u/ChaosVulkan

Image 1 — Reposting an ancient idea of mine- how I would change Helldivers' weapon content and customization.
Image 2 — Reposting an ancient idea of mine- how I would change Helldivers' weapon content and customization.
Image 3 — Reposting an ancient idea of mine- how I would change Helldivers' weapon content and customization.

Reposting an ancient idea of mine- how I would change Helldivers' weapon content and customization.

Good morning Super Earth! This broadcast is split into three sections, one of me complaining (for context) and one of me suggesting changes that would theoretically make content more consistent and engaging (the actual post). And a more reflective summary at the end.

My Problem-

With the deployment of our latest rifle, the AR/GL-21 One-Two, a trend has risen showing the cracks both before and after the implementation of the weapon customization system back in spring 2025. As we should all be familiar by now, the One-Two is a very solid assault rifle which yields a whopping... underbarrel grenade launcher!

Now granted, this weapon has a lot of differences compared to your standard rifle. It has different recoil, different ammo reserves, it does more damage than the Liberator, and... it does more damage than the Liberator..? As some of you may have noticed, at some point, weapon variations and customization variety is a hodge-podge of unusual and conflicting design choices. Why do new weapons have very minimal tweaks from a weapon category's standard balancing and why are weapons being sold for one single gimmick that could easily be placed on other guns? (Yes, I am a day one player- I know about Arrowhead's design philosophies and I know about conflicting balance ideologies. But it boils down to this-)

The customization system as it is, is a mess. It introduces balance and design issues that conflict with weapons that existed by the time it was implemented, and are not addressed since. It is a poorly-veiled upgrade system that only widens the gap of power and scope creep right now. Let me ask you this- how many of you are running angled grips on assault rifles? I know there's a few of you out there (I don't know why), but there are apparent gaps in power and fantasy in our weapons that are only deepened by attachments and create obsolete equipment (let alone the balancing of our weapons at their base, which is all over the place no doubt). Is there any reason to use our standard issue Liberator, once we level up the Carbine? Defender and Knight? Do you put a foregrip on your Eruptor? And most importantly...

wouldn't it be cool if you could fire AP3 rounds as fast as the Carbine?

My Proposition-

I have an idea. Big idea, big text. And let me tell you why I think it would be cool. First goal- create a deeper, more personal and engaging customization system. Second goal- give weapons from warbonds more direct, apparent and unique additions to your arsenal. And thirdly- resource sink. And the magic to tie it all together? In theory, this requires 0 content additions- the tools we have are all already here. Only mechanical and system changes.

Here is my idea. We take everything we have- all the guns, all the parts, all of their looks, and we break them down into their most basic units.

The base of the gun (Liberator, Defender, Tenderizer, Dominator (this would encompass Eruptor parts) among others)- if the gun has a unique shape, that's the base. All of the Liberator variants are dissolved into their parts, and there is just- the "Liberator." The base of the gun decides all of the normal, fundamental things about the gun you are already familiar with. Damage, penetration, fire rate yadda yadda. This is because gun variations are usually balanced not far from each other and share most of their traits. The base of the gun decides what attachments a gun can have and from what categories of weapons.

The rest of the parts will become your basic attachments- ammunition, muzzles, grips, the things you already know. There will be two new attachment types- stocks (just for extra quality of life), and firing mechanisms (firing behavior and speed).

So, what do we do with all of the guns being boiled down to their "unique parts?" The weapons as you buy them in the warbonds will no longer be "weapons." They will be packages, blueprints, bundles of attachments. Okay, so we start our journey with the Liberator, we already have that base gun and its parts. What does the Liberator Penetrator offer? Well, it has the same fire rate and reserve ammunition. But what it truly offers is different damage and penetration- we can turn that into an ammunition attachment! And we can add an extra unique scope and muzzle on the side. And the Liberator Carbine? The opposite- it has the same damage profile as the Liberator, but a different fire rate. So how about we turn its unique gimmick, the speed at which it shoots, into a firing mechanism attachment? And then we can give it a unique thing here or there, like it's where we could get our current short mag attachment from, or a shorter muzzle.

And then you combine the firing mechanism of a Carbine with the ammunition of a Penetrator, throw in the scope from the Tenderizer- and what a wonderful weapon you have created (balancing at AH's discretion may apply). Along with these strengths, attachments would have proper drawbacks that actively change how you use them and how the guns feel. Since we're already using what's there, you could simply use the combination of parts to make the guns as they are now. And, with these "blueprints," you would get the skins and styles of the guns with them. Like the skins we can currently get from leveling the gun. But wait. Isn't buying AND leveling a hassle?

Abolish the leveling system. I barely even like it now, yeah. This rework would make it arbitrary, attachments and skins belong to weapons, not levels. You get the parts when you get the weapon blueprint. Let me introduce you to this fantastic idea- attachments cost requisition slips and samples upfront, and they're yours to use on applicable gun bases. You earned that 4x scope, unlock it and use it with as many assault rifles or marksman rifles or submachine guns as you want. Who am I to stop you from using the attachment you already earned once?

My Understanding-

So yes. I understand how complex game dev is, and people shouldn't armchair or pretend to know jack. But let me tell you this. Do you agree the game has issues with design and balancing choices? I would probably think so. And Arrowhead has a lot on their plate- I know we like to dunk on them cause Swedish vacations and workers' rights and whatever, but this game is really driven by a team who works overtime to keep it alive (yeah I know some of you don't like to hear that bite me). And we know AH is capable of making content and things we like to say is "impossible," but once again what do any of us know. Quite simply, I think the issues with customization SHOULD be addressed. And even more so, I think there are many realistic solutions AH could achieve in this game's future support, among the many things they're doing elsewhere in the game's development. I'm not saying I have an idea that AH would personally do or achieve, I'm just trying to get in the ballpark. But damn, if I don't think it wouldn't be badass.

That's all, adieu Helldivers!

u/ChaosVulkan — 3 days ago
▲ 126 r/LowSodiumHellDivers+1 crossposts

Fan warbond for those who like to move - "Super Sprinters"

The mobility that Exo Experts gives inspired me to make a full movement and utility-focused fan warbond, where offensive equipment is put on the backburner but gives you a lot more options in underutilized slots to enable more playstyles. So, welcome-

SUPER SPRINTERS!

Armor - The medium "Runner" and heavy "Booster" armor are designed to not move faster, but move enduringly and scale obstacles others cannot. The "Climber" passive gives an extra 25 points to stamina. Alongside this, the armor allows users to scale/mount walls 50% higher and faster- no Automaton encampments are stopping you now.

Primary Weapon - One-handed, buckshot, wrist-breaking sawed off shotgun ("SOSG" or "Sausage") "Slammer." The game desperately needs a burst damage option in the one-handed primary slot, and let's be honest, sawed-off shotguns are badass. Light penetration but packing as much punch as a Punisher, the Slammer lets you get in enemies' faces with slightly harsher drag (but more ammo to compensate)!

Secondary - Grapple spear. Self explanatory. Infinite uses, the grapple can be shot into any terrain, above or below, and pull you towards it, with one caveat... it sends you in ragdoll mode as it pulls you, so make sure you don't scrape your helmet across the ground or into an... enemy? The grapple has medium penetration and 150 damage, making it a (very slow) infinite chaff clear option. If the enemy still stands after being struck, they will be staggered and stunned while the user stands their ground, until they reel the grapple back out. But, should the enemy part have heavy armor or higher... prepare for a ride and ragdoll to your enemy's feet. Hope you get on top of the Factory Strider first try.

Boosters - A double whammy and built-in synergy, two boosters will open up more playstyles and offensive power faster than you can yell "DEMOCRACY!" The Coordination Training booster allows the squad to fire and swing their equipment while sprinting, at the cost of less accuracy. Now you can squash Sporeburst Terminids and not inhale the fumes! The second booster, "Akimbo," allows players to dual-wield any one-handed weapon. Double the Verdict, double the Defender, and of course, double the newly-bought Slammer in your arsenal. Each weapon reloads its own magazine/rounds, so since it eats twice the ammo, this booster also gives an additional 200% reserve ammo for one-handed weapons! Should dual wield interfere with one-handed interactions, a player can stow away the second weapon and go back to using only one weapon that reloads one magazine at a time.

Throwab- Injectable? Injectable - The adrenaline shot is not an offensive "throwable," in fact, so inoffensive that you don't even throw it! With a standard 4 reserve, injecting adrenaline will refill a Helldiver's stamina and give them 3 seconds of no stamina use. Users will gain damage resistance in those 3 seconds, and more importantly, will develop no addictions or withdrawal effects! A good tool to keep in your back pocket if you ever need to go on the backfoot or valiantly charge into your final heroic moment. Warbond sponsored by Permacura.

Player Title - Donning aerodynamic armor and clearing a path into the bright blue sky, sponsors of this warbond can carry the "Wings of Freedom" title, to show all who the tip of the spear truly is!

Thank you divers for taking a moment to view this fan idea, I would love more ways to approach combat and explore the world- I really want more exploration and types of terrain to explore, so hopefully, one day we can go hiking instead of killing... but not today!

Titanfall IP Infringement not included!

u/ChaosVulkan — 8 days ago
▲ 261 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 — 11 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 — 12 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 — 12 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 — 12 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 — 15 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 — 23 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 — 23 days ago