Helldivers 2 weapon rebalancing to get massive buff with studio’s new Chief Creative Officer

Pilestedt writes: "Very good question. First thing we got to do is ensure we get more devs time playing the game. It's hard to make the right decisions if the eyes aren't on the road.

Secondly, I want to ensure we actively look at the sentiment and create a holistic view of WHY feedback is given. And my working theory is that TTK is too high."

DivineHand12522d ago

They need to give us weapons that are fun to use. Right now you will have over 30 enemy patrols that randomly appear around you in a near never ending horde. Most of the weapons we are getting are either semi automatic guns that can take out 1 light armored mob if you hit the weak point or low damage automatic rifles with high recoil.

To make the game more fun, we need some fun futuristic weapons. I would love to see a gun that can fire elemental rounds except for incendiary and a proper thermite grenade.


Helldivers 2’s SEAF Artillery is Only as Valuable as Squads Want It to Be

Helldivers 2's SEAF Artillery is one of its most cerebral side objectives, but only if players take the time to make it worthwhile strategically.

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We Interview: CoD BO6 Associate Director, Design Matt Scronce and Director of Production Yale Miller

David writes: "During our preview for Call of Duty: Black Ops 6, we had the opportunity to interview Matt Scronce (Associate Director, Design), and Yale Miller (Director of Production) from Treyarch."

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Helldivers 2 dev responds to complaints Patrol Spawns are worse

The Helldivers 2 community manager has responded to complaints that the updated Patrol spawn rate is even worse and too difficult.

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DustMan1d 22h ago

Didn't have any issues with enemy spawns after the patch. Me and a friend were able to complete a suicide operation as a duo. Maybe ran into a handful of encounters that were true grinds. What I'm assuming is that people aren't actually moving away from an engagement they will not win. Getting overwhelmed? Throw a orbital laser, or a couple air strike and move on. You may have a hulk or two follow, but with distance between you and them they aren't trouble. Also, do not sleep on the expendable anti-tank. It's part of my loadout now consistently because you don't really have to worry about picking your secondary up every single time you die. Plus if your carrying one, and then drop it's stratagem you've got 3 shots you can pull off relatively quickly. They knock out gunships in one shot. Just got to learn how to arch the longer shots.

jznrpg19h ago

That’s one thing I always notice with a lot of random groups. They just sit there and fight and fight unending swarms shooting mainly with their primaries. Run n Gun is the name of the game. Like you said throw and orbital or eagle then run and kite the mobs that follow and take ‘em out one by one while your moving. If you have a sentry throw that down and keep running.

Doomeduk18h ago

That's the great thing about HELLDIVERS the wide ranging mix of load outs and strategies at disposal and all work do I take a stratagem flamethrower or hope to pick something up and take an extra orbital instead ? Stun grenade or impact ? even placement of cannons needs to be thought about considering Bugs or Robots

Bathyj12h ago

I managed a suicide solo run which is what I generally play on. I don't think it's harder.

jznrpg19h ago(Edited 19h ago)

They don’t seem worse. They haven’t changed much if anything.