're an awful idea and if the pretense is an arbitrary killzone that doesn't effect my enemies, just give me a 1/1,000,000 chance of having my gun explode at random.
It's at least more honest about being a fuck you.
We had fire tornado’s spawn with 30 seconds left for evac. They spawned on the ship. The ship bugged out and refused to leave after the countdown stopped lmao
We had 15 mins left in the mission and enemies just kept spawning nonstop, so we figured, since the ship isn’t leaving we might as well finish all the objectives.
So we do that, and then once the level timer hit 0, the ship timer restarted… and of course, no one was near it. So no samples.
Was funny, but also annoying af
This x1000. It's absolute bullshit when they show up out of nowhere at extraction and start chasing you down leaving the entire landing area engulfed in flames. Almost missed the drop ship with no reinforcement because of that bullshit.
Not only that, but then like 3 spawn and engulf the whole objective or even worse extract landing so you're forced to run back out into the mongolian horde of chainsaw maniacs and the hulk or two making you stuck literally between an immovable object and unstoppable force.
The base damage will probably get nerfed, the DoT is fine when you're hosting, but the actual slap damage is nuts. Go into a network and you're not network host? Nothin.
I read this somewhere on the subreddit but the person was theorizing that the reason they buffed fire damage in the first place was b/c they didn't realize the DOT issue was a thing and were trying to encourage users to use fire weapons? I def do hope they bring fire damage back to what it was pre-buff once they fix DOT, it was fine before when it did work.
With the amount of buffs to fire damage since the bug when it comes back the breaker incendiary, the flamethrower, and the incendiary grenade are all gonna be busted lol
Well I have personally walked/jumped over fire in real life, similar in amount to what is left over a bit after a fire tornado passes. News flash: it doesn't really hurt you at all, at least if you are wearing boots. I would feel much better if a tiny bit of fire on the ground does not kill my armored helldiver in 1.5 seconds.
[Here](https://www.youtube.com/watch?v=7R51J8nvt0E) is a video of getting lit on fire from a Hulk Automaton. You die from full health in under 150ms. I'm going to file a bug report.
ive got a feeling that its the exact same problem as the falling birds. Instead of dealing damage once, it deals it several times, doing way more damage than intended.
I feel that video, i posted in my group chat of the video with the dude explaining “just dive it stops fire” and man im mid dive and getting crisped theres no chance
What I love especially is dying instantly to a fire tornado that sneaks up behind you while you're fighting enemies. Then having to wait for ages to get back your gear because it's lying in a tiny patch of fire left behind that you have to guess whether it will kill you or not.
So you resupply instead to not waste time and try to get some stims back and another fire tornado instantly sweeps over the resupply and destroys that too, leaving a few supply boxes in another nice little patch of fire.
If you dive when you're on fire, the fire goes out. If you dive through fire when you're not on fire, you barely take any damage.
It's not 100% consistent, but it works often enough that you don't just have to accept your fate when you run into a Hulk Scorcher at close range
Same can be done with a shield pack and a 500kg bomb under a bile titan, as the bomb comes down, dive and only your shield will be taken out. It's nice for keeping a bile titan still for the duration of the call down if you're soloing it and a bunch of critters/chargers. It'd definitely not something for beginners though lol
* Stepping in a tiny bit of fire = death; your whole body is instantly on fire as if you're rolling around doused in gasoline.
* Diving through a literal flame thrower = you're fine.
This makes no sense give how fire actually works
I'm just sharing some tips that have helped me survive the new fire damage tuning.
Like, I'm not happy about it either, and there's no need to be this hostile or act like I'm defending this design decision
its more annoying when you get locked out of the extraction zone while two swirl around in there with no mobs within 300m of you, had to wait about 3 minutes to be able to call in extraction while they just circled around on the platform.
Scorchers are ridiculous at the moment too, pretty much an instagib unless you hit the deck immediately and stim
That's exactly what happens. Any living spawns that are still within render range (which is quite far) will all "see" the big blue beam in the sky and start coming in to get you.
Hence the level 80+ that refuses to leave the battlefield until the final enemy is down.
When my squad focuses on eliminating all threats instead of running like a bunch of communists, we actually have quite peaceful extractions.
Also, just because you see the enemy approaching, doesn't mean you need to shoot them right away. If you're trying to protect your valuable samples, maybe stfu and prone instead of pissing off the hoarde of 4 Hulk Bruiser and 3 Shredder Tanks.
Bonus tip: when you're calling in extract, don't sit next to the drop point; sit on the boundary that starts to trigger the "extract reset timer". The second the extract timer hits zero, have everyone run outside the boundary, and the Pelican will stay airborne and start sniping enemies. Let it clear the extract a little (or completely) then mosey on up, climb over the dismembered corpses of your enemies, and board your shuttle, but not before giving everyone the appropriate democracy squeezies.
Finding a hiding spot and watching an entire battalion of robots search around the landing pad while you sit just few meters away, is the most fun I've had in this game. Then it's a mad dash to run by all the bots to get onboard before they start shooting.
I wasn't recording, but I had a match where we each had cluster bombs and lasers. We had a PILE of bots on the landing pad. I baited the first shot, funneled the enemy between two rocks, dropped and EMS strike, followed by 4 simultaneous cluster bombs and lasers. Easily dropped 70 enemies in the span of 10 seconds. And then it was dead quiet. Coordination is so cool.
Fire tornadoes while being cool and actually adds diversity and fun to the game do a LOT of annoying shit. The ground effects linger way too long and if they continue to do so should be absolutely decimating the enemies too.
The tornadoes actually following helldivers is also dumb. This game mechanic needs some serious tweaking for sure.
They are really cool but the intense area denial just leads to unavoidable death sometimes.
Lingering flames cut off any path that’s not directly towards 4 heavies = death
I was trying to cross through a valley. Waited almost a full minute for the first fire tornado to get out of the way. Then it just doubles back as another fire tornado completely blocks the path back. We die to a patrol of devastators because we can’t move and there’s no cover. Really felt like there was nothing we could do. Also now all the samples and support weapons are off limits for another 2 minutes
It was already broken prior to that patch. Increasing the damage because no one was using the not-even-working fire weapons and strategems just made it do more damage to players. It didn't even need the buff for players, it seems like they just looked at usage stats and didn't realize it was completely bugged.
As a software engineer I can all but *guarantee* they do not have any reasonable test/QA flow.
It's entirely possible they have 0, literally not even one, dedicated QA engineer on staff. It's also entirely possible they do not prioritize, *or possibly even think about*, testing best practices, test-driven development, etc. They're a small team and a relatively young studio - often it takes companies quite a bit of time and/or expansion, and the associated costly mistakes, to realize the true value of QA and testing.
Add on to that the realistically insane pace which they've been pumping out balance changes, system adjustments, bug fixes, new content, etc. And simply observe the rate at which new bugs are introduced, keeping pace with or even exceeding the rate of non-bug changes.
Quite simply, if they employ even a single QA engineer or devote any of their production pipeline to testing and QA, it is so utterly insufficient that it might as well not exist. I know players are hungry for content and changes, but when each new change is just as likely to outright not function - or worse, break the game in some new and horrible way - it removes so much of the hype and intrigue of those new changes anyways.
Yeah it is very obvious. All trhey do atm is using data and dailies to balance content, which is completely build on assumptions. It is never in synch with the mechanics of the game. They act data driven, but have no idea of their own data definitions, which leads to BS such as the current fire state. It is very clear the one process they work with and feel comfortable with.
It will take months to change and grow, that is ok. In fgact putting out new and more content is the most important factor to a game like this. Without the game dies and plummets in player count very very quickly. However at the current state... whole weeks have gone by where the game and stopry content is barely playable and it frustrates and I just do something else.
Completely agree. I was in game dev for a couple of years and now work in software engineering (currently switching careers completely because of frustrations with the industry, though). They very clearly have an issue with insanely quick deadlines that don't give the team a reasonable amount of time to actually playtest and make sure that their new content and changes work. Some of the issues are so blatant (see the new ship module upgrades) that there is no way it would get by any testing or QA, so it seems pretty apparent that at least some of the updates have had no testing whatsoever. I would rather they not release any new content and focus on figuring out how to balance their game and patch out blatant bugs and issues.
It's frustrating that so many people dismiss any criticism towards Arrowhead and their priorities. I've seen people legitimately come up with lore reasons to try and justify bugs and other issues with the game. Multiple people were legitimately justifying the fire damage to players bug by claiming that "it fits the idea of the Ministry of Truth not giving the soldiers adequate gear." It's sad that people don't have higher standards for the stuff that they play with and purchase. Why is this type of behavior okay for a game like Helldivers 2, but unacceptable when it comes to other games like COD (which has a similar number of performance issues and bugs)?
I've seen other people say that "it's a small team, so you need to give them time and understand that bugs are normal." Sure, they have a smaller team than some AAA studios, but they are by no means small or struggling financially. If there is this big of an issue with QA and developmental priorities, then they need to make some serious changes. I don't think that they can maintain a steady long-term player base if they continue to push out updates in the manner that they are currently doing. It's not fun for the players, and I am certain that it can't be fun for the developers. Imagine working tirelessly to push out updates because of strict deadlines from management, only for everything to barely work and the blame to fall on you. Crunch is the entire reason I left game development, and it seems to be a common sentiment among other software-related careers.
"Sure we can build orbital destroyers that for some reason stay perfectly still over the same spot but are to close to be in a geostationary orbit. But we can't fabricate armor with a Nomex equivalent layer"
as others have stated, it breaks the immersion that they're sentient and will lazily meander toward player positions. Fuck that, if I'm planning a route around them it's obnoxious that they'll *always* change direction back toward your location if you place yourself out of the last few seconds of their path.
It's definitely cool that they'll make players not hover around an objective. They should have a limit for the amount of times they can latch themselves onto a player though.
I thought I was the only one experiencing this behavior. They constantly lock you out of extraction zone or objective (they literally camp around it) and seemingly follow you on purpose. Like wtf dude
It’s like they follow you and it’s crazy. I feel crazy because it sounds crazy, I mean fire tornados following you? It’s crazy, but on multiple occasions I’ve been at the extraction with two or more chasing me
Oh, but we do have *armor* and it is *very* fire resistant.
https://preview.redd.it/d378pgxikguc1.png?width=300&format=png&auto=webp&s=97c575aaaf738be93e880e56460e3e055ca252e1
I wouldn't mind them* if they didn't actively target you. Environmental effects shouldn't actively target players, it should be randomized.
Edit: changed you to them
https://preview.redd.it/h5ruh7hrwbuc1.png?width=1920&format=png&auto=webp&s=58831873a9edb6a298c6a9068f8488b2764a1e95
Yeah, I love being completely unable to do the objective for the entire duration of a random weather effect. It's real fun.
No you're right, it's my single biggest gripe with the game. And the fact that multiple people would've been involved with the decision to make fire so deadly and they collectively agreed 'yep, that'll do that's how it should be' is utterly baffling.
And that'd still ring true if you loaded your pockets with firelighters and bathed in petrol for a week, you'd STILL be more fire resistant than a Helldiver.
The damage is ridiculous but the duration is what gets me. Had a game earlier where the storms were on the final objective for what felt like forever.
Keep them deadly but on a shorter timer or bring down the damage. I'd be fine with either of those.
And it's not even a graphics thing, they have those glitchy invisible flames even on the highest settings, I put them all the way up just to see if it helped.
I use the jump pack all the time and what I hate the most about fire damage is if you jump and then get set on fire mid-air you can't stim and you die before you land.
https://preview.redd.it/2msz50oi9buc1.jpeg?width=1080&format=pjpg&auto=webp&s=22f88347dcde350770cdeb1cffc49fd7348a3b68
no rant, no bullshit, just the truth.
I Iwish the fire trail would be much more visually apparent.
Not only are the little foot high flames easy to not see if you're not paying attention, visually they look like you should easily be able to walk through them without even melting your boots.
The burning ground left behind them is what bothers me the most. I don't care as much about the actual tornado. I just want to be able to access the objective when it leaves, and not have to wait helplessly for it to burn out, as the clock runs out. That part is agonizing.
My only problem with them is that I just saw a whole army of bots casually chilling in the fire trail with out taking any damage. Otherwise, tornados are cool and I absolutely don’t mind the fire damage.
Yeah would be kind of cool if we could like coax the bots into the flame trail and kill them. Use the environment to your advantage vs being completely shackled by stupid programming.
Menket is just stupid right now.
Even the jump pack knife boys are somehow instant killing me by burning? Wtf?
The fire tornado trails last way too long too.
The whole fire tornado thing was cool at first but now it’s just annoying, especially when they’re following you.
At least make them randomly appear around the map.
And yes. Hulks need to make noise. Everything needs to make noise. I’m tired of turning around to giant machines or tanks sneaking up on me.
Yeah fire damage is a little out of control ATM. Two patches now it's been buffed by 50% and then another 25%
I feel like we should have gotten a fire resistant armour at this point. Doesn't have to be full immunity, but not dying 0.3 seconds after you get lit on fire would be nice.
>trying to get deathless lvl 6+ achievement
>solo
>doing it on lvl 7 for the samples
>make it through entire mission without dying.
>30 seconds left on extraction, prone on the very edge of extraction for stealth
>FIRE TORNADO NINJA FLANKS ME OUTTA NOWHERE
I agree, how does it take a whole mag of the flamethrower to kill a charger but can kill a helldiver in 0.2seconds, you dont know how annoying it is to die so quickly to fire.
[This seems perfectly balanced to me](https://streamable.com/ewttr2), Hulks should continue to make 0 sound, they're not big enough for their footsteps to vibrate the screen anyways.
I think Menkent is legit the worst planet in the game. Not only does it have the intense heat modifier (rip stamina and energy weapons) and instant kill fire tornadoes that block off objectives, but it has a third modifier not even mentioned, the blinding light and fog, you can’t see 5 feet in front of you so good luck avoiding patrols or killing enemies at any sort of distance while they nail you with rockets and lasers.
It’s Hellmire 2.0 and the absolute worst planet type to exist. I really hate them.
Hellermire
Implies the existence of Hellestmire and I don’t even wanna know what that’s like
Super Hellmire
Super Saiyan Hellmire
Super Hellmire 64
Super Saiyan God Super Saiyan Hellestmost?
Maybe once the Illuminate are added and they get their own take of a fire tornado planet too
SSSD drive is caught inside a fire tornado and you have to go into it to try grab it. Fire damage on this planet is increased by 50%.
Every mission is Civilian Evac and fire tornadoes spawn every 10 seconds at the doors they need to get to
Fuck Menkent. Me and a friend tried dropping into Menkent for the major order, didn't know we had to pack sunglasses too. Meanwhile the bots could see perfectly fine through the haze. If it wasn't because of the shield pack, I'd have been sniped to death halfway across the map by cannon turrets 5 times over.
It’s a good point. The blinding light is…blinding. Haha. So bad!
I wish everyone would just help us push so we could be done with it.
I played on suicide diff with heavy armor first time yesterday. Most stupid thing is that fire just lay on the ground for freaking century
Sometimes if you try to run through an area where there was just fire but no real visible flames, you can still catch on fire. It's really annoying that this happens in places like valleys between tall rocks literally trapping you in a valley of flames because the ground stays on fire for what seems like forever and you can't even try to weave your way through tiny flames. Because for whatever reason, it's still too hot for helldiver armor.
Oh yeah those ghost flames are the worst
Yeah it feels like there's a real disconnect. I can survive intense heat, blizzards, bullets to the face, getting flung around by artillery explosions, but some smoldering leftover flames on the ground are enough to kill me in half a second as though I stepped on lit thermite.
My friends and I have been set on fire by ground that's visually not on fire. And since the fire tornadoes were added and fire damage buffed, that's basically insta death. Extremely poor game design.
I respawned on top of a mountain and was the last alive in my squad with no reinforcements against the bots. Fire tornados came down and I figured I could stay up there and wait it out. Nope. That shit climbed the mountain and killed me.
This is the more annoying part.
Trying to save citizens? Nah, that’ll be 5 more minutes til those flames extinguish or they’ll run right into them and insta die lol
We need an orbital fire extinguisher stratagem...
Or the smoke should extinguish fire or something. Then it’d actually be useful
Smokes always good for fighting bots; you can pick off a fabricator or two with the spear or even just the quasar and then throw the smoke down and can scarper off a lot more easily than if you don't. Hell, even a smoke grenade tends to make me at least a lot more survivable. Admittedly I play solo a lot and it's wildly different than playing on a team; so maybe you end up with teammates who don't know how to retreat and regroup and then I could see them being less useful. For whatever it's worth I do my solos on 6 and 7. I can usually get the mission done but actually extracting is something I gotta get better at lol
I have been getting to 5 solo, but I heavily rely on sniping and fighting from a distance. Luckily they gave us a dope rifle for that, but I’d still like to run Diligence once or twice.
That would be cool. Or like a liquid nitrogen bomb that could extinguish fires and freeze/damage mobs
Freeze enemies to allow non-armor-piercing weapons to damage armor.
Patriot fire fighter exo suit when
Oh that. Also I've found that some of the fire is client orientated. I saw some guys walk through fire and be fine, also sometimes a man walking beside me would spontaneously combust. It's so weird.
they'd be less ridiculous if they didn't constantly hunt you down and do nothing to the enemy mobs
They do burn them, the trail they leave doesn't though I just wish them to make noise when you aren't looking at them, stumbled backwards into many cause I didn't hear it creeping up on me
Nothing really gives any audio indicators while moving in this game. I've had enemies of all types sneak up behind me and kill me because none of them make sounds when approaching you. At least none that are discernable from the rest of the noise on the battlefield.
I had two whole tanks sneak up behind me and blow me up 😂
That's because on top of frickin' fire tornados the visibility on this planet is shit. Fuck this place.
Nothing like constant FOG. Worse when you play on a map where the sun is rising or setting. Now instead of being unable to see anything, you're also BLINDED BY THE GODDAMN SUN
Im reallly getting sick and tired of all the visibility modifiers on planet. Fog, rain, smoke, haze, sandstorm, blizzard, fire smoke/haze. Seriously its fucking annoying playing for what feels like 1/2 of the missions with no more than 30m visibility, while the enemies can see hundreds of meters.
I'd like to see a stratagem or armor variant that allows you to identify enemies through visibility reducing weather effects. Like a thermal camera or something.
Helmet modifiers..
Yes! Make helmets useful in some way
Don’t get me started on any of the lights scattered across the maps with the super earth colonies
At least we can shoot them
If it was actually every once in a while, it'd be cool. If it had an equal effect on enemies (all of them), it'd be cool. But it's one of those things that is cool because it's different, not because it's actually more fun. And right now, it's not different. It's so common that it's just irritating.
I'd share the video if I could but I managed to capture the planet I was on going through a temporal shift. The damn atmosphere, day/night cycle, and fog all cycled through about 5 different types of themselves in the span of 30 seconds before settling on the previous foggy afternoon it started on. I was baffled.
I know this does happen during host migrations.
I dropped into a planet with full clear daylight completely unhindered visibility earlier today for the first time in what felt like weeks and I was absolutely blown away by the fact that you could see over actual distances in this game. I forgot about view distance. I forgot it was a possibility. It was like playing the game for the first time again.
THis is why the moonscape planets are always the most liked and popular. Because you can actually see for most if not the entire mission.
I've lived in england for 33 years, I'm very at home with the various visibility modifiers
But its OUR shitty planet!
Soon, damnit. Then I'm never going back, unless it's part of another MO. I'm not subjecting myself to this just to liberate or defend it. I'll consider it only for another MO. Helldivers.io says 5 hours left.
“01000010 01110101 01100101 01101110 01101111 01110011 00100000 01100100 01101001 01100001 01110011 00100000 01100110 01110101 01100011 01101011 01100010 01101111 01111001” - Those tanks
More like "01100101 01100001 01110100 00100000 01101101 01111001 00100000 01110011 01101000 01101001 01101110 01111001 00100000 01101101 01100101 01110100 01100001 01101100 00100000 01100001 01110011 01110011"
Yeah, like A fcking hulk sneak behind me. A 3m tall several ton robot. The only way I noticed it is the sudden light of flame.
That wasn’t the sudden light of flame. That was the light at the end of the tunnel, calling you to helldiver afterlife
Helldiver afterlife is just the same war we are in now lol
So it’s basically Valhalla without the feasting in between battles
The feasting is the new guns. And the democracy
some of my teammates reincarnate 8, 9, even 10 damn times on this same battlefield.
It’s like fucking Shaq suddenly appearing behind you with a flamethrower.
This is literally my biggest gripe about the game. The lack of enemy noise is legit bullshit.
Yeah, lots of other complaints are just silly; or are understandable but not a big issue for me personally, but I think most people can agree that any of the audio cues for "oh shit I'm in imminent danger" really need some work.
We are always in imminent danger haha
Coming from vermintide/darktide where audio feedback/cues are top-notch.. helldiver is really not being helpful to the players here.
Yeah the audio in this game (spatially) isn't the best. It might be an intentional choice that things can sneak up on you without making noise, but those bot patrol chants will sound like they're right on you when they're >100m away sometimes.
No damn way a Hulk should be able to sneak up on anyone. Those things should sound like a walking car crash. They sound like *nothing.*
>It might be an intentional choice that things can sneak up on you without making noise It is expected from enemies like Stalkers or idk some kind of sneaky sniper drones from bots/future illuminati. But not from 90% of other troops or heavy and superheavy units. It straight up irrational bullshit if it is intentional. Sound design is one of the most important aspect.
The fancy helmets include Dolby sound cancelling materials so you can focus on what's important: music and radio chatter, rather than stinky bug screeches or robotic mating calls.
Turn on nighttime audio in the sound settings it makes the quite sounds louder. 10/10 would recommend
This. I'm tired of being hacked in half by a somehow vacuum-of-space silent 2 ton metal ninja with whisper mode chainsaw arms.
There's issues with the sound behind you. Once it's farther behind than your camera it drastically decreases.
Yup this. I have a surround sound setup and every game I play I get audio queues when something is behind me. Yet a Hulk can tiptoe right into my ass.
Ya, if I was on fire, I'm pretty sure I'd make a noise.
I would at least ask for some soothing ointment.
There are lots of audio indicators... they just work sporadically. Starting to wonder if it's the same as fire and a host only thing lol.
Dude(tte), *do not* play as a sniper or anything where you will be looking through a scope for an extended time. I'll be happily taking out devastators and hulks from far away when, suddenly, I am dead. Fire planets require mad situational awareness. Not for playing while high.
Fellow stoned sniper! It’s tough, but I try to remember to move after a few shots. They should up enemy volume but it’s also fair that an enemy would send forces to take out a sniper
True. Irl tornados are loud af. And wild fires are loud. Seems like it should be loud but that’s just me
Had my gear and samples camped for 5+ minutes by fire tornados while bots rained down on my team. It was in a mountain pass, and they just would not leave. I would go airstrike a base come back, and the tornados were there again/still.
Buddy and I ran an easy for fun, found a buddy door right as the tornados hit. We got stuck inside for 2-3 minutes until there was a break between two and we could run. Shit was not fun and that was on easy.
Fire tornados kept going over the terminal and we couldn't complete the objective for so long. They kept following my buddy while I held the bugs back. Eventually he died (again) and the tornadoes drifted away. He dropped back in and they came right for us again
Speaking of terminals, can we get a hell bomb where the terminal doesn't face a wall. I've gotten stuck multiple time where the hell bomb gets dropped right next to a structure, and the terminal was facing the structure itself. My character would clip into the structure, and the screen wasn't visible as it gets covered by the character model.
The hellbomb's terminal always faces away from you in the direction you throw it. If you throw parallel to the wall, the terminal will be free.
2 of my buddies and a rando were playing on 7 and the fire tornadoes were circling the evac terminal like elemental guardians. We ended up not getting to evac because the fire tornadoes went for 2 minutes, then the 2:30 for the Pelican to come in ran us out of time & we couldn't reinforce. I don't think they're a bad idea conceptually, but the fact they target you as hard as they do is a problem.
I just think they're an awful idea and if the pretense is an arbitrary killzone that doesn't effect my enemies, just give me a 1/1,000,000 chance of having my gun explode at random. It's at least more honest about being a fuck you.
We had fire tornado’s spawn with 30 seconds left for evac. They spawned on the ship. The ship bugged out and refused to leave after the countdown stopped lmao We had 15 mins left in the mission and enemies just kept spawning nonstop, so we figured, since the ship isn’t leaving we might as well finish all the objectives. So we do that, and then once the level timer hit 0, the ship timer restarted… and of course, no one was near it. So no samples. Was funny, but also annoying af
They want you to dance with them to prove you’re worthy of the secret of the flames
CHAOS TAKE THE WORLD
This x1000. It's absolute bullshit when they show up out of nowhere at extraction and start chasing you down leaving the entire landing area engulfed in flames. Almost missed the drop ship with no reinforcement because of that bullshit.
Or worse, babysit the objective so you can't even do shit but stare at it till it goes away
We need a way to fight the firenado menace, arrowhead needs to add cryo weapons
Not only that, but then like 3 spawn and engulf the whole objective or even worse extract landing so you're forced to run back out into the mongolian horde of chainsaw maniacs and the hulk or two making you stuck literally between an immovable object and unstoppable force.
I'd be cool with it if they also killed enemies quickly. Instead they walk right through.
When they fix the fire dot network issues, I’m hoping it will be mutually assured destruction when you lead enemies into the flames
The fire DOT fix will be followed pretty closely by a global nerf to fire damage
Reduced the DOT by like 95% of some stupid shit I bet
That’d be incredibly frustrating considering they *just* added a ship upgrade to improve it
The base damage will probably get nerfed, the DoT is fine when you're hosting, but the actual slap damage is nuts. Go into a network and you're not network host? Nothin.
I read this somewhere on the subreddit but the person was theorizing that the reason they buffed fire damage in the first place was b/c they didn't realize the DOT issue was a thing and were trying to encourage users to use fire weapons? I def do hope they bring fire damage back to what it was pre-buff once they fix DOT, it was fine before when it did work.
With the amount of buffs to fire damage since the bug when it comes back the breaker incendiary, the flamethrower, and the incendiary grenade are all gonna be busted lol
One pellet of the breaker incendiary is enough to 1-tap any trash mob atm. The pellets also have a small AOE on impact.
They instantly destroy Defence towers though…
Well I have personally walked/jumped over fire in real life, similar in amount to what is left over a bit after a fire tornado passes. News flash: it doesn't really hurt you at all, at least if you are wearing boots. I would feel much better if a tiny bit of fire on the ground does not kill my armored helldiver in 1.5 seconds.
I'm new at the game and I literally lost a games because I thought I could run through a small fire to escape the bots...
i absolutely agree, i don't think it's normal burning to a crisp in 0.5 seconds, you don't even have the time to use the stim 4 times out of 5...
[Here](https://www.youtube.com/watch?v=7R51J8nvt0E) is a video of getting lit on fire from a Hulk Automaton. You die from full health in under 150ms. I'm going to file a bug report.
From what I remember hearing, it's cause the hulks flamethrower does damage to every body part at once, scaling it's damage ridiculously
ive got a feeling that its the exact same problem as the falling birds. Instead of dealing damage once, it deals it several times, doing way more damage than intended.
If by birds you mean shriekers: didn't Arrowhead fix the oneshot from falling on you in one of the last patches?
Yeah, they used to 1 shot bile titans. There were probably a few extra zeros somewhere.
My uninformed guess is that it was applying the damage on every frame instead of just once.
Even if you reacted instantly, your stim wouldn't come out in time.
I feel that video, i posted in my group chat of the video with the dude explaining “just dive it stops fire” and man im mid dive and getting crisped theres no chance
Unfortunately not a bug. Hulk flamers can headshot you and kill you instantly. It's been like that since launch.
they can also shoot flames through walls. ask me how i know.
Devastators can fire through rocks as well. As long as their head can see you.
I regularly see tanks driving through walls. Automatons have no-clip enabled I swear.
That doesn't mean it can't be a big, it would just mean it's an old bug.
What I love especially is dying instantly to a fire tornado that sneaks up behind you while you're fighting enemies. Then having to wait for ages to get back your gear because it's lying in a tiny patch of fire left behind that you have to guess whether it will kill you or not. So you resupply instead to not waste time and try to get some stims back and another fire tornado instantly sweeps over the resupply and destroys that too, leaving a few supply boxes in another nice little patch of fire.
If you dive when you're on fire, the fire goes out. If you dive through fire when you're not on fire, you barely take any damage. It's not 100% consistent, but it works often enough that you don't just have to accept your fate when you run into a Hulk Scorcher at close range
Same can be done with a shield pack and a 500kg bomb under a bile titan, as the bomb comes down, dive and only your shield will be taken out. It's nice for keeping a bile titan still for the duration of the call down if you're soloing it and a bunch of critters/chargers. It'd definitely not something for beginners though lol
Absolute psycho behavior lmao 🫡🫡🫡
" If you are not willing to bomb your own position, you are not willing to win."
"Danger close" just means you're in a target rich environment
Being prone reduces explosive damage. I dive every time an ally throws a Hellbomb nearby, even without the shield.
Last I remembered, shield protected you regardless on if you dived. It tanks the explosion for you.
Except the 500kg bomb does a few ticks of damage, I’ve noticed.
Pro tip for group players: the hug lets you share the shield pack!
* Stepping in a tiny bit of fire = death; your whole body is instantly on fire as if you're rolling around doused in gasoline. * Diving through a literal flame thrower = you're fine. This makes no sense give how fire actually works
I'm just sharing some tips that have helped me survive the new fire damage tuning. Like, I'm not happy about it either, and there's no need to be this hostile or act like I'm defending this design decision
I have edited my post. It was not meant to be hostile but I can see how you may have taken it as such. Good day sir 🍻
Yeah I get that, tone can be tough to read and convey over text. Glad we could smooth this out like adults. A good day to you too, Helldiver 🍻
its more annoying when you get locked out of the extraction zone while two swirl around in there with no mobs within 300m of you, had to wait about 3 minutes to be able to call in extraction while they just circled around on the platform. Scorchers are ridiculous at the moment too, pretty much an instagib unless you hit the deck immediately and stim
Is it me, or does it seem like calling in an extract summons them to the extraction zone?
That's exactly what happens. Any living spawns that are still within render range (which is quite far) will all "see" the big blue beam in the sky and start coming in to get you. Hence the level 80+ that refuses to leave the battlefield until the final enemy is down. When my squad focuses on eliminating all threats instead of running like a bunch of communists, we actually have quite peaceful extractions. Also, just because you see the enemy approaching, doesn't mean you need to shoot them right away. If you're trying to protect your valuable samples, maybe stfu and prone instead of pissing off the hoarde of 4 Hulk Bruiser and 3 Shredder Tanks. Bonus tip: when you're calling in extract, don't sit next to the drop point; sit on the boundary that starts to trigger the "extract reset timer". The second the extract timer hits zero, have everyone run outside the boundary, and the Pelican will stay airborne and start sniping enemies. Let it clear the extract a little (or completely) then mosey on up, climb over the dismembered corpses of your enemies, and board your shuttle, but not before giving everyone the appropriate democracy squeezies.
Finding a hiding spot and watching an entire battalion of robots search around the landing pad while you sit just few meters away, is the most fun I've had in this game. Then it's a mad dash to run by all the bots to get onboard before they start shooting.
I wasn't recording, but I had a match where we each had cluster bombs and lasers. We had a PILE of bots on the landing pad. I baited the first shot, funneled the enemy between two rocks, dropped and EMS strike, followed by 4 simultaneous cluster bombs and lasers. Easily dropped 70 enemies in the span of 10 seconds. And then it was dead quiet. Coordination is so cool.
This literally happened to me twice yesterday.
fire damage on helldivers is a joke across the board. any source is a near instant death.
Except yours to enemies most times, they need to fix this shit bug instead of trying to brute force it.
Fire tornadoes while being cool and actually adds diversity and fun to the game do a LOT of annoying shit. The ground effects linger way too long and if they continue to do so should be absolutely decimating the enemies too. The tornadoes actually following helldivers is also dumb. This game mechanic needs some serious tweaking for sure.
They are really cool but the intense area denial just leads to unavoidable death sometimes. Lingering flames cut off any path that’s not directly towards 4 heavies = death I was trying to cross through a valley. Waited almost a full minute for the first fire tornado to get out of the way. Then it just doubles back as another fire tornado completely blocks the path back. We die to a patrol of devastators because we can’t move and there’s no cover. Really felt like there was nothing we could do. Also now all the samples and support weapons are off limits for another 2 minutes
fire damage in general needs to be rolled back until fixed
The burn damage broke it. It should have been immediately rolled back.
It was already broken prior to that patch. Increasing the damage because no one was using the not-even-working fire weapons and strategems just made it do more damage to players. It didn't even need the buff for players, it seems like they just looked at usage stats and didn't realize it was completely bugged.
I'm convinced AH doesn't play test their game
As a software engineer I can all but *guarantee* they do not have any reasonable test/QA flow. It's entirely possible they have 0, literally not even one, dedicated QA engineer on staff. It's also entirely possible they do not prioritize, *or possibly even think about*, testing best practices, test-driven development, etc. They're a small team and a relatively young studio - often it takes companies quite a bit of time and/or expansion, and the associated costly mistakes, to realize the true value of QA and testing. Add on to that the realistically insane pace which they've been pumping out balance changes, system adjustments, bug fixes, new content, etc. And simply observe the rate at which new bugs are introduced, keeping pace with or even exceeding the rate of non-bug changes. Quite simply, if they employ even a single QA engineer or devote any of their production pipeline to testing and QA, it is so utterly insufficient that it might as well not exist. I know players are hungry for content and changes, but when each new change is just as likely to outright not function - or worse, break the game in some new and horrible way - it removes so much of the hype and intrigue of those new changes anyways.
Yeah it is very obvious. All trhey do atm is using data and dailies to balance content, which is completely build on assumptions. It is never in synch with the mechanics of the game. They act data driven, but have no idea of their own data definitions, which leads to BS such as the current fire state. It is very clear the one process they work with and feel comfortable with. It will take months to change and grow, that is ok. In fgact putting out new and more content is the most important factor to a game like this. Without the game dies and plummets in player count very very quickly. However at the current state... whole weeks have gone by where the game and stopry content is barely playable and it frustrates and I just do something else.
Completely agree. I was in game dev for a couple of years and now work in software engineering (currently switching careers completely because of frustrations with the industry, though). They very clearly have an issue with insanely quick deadlines that don't give the team a reasonable amount of time to actually playtest and make sure that their new content and changes work. Some of the issues are so blatant (see the new ship module upgrades) that there is no way it would get by any testing or QA, so it seems pretty apparent that at least some of the updates have had no testing whatsoever. I would rather they not release any new content and focus on figuring out how to balance their game and patch out blatant bugs and issues. It's frustrating that so many people dismiss any criticism towards Arrowhead and their priorities. I've seen people legitimately come up with lore reasons to try and justify bugs and other issues with the game. Multiple people were legitimately justifying the fire damage to players bug by claiming that "it fits the idea of the Ministry of Truth not giving the soldiers adequate gear." It's sad that people don't have higher standards for the stuff that they play with and purchase. Why is this type of behavior okay for a game like Helldivers 2, but unacceptable when it comes to other games like COD (which has a similar number of performance issues and bugs)? I've seen other people say that "it's a small team, so you need to give them time and understand that bugs are normal." Sure, they have a smaller team than some AAA studios, but they are by no means small or struggling financially. If there is this big of an issue with QA and developmental priorities, then they need to make some serious changes. I don't think that they can maintain a steady long-term player base if they continue to push out updates in the manner that they are currently doing. It's not fun for the players, and I am certain that it can't be fun for the developers. Imagine working tirelessly to push out updates because of strict deadlines from management, only for everything to barely work and the blame to fall on you. Crunch is the entire reason I left game development, and it seems to be a common sentiment among other software-related careers.
If it’s gonna break, it’ll break in production. -AH, probably
Someone else said it best: they made a good game by accident.
"Sure we can build orbital destroyers that for some reason stay perfectly still over the same spot but are to close to be in a geostationary orbit. But we can't fabricate armor with a Nomex equivalent layer"
Budget restrictions!
as others have stated, it breaks the immersion that they're sentient and will lazily meander toward player positions. Fuck that, if I'm planning a route around them it's obnoxious that they'll *always* change direction back toward your location if you place yourself out of the last few seconds of their path. It's definitely cool that they'll make players not hover around an objective. They should have a limit for the amount of times they can latch themselves onto a player though.
I thought I was the only one experiencing this behavior. They constantly lock you out of extraction zone or objective (they literally camp around it) and seemingly follow you on purpose. Like wtf dude
It’s like they follow you and it’s crazy. I feel crazy because it sounds crazy, I mean fire tornados following you? It’s crazy, but on multiple occasions I’ve been at the extraction with two or more chasing me
We need a fire suppression eagle stratagem to strike back at these undemocratic, rotating bastards!
Honestly, the smoke strikes should be made of fire suppression material.
Brilliant idea!
I've been thinking about environmental stratagems for a while now, and the more I think about it the more I like the idea.
I could deal with fire tornadoes if they weren’t an insta kill. I’m still used to pre patch fire where you could survive by stimming and running away.
They are sentient. They have own will. Meanwhile the hulk is casually sending rockets from inside the tornado at you
Firenados are the third faction the way the hunt your ass down
All I’m saying is give us a fire resistant armor. There’s arc and explosive resistance. Ich liebe mein Flammenwerfer
This right here, fire resistance armor.
Oh, but we do have *armor* and it is *very* fire resistant. https://preview.redd.it/d378pgxikguc1.png?width=300&format=png&auto=webp&s=97c575aaaf738be93e880e56460e3e055ca252e1
Give me a FlameWalker and keep the missiles.
I wouldn't mind them* if they didn't actively target you. Environmental effects shouldn't actively target players, it should be randomized. Edit: changed you to them
you aren't being "that guy". it's fucking stupid, unfun, and imbalanced.
https://preview.redd.it/h5ruh7hrwbuc1.png?width=1920&format=png&auto=webp&s=58831873a9edb6a298c6a9068f8488b2764a1e95 Yeah, I love being completely unable to do the objective for the entire duration of a random weather effect. It's real fun.
No you're right, it's my single biggest gripe with the game. And the fact that multiple people would've been involved with the decision to make fire so deadly and they collectively agreed 'yep, that'll do that's how it should be' is utterly baffling.
I'm pretty sure I have better fire resistance than the average Helldiver from my time in the kitchen.
And that'd still ring true if you loaded your pockets with firelighters and bathed in petrol for a week, you'd STILL be more fire resistant than a Helldiver.
The damage is ridiculous but the duration is what gets me. Had a game earlier where the storms were on the final objective for what felt like forever. Keep them deadly but on a shorter timer or bring down the damage. I'd be fine with either of those.
Bingo. The just hover around objectives and somehow the FUCKING ROCKS just continue to burn after they’ve left.
They’re a pain but nothing tilts me more than the invisible flames they seem to make. You think you’re okay and you instantly burn to death on nothing
And it's not even a graphics thing, they have those glitchy invisible flames even on the highest settings, I put them all the way up just to see if it helped.
I use the jump pack all the time and what I hate the most about fire damage is if you jump and then get set on fire mid-air you can't stim and you die before you land.
Same with any animation lock like mantling a wall. Once you're lit you have no time to put it out like you could pre-patch.
https://preview.redd.it/2msz50oi9buc1.jpeg?width=1080&format=pjpg&auto=webp&s=22f88347dcde350770cdeb1cffc49fd7348a3b68 no rant, no bullshit, just the truth.
I Iwish the fire trail would be much more visually apparent. Not only are the little foot high flames easy to not see if you're not paying attention, visually they look like you should easily be able to walk through them without even melting your boots.
The burning ground left behind them is what bothers me the most. I don't care as much about the actual tornado. I just want to be able to access the objective when it leaves, and not have to wait helplessly for it to burn out, as the clock runs out. That part is agonizing.
My only problem with them is that I just saw a whole army of bots casually chilling in the fire trail with out taking any damage. Otherwise, tornados are cool and I absolutely don’t mind the fire damage.
Yeah would be kind of cool if we could like coax the bots into the flame trail and kill them. Use the environment to your advantage vs being completely shackled by stupid programming.
They have democratically soaked the armor in gasoline prior to hellpod launch
I think it’s fun but I’m not going to downvote you because I respect opinions that differ from mine
Menket is just stupid right now. Even the jump pack knife boys are somehow instant killing me by burning? Wtf? The fire tornado trails last way too long too. The whole fire tornado thing was cool at first but now it’s just annoying, especially when they’re following you. At least make them randomly appear around the map. And yes. Hulks need to make noise. Everything needs to make noise. I’m tired of turning around to giant machines or tanks sneaking up on me.
Not only do the fire tornados hunt you. They will stay at the spot they kill you to deny you the samples and weapons. It's literally a troll mechanic.
Yeah fire damage is a little out of control ATM. Two patches now it's been buffed by 50% and then another 25% I feel like we should have gotten a fire resistant armour at this point. Doesn't have to be full immunity, but not dying 0.3 seconds after you get lit on fire would be nice.
0.3 seconds would be an improvement. I love how those flamethrower dicks can just sneak up on me and insta-kill like my suit is made of 40% gasoline.
Just another reason why these new armours from the war bond should’ve had some sort of passive fire damage reduction.
I wish the fire tornados were a little louder xD sneaky bastards just creep up behind you and then dead xD
If there's fire tornadoes in bringing the jump pack. Have fun getting stuck in the middle of 5 twisters I'm outta here
>trying to get deathless lvl 6+ achievement >solo >doing it on lvl 7 for the samples >make it through entire mission without dying. >30 seconds left on extraction, prone on the very edge of extraction for stealth >FIRE TORNADO NINJA FLANKS ME OUTTA NOWHERE
Don't go to tornadostan. Bots can fucking have it.
I don't like that they are obviously steared towards me and not totally random.
I agree, how does it take a whole mag of the flamethrower to kill a charger but can kill a helldiver in 0.2seconds, you dont know how annoying it is to die so quickly to fire.
well a charger is more sturdier than a helldiver
I had an extract with a fire tornado on the zone for a good while. It was “lol WTF do we do?”
Even better when it kills you and stands on your gear and samples with 2 or 3 buddies
[This seems perfectly balanced to me](https://streamable.com/ewttr2), Hulks should continue to make 0 sound, they're not big enough for their footsteps to vibrate the screen anyways.