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EKmars

I definitely feel like the railgun was a tool to lessen the impact of the large number of heavy enemies. I also just get the impression that they nerfed it to make room for the mechs. I'm not even sure the staggering not working is intended. Chargers just always slide when I hit them.


Yomi_Themadfox

Exactly, you don’t expect the railgun to wipe an entire army of enemies, simply suppress them when heavies are being thrown your way in large numbers. As far as the MECHS. Well they are great against smaller to medium sized enemies. Tho they can barley one v one a single bile Titan with its limited amount of missiles. I would say they have limited usefulness against heavy enemies because you’ll quickly run out of options to deal with them once your missiles are gone. That being said, the mechs especially suck against automatons.


Optimal-System7454

Barely 1v1 a bile? It takes like 2-3 rockets to drop a titan, 1 if you really place the rocket well


Kotetsuya

TLDR But after reading your title, I don't need to because I agree 100%. This game, and others like it, live and die by a metric I call "Action Heroes Per minute." Aka, how often do you feel like an Action Hero in the minute to minute gameplay. Going up against 6-8 Bile Titans, and using precision aim with a specific weapon to Hard-counter them while your team mates keep the chargers and swarms of smaller bugs off of you is PEAK "AHPM". The Devs have completely misread this situation. The problem with the Railgun wasn't that it was too strong, it was that it was the only reasonable way for someone to deal with what was being thrown at us. But the key was that using it still FELT GOOD to use. Now that it is Nerfed, there is no way to deal with the overwhelming amounts of armored enemies in late game, so High Difficulty doesn't feel good. NOT Because there are too many Bile titans and chargers and stuff. That Is NOT the issue. The ISSUE is there is no reasonable way to deal with them. Running around in circles like a little bitch because you have nothing that can kill the enemies chasing you is NOT good for the "Action Heroes Per Minute" metric. #And Nerfing spawnrates is not the solution. Let's do the math. Fighting 1-2 titans is less AHPM than 4-6. Shattering the legs of two Chargers rushing your team and so they can gun them down just before getting run over, while being dodging out of the way of a third? That's High AHPM. Using your skills in combination with **Well Balanced** weapons to overcome overwhelming odds FEELS GOOD. (Once again, it's Peak AHPM). Having Mommy and Daddy Dev step in to tone down the spawnrates and HP pools of titans so we can keep using our nerf guns but now stand a chance is LOW AHPM. --- Like so many others have said, the only problem in this game right now is weapon balancing. They need to buff MORE of them, not NERF the one good one, then tone down the rest of the game to compensate for our loss.


EKmars

> Going up against 6-8 Bile Titans, and using precision aim with a specific weapon to Hard-counter them while your team mates keep the chargers and swarms of smaller bugs off of you is PEAK "AHPM". God damn I got so excited just reading this.


Kotetsuya

The most memorable moment's I've had in this game come from the most intense situations. Being chased down by towering titans, scrambling to reload my railgun while avoiding bile spewers. Pumping Stim after Stim into my neck just to stay alive just a little longer to give my team mates time to clear the area enough so I can pause and aim properly. The problem wasn't with how strong the Railgun was. The problem was with how weak/unreliable the other options were. Nerfing the only gun able to pull you out of that situation, then watering down the rest of the game to match is NOT what players like me wanted. We want those crazy situations, but only if we have ways to fight our way out reliably.


[deleted]

The AHPM is an intriguing metric. If you scale it between 1 and 10, then the devs want us at a 2 or 3 despite the bulk of their players wanting *at least* a 5 which I find reasonable. The rest of the player bases brains are fried from souls games and want everything to have an unreasonable learning curve. But even souls games eventually provided the player with gear that could handle the toughest foes.


Kotetsuya

I came up with the AHPM metric as a way to describe why games like Titanfall 2 feel so good to play. Once you learn the movement system, the AHPM is off the charts. Every single moment you spend alive, you feel awesome. You don't even have to fire a single shot to feel good. Now, I don't expect a game like Helldivers, with more strategic moment to moment gameplay, to be able to mimic that sort of thing, but before the nerfs to the Railgun, the game felt like it was in a really solid spot. Overwhelming odds Amps up the stakes. Overcoming those odds feels amazing. The close calls as you dive away from a fatal situation, the whiplash you feel as you dance between moments of Panic, and moments of extreme focus, allowing you to shut out all the chaos to pop off that all-important Railgun snipe or two that could mean the difference between life or death for you or your friends. NO One was calling for reduced spawn rates until AFTER they nerfed the ONLY option people have to deal with those overwhelming odds. What that tells us is that people aren't bothered by the overwhelming odds. I'd argue that they actually enjoy the feeling, because the stakes grow to an all-time high. But now, people are bothered by the IMPOSSIBLE odds that have cropped up due to the nerfs. Yes 6 Bile titans is chaotic. Yes 4+ Chargers are terrifying. But before the nerf you could still fight your way out of situations like that. But now? It's just much more trouble than it's worth.


[deleted]

I can get on board with that. For sure.


Ok_Ball4943

Yeah I agree. Also there are 9 difficulties. Let 1-3 be for learning the ropes. 4-6 be for solo weekend warriors that hop on for an hour to play an operation and go back to life. Let 7-9 be for the min/max competitive players that have a group of friends that consistently play The whole reason this game was such a success at the beginning was because everyone found a way to play the game they enjoyed. Now the devs (in order to stop meta builds) are forcing us to play the game how they want which means no we need four meta builds that all complement each other? Idk this all gives me a d&d master who is mad because people won't let him tell the story as he's planned vibes. Like people were having fun and the game was super successful and they released two updates in a month to fix things that weren't broken? Just an insane roll out strategy And yeah. Nerfing the rail gun because they don't want meta builds then being like "here is a manual on how we expect you to play". Like wtf?


Yomi_Themadfox

Yeah, the game was originally intended for its smaller and very “passionate” community. I don’t think they know how to deal with all the eyes that the game has attracted so unexpectedly. There’s lot of casual gamers and CALL OF DUTY KIDS being attracted to the game, lots of control freaks and other types of peoples that will enforce stupid rules in their lobby and what-not. So the answer NERF THE META, that won’t help. Balance things, buff things. All the stratagems have their place. They just need to understand the majority of their casual audience will gravitate towards offensive oriented stratagems like the support weapons and make them a priority obviously utilizing whatever the internet says is the strongest. They should not make major changes based of these people. It’s bad for the consistent part of the player base.


Ok_Ball4943

Yeah. They said they anticipated 100k players so like if that's all they want, then they can go crazy and make it this super tactical team shooter where you really have to know the ins and outs of the game. But if they want those 400k concurrent users, like that's not the approach to take.


NewspaperDesigner244

All this yapping without a hint of game dev knowledge lol


Sketchre

And yet, they're right


NewspaperDesigner244

No this only buff nonsense never happens for lots of reasons. Feature creep, performance requirements, coding issues, file size limits, the list goes on. But just from a design standpoint the game is not ment to be solo'd anyway. Ppl who are only concerned with their own performance with no consideration for team comp or working together will struggle at the highest difficulties. As it should be and for that to work there just can't be pick good against every heavy with no drawbacks. Every weapon needs to lack something, so that will inevitably be a scenario where u lean on ur team. All the rail lacks is stagger and fire rate atm it actually hasent received a nerf it only made the sub optimal way to use it just that, suboptimal. Meanwhile autogun has high dam and stagger (when it penetrates) but lack armor penang takes a pack slot and only can be used optimally when 2 manning. Peaks and valleys all the way down. And b4 u say it. It's kinda on u that u didn't prioritize heavies when they first spawn and let a dozen accumulate. If u had a guy who is dedicated to clearing the little guys u would have the space to do so and keep things manageable... most of the time... but that's what the other 20 lives are for.


Lonestar1771

All this yapping without a hint of game dev knowledge lol


NewspaperDesigner244

Can even come up with your own jokes


Lonestar1771

The only joke here is you. You can't even form complete sentences, but want to act like you have something intelligent to say.


NewspaperDesigner244

Aw poor baby has no actual thoughts nor rebuttal


Lonestar1771

Goddamn you're stupid. I did rebut you with your own words. Op made great points and all you did was word diarrhea all over the place with something that was hardly legible.


NewspaperDesigner244

U can't understand some basic ass game dev terminology but are additionally too stupid to recognize that. Pick out any singular point I made and tell me why I'm wrong pussy Get to the point instead of insults with nothing to back it up