I’d love “enemy variety” and “swarm frequency” multipliers for haz 5+ Also just give us the ability to stack them all up to ridiculous levels. Make it like the pact of punishment in hades where you can mix and match difficulty modifiers anywhere from mild kick to literal hell
Making it more like the PoP also has the hidden benefit of adding a mode so difficult that for years, everyone confidently says it can't be beat, up until it eventually is.
Interesting stuff. I guess GSG should've worked with the modded difficulties community to make haz5+ more fun. It would also be nice if you went over all weapons and overclocks some time later like you did over a year ago
the most fun ive had was an uncapped lobby mod with difficulty tweaked towards more enemy types and bigger spawns and slightly boosted attack and defense on account of having way more players im already so sick of damage sponge enemies that this game has in droves, they add a damage sponge difficulty on top of it lmao you just cant have fun because a lot of weapons have super shit ammo efficiency and ammo scarcity is just a boring way to "balance" the game. a shooting game where you cant shoot, sounds real fun. this wasnt an issue in l4d. you could run out of ammo, but the ammo supplies were spread along the levels that were linear, and the resupplies themselves were effectively infinite. a situation where there is literally no ammo left in the game could not occur and you got to shoot to your hearts content when near a resupply.
@@genericgoosereturns Very few enemies in this game are actually very spongy at all. Ammo also isn't really that scarce. On vanilla, you almost always have way more than enough nitra to deal with anything the game throws at you so long as you complete a mission in a reasonable amount of time and you aren't using blatantly stupid builds. It's not like Helldivers 2 where, despite ammo being extremely abundant, you're hardly ever incentivized to do much other than kite enemies around and avoid combat as much as possible, and don't even get me started on how god-awful HD2's balance is; it makes DRG look as balanced as Chess in comparison.
@@genericgoosereturnsIf you don't have enough ammo you're literally playing the game wrong, and I hate to be that guy that tells people how to play the game, but you can't blame the devs for a skill issue.
As a casual that is jumping from haz 5 to 6x2 from time to time haz5+ feels easier than 6x2 in majority of missions. The spawn rates of high priority targets and big targets of haz6 is still more, and they are the main pain tbh. Like, it doesn't matter if 50 or 60 grunts are running at me if I can kill them with 1 breach cutter blast regardless. But for example if there is more purple spiders that are coming at me from different angles the difficulty increase is more noticeable. But in missions where close combat is almost inevitable indeed haz5+ is harder. In 6x2 you can afford to dash through a wave of bugs to reposition, take cheap damage etc. In 5+ you literally have to play for no hit challenge cuz the second 1 or 2 bugs hits you you are essentially dead. Like Waste said it is not very fun, and I agree
I do think 6x2 is actually significantly harder tbh, it's just that h5a has these really strange swingy peaks where you just die because you fail to dodge a ranged attack, whereas 6x2 has comparatively much more consistent (and much more consistently harder) difficulty. If you're good enough, you won't die in 6x2, but h5a will still just sometimes randomly kill you.
@@pvewaste Ever played Haz5a duck and cover? Oh you aren't gunner? GG basically. Almost nothing you can do with how much spam there is and how few hits you can take.
@@nekoblue77Scout and engi do fine, engi can literally just build pill boxes and ranged units don't dig through and scout just keeps moving. Driller also has cryo cannon, which hard counters all the mactera and all other bugs cause they end up freezing easily.
@@Cappy_CatYou havent played haz5+ duck and cover if you think those strats will work, it is useless in haz5+ duck and cover. The sheer amount of spitter spawns will overwhelm you, and for pill box idk why you are trying to pillbox at haz5+ unless mission task is of no concern to you, also opressors exist and they will spawn once you box yourself-in, trust me. Driller cryo will depresurize even before getting to freeze all of em, i.e if only driller is even in the range of spitter, best he can do in that situation is to bunker-in, but they will peek eventually, aggressive 2 spitters are like machine gun they will land hits on you when you depresurize. Scout well, he can escape and deal with cryo crossbow and nades, once hes out of those, its a never ending run for your life; also good luck dodging 20 spitter attacks simultaneously xD. All these without accounting the barrage of grunt hordes/macteras. Try that modifier out in a mission and you'll know how little chancd we have of survival 😂.
@@Shiro_Heltzer I have never seen an oppressor spawn in duck and cover lol. Also pill box does work for stuff like salvage missions cause you can just build around the objective, and pick everything off. Although going outside if you aren't scout is nigh impossible.
Idk about lots of nitra... Each time I had enough only for 1-2 pods (and I had to actively seek out lootbugs). And it just added even more back tracking, it was fresh in the beginning, but quickly became annoying
I agree with u on the player vulnerability thing. The way I view Health in DRG, it's like a resource that I can spend to actually make my fighting plans work. I often find myself near-death because of this, but it just feels right and feels good to do so, u know 😂 Really gets my blood pumping, dancing through swarms and still live through it to take a resupply.
I came to the same conclusions about haz5+max but by playing it a bunch instead. I noticed the most effective strategies were to move together and always bunker right before a swarm, and that player vulnerability is by far the most difficult and unfun of the 4 modifiers, and removing it or even ticking it down to 1 instead of 2 DRASTICALLY changes the overall difficulty of the whole mission top to bottom start to finish. DRG has good balance in that when you get hit by something, it's meant to be a reminder you need to pay attention to something that you weren't focusing on. Could be a septic spreader's mortar wad, could be a spitballer in the dark across the cavern, could be a swarmer that crept up behind you, etc etc. All of these things are still designed in a way where the first hit is meant to be a reminder that springs you into a specific response. Even if you're at low health and that hit actually downs you, technically you're STILL being reminded to pay attention to something that you weren't (your health), so even then it does its job ...but with player vulnerability haz5+ mod, that reminder is no longer a reminder, but instead a blunt penalty for not *predicting* the incoming damage and flawlessly evading it. Punishing a player for not being able to predict that a specific enemy in a specific spot on a huge map of randomly spawning enemies was going to attack them right at a specific moment is VERY unfun, but were the hit to just dink you to keep you on your toes or jumpstart your situational awareness like it normally does, then all it really does is forcibly boost your engagement with your surroundings. This, I'm confident, is exactly why it works so well the way it is on haz 5 and below; it's enjoyable to get hit by something that surprises you and forces you to adjust strategy on the fly, but it's so extremely frustrating and unenjoyable to be downed by that same something you simply neglected to clairvoyantly anticipate.
as a haz 5 pub player, 100% agree. absolutely love the more bugs modifier, and would even like to see more tiers for it. as a certified driller main, massive swarms of grunts are infinitely satisfying to burn, freeze & melt in acid lol. also a fan of the aggressive enemies, is a good stepup in difficulty when it comes to kiting and what not bc in haz 5 as you said you can literally just jump through waves and they barely touch you if you're doing it right. however. dwarf vulnerability is the bane of my existance and just makes the game frustrating, and i was unsure abt the tankier enemies modifier but was leaning towards not liking it. but when you described it as "reducing build variety" yeah that solidifies it as really not good lol. like i love in DRG how there aren't really "bad" builds, like basically all weapons & OCs work as long as you're not contradicting your upgrades and what not. it's just that at higher hazards like 6+, it becomes clear that certains builds are definitely better and others just can't compete. and the tankier enemies just fully goes against that, a lot of things are just so hard to use there cannot wait to get my hands on the driller & gunner OCs, they look so damn fun. oh and yeah, love this video style. very interesting to hear your expanded thoughts and reasons on things
while I disagree with you on some things regarding build restriction, pretty much my thoughts exactly on the more lethal changes. Last night I played a haz5 2-0-2-2 and it was alright, but more of a pain. No one really had damage. Naturally, players over time will figure out effective ways to combat such difficulty, but I'm also curious about whether or not those additions adequately show up in the server search. Two people in the lobby had no idea I even activated 3 of the 4 modifiers. I know it shows next to the mission difficulty, with icons and the I or II. But I feel people are too conditioned not to see.. who knows, maybe it's just a player and time thing. That said, after that mission, I played around with haz 2-2-2-0, and that seemed more fun to me, than 2-0-2-2. I do agree that 2-2-2-2 would just be unfun. It's why spreadsheets and theory just fail. You just increase number and that means more difficult/fun right? Nope. I'm curious if I can play around with 2-1-2-1 or even a 2-1-2-2, but that'll be for another day. Not a fan of the naming schemes mostly though. Talking about haz5a, makes me thinks there's a tougher (or easier?) haz5b.. is there a haz5s tier? Who knows! I do enjoy the 2-2-2-2 scheme, reflects weapon builds. 32132
Completely agree on the haz 5 modifiers. I love more enemies, and aggressive enemies is nice too when I'm up for a challenge. I most likely will never again click enemy health and player vulnerability. One funny quirk of the system is that I always put 0 or 2 for the levels, I just don't really see the use case for only one level of modifier. If you are at haz5 looking for more challenge, you are totally ready for just going +2 on your favorite modifier.
i didn't expect it to be a replacement for modded difficulties, i enjoy that they have modifiers rather than forcing any one particular difficulty standard. that being said i think a good way forward would be to add more modifiers (more waves, more elite spawns, harsher player scaling) that can increase or add to haz 5 stats to meet player expectations. i dont like the idea of 5A being the definitive experience and believe we have modifiers to let us decide what is the most fun, so i hope players choose what they want most and dont brute force the fun out of 5+ by running exclusively 5A.
I like the format a lot. I LOVE how you define your fun and context before giving what I feel is really constructive feedback. You made a point to highlight some of GSG's reasons to focus on designing for casual players before comparing the new content to modded games. Why should GSG spend resources on a market which is: 1) way smaller than I think you think (only an extremely slim margin of players install mods, let alone feel 6x2 is chill; and more importantly 2) a market whose needs are already perfectly well served by mods! If I were gsg I'd def take your feedback into strong consideration. I'd like to see less nitra received per pickaxe strike, smaller nitra patches, or fewer patches, or any combo of the three. The buffs to ammo count would inherently make guns weaker from swapping. That alone gives the players agency in choosing the problem they'll have to deal with.
I think Haz 5 2222 should be "Haz 5 Max" personally. They really should've made swarm delay a modifier instead of player vulnerability. Also just feel like pointing out: Cluster bomblets do something around 40 on direct hits. So the per-shot damage is almost identical to Salvo's (though getting perfect hits is harder), with like 4x the effective ammo (~40 salvos vs ~160 cluster rockets), probably 3x the effective DPS, and actual effectiveness at range. And Salvo isn't even that bad to begin with. Very balanced overclock.
I don't find the unfun difficulty options too bad since you can just not put them on. More Enemies and Aggressive Enemies both feel really good on II, and tough I gives a big stat bump to larger targets w/out touching common scaling. Skipping one or both levels of player vuln and only taking one level of toughness makes for a very enjoyable experience that wasn't otherwise available in vanilla.
I am really happy that they added the difficulty modifiers (i like the agressive bugs and more bugs only really. Maybe 1 tick into tougher enemies but thats it). This is because i like to play with other people or randoms so having a 6x2 lobby is impossible for me, so i do like how there is a lite version of 6x2 (that i wish i could try) that i can play with my friends potentially and with randoms
Honestly your takes on haz 5+ are how im feeling too. I've just been sticking to more and aggressive enemies for the most part. Deep scan is pretty fun mission too. The drillevator still has the cinematic magic so I'll see if I start to hate it or not later on. From someone who doesn't play modded drg outside of 10+ dwarfs messing around, Haz 5+ doesn't feel that much harder, just more annoying with dwarf vulnerability and durability. It just messes too much with my mental numbers which is too much permanent damage I cannot afford to take. I do like the new secondaries we can get both on regular missions and DDs too. Having a small refinery without the defense phase of it feels fast and nice alongside finding 2 crystals. They shake up the DDs more which thank god, DDs really needed new content after the drought of S3-4. The new warnings help it out a bit too. I am curious to hear your opinion on the OCs because they're definitely very unique compared to what we have now. I'm running builds like burning nightmare sludge pump and taking repellant off of platform guns suddenly.
My biggest problem with tougher enemies is break points on weaker enemies like as you said makes some weapons useless like imo a better way to approach it would be make big bugs like praetorians stronger but like 5% to 10% as to not make them bullet sponges but still more hard
great video, I agree that player vulnerability is kinda dumb, it's not enjoyable to just instantly die to certain projectiles that are sometimes almost undodgeable. Also yeah, it rewards bunker playstyles which are honestly the most boring strat hands-down. I think a good change would be making player vulnerability only make you take more damage from certain enemies instead of all of them, for example it feels fine on grunts and makes them a more dangerous threat when comboed with the aggressive enemies modifier.
I agree that the buffed health and damage is annoying and a cheap way to increase difficulty, reminds me of terraria as the increased damage and stuff in master mode is annoying but the new biss phases where cool.
DRG has an excellent learning curve. The speed at which you unlock new tools and learn how to use them against tougher bugs while learning faster ways to complete objectives navigate caves etc is excellent. The difficulty curve being lackluster always felt to me like it did the game a disservice. I'm still continuing to improve at this game with well over three hundred hours, but the bugs have been the same since hour 30. I understand that many players will never reach haz 5, and that many more will simply be content playing on easier difficulties and relaxing with their friends. The game has plenty to offer these players, but it also has plenty more to offer those willing to take the plunge, and I've always been of the opinion that all of the depth the developers have poured into this game is severely underappreciated when the max difficulty your average player has access to requires them to use only a fraction of it. With that being said, I highly doubt any more difficulties will be added past this point, and while I appreciate the sentiment I really do wish they had gone further if only to push more players towards the modded community.
I wish drillevator was way bigger, so it actually feels like a massive lift arena section (halo the first game that comes to my mind)with no resupplies . Rn it's just an overglorified dorreta section, kinda lame and sad.
I haven’t played haz 5 plus but I feel like I would agree with you, considering how little fun shield disruption is. Dwarve vulnerability should be replaced with like swarm intensity
The best thing they did with the hazard 5+ mechanic is being able to choose what you want to increase as a modifier. L will probably increase the amount of enemies and aggressiveness, games that just increase damage you take and health for difficult usually create bland or unhealthy gameplay. Another thing to add is imo hazard 5 + will be a big thing for console, since in pc we can just mode to what we want anyway. Even them some players just despise moding so the option being right there is good for the game. L would suggest you and the modding community gives feedback for more options in how we increase difficulty instead of just diminishing its value. More settings for haz5+ is the way to go. This season is incredible, although we can sure make hazard 5+ better 😅.
ELECTRO MINELETS!! HYPE YES THANK YOU 🙏🙏🙏 Loved the takes, and the video style! Would love to hear more stuff in this format!! As a very minor nitpick, maybe a bit of a positive spin at the end would've been a nicer spot to end it? Leaving it with the jetty boots discussion kinda felt a bit of a sour spot to end on--BUT I LIKED THE VIDEO A LOT AND REALLY AM EXCITED TO SEE MORE FROM YOU
Good video, i like separate commentary over gameplay. When it comes to hazard 5+ I joined a 5+ 2222 lobby yesterday, spawned next to 2 spitballers wirh no cover, froze a spitballer with cryo cannon, dumped 2 subata magazines into it and it still fucking lived. And then i proceeded to die a single spitballer shot. Insta left that shit. I'm definitely not picking stronger enemies ever. That modifier is just gatekeeping 90% of the weapons and overclocks in the game. Fuck that. Also not picking player vulnerability I think, but maybe later down the line I'll pick it just to artificially boost the difficulty. That said, lethal enemies and more enemies are amazing imo. I'm not a fan of modded difficulties mostly because not many people join those games. So having an official difficulty that's comparable to the modded one is very nice. That's honestly the biggest thing for me in the season 5. Well that and old seasons since I didn't play them and I want something to grind for.
I agree with most of the points Tried the new difficulties, the faster and more enemies are the fun ones, the other ones I just don't really touch. I like the breakpoints and such where they are. Can't really comment on the drillevator thing for solos, but it's a fun, if not too challenging, ride down. More cinematic than anything, but still neat. Sometimes a little cramped feeling with four people running around. Overall, season 5 looking good. There's not anything that's... ANNOYING to fight against like rockpox was. getting ganked by several stalkers at once is an experience, and while there are definitely some, let's say, not so powerful overclocks in the mix, the majority of them are a lot of fun to play with, even if not super strong.
How close to 6x2 can you get with the 5+ difficulty modifiers? Is there some level of fine-tuning that recreates the experience? If not, how close does it get?
For me Haz5+ max settings generally feels easier than 6x2. But with good mission rng I think haz5+ can definitely be harder than a 6x2 as one specific mission showed me And that’s without considering warnings/mutators
Hard agree on the friendly fire encouraging toxicity. I've had multiple games where players will kill their teammates before they leave the mission and also just randomly. This one time a gunner host would constantly intentionally shoot at his teammates and it ended up with him killing all of us, going afk and then failing the mission because he took too much damage through the drop pod resistance. I was banned from his lobby and I'm only upset about it because I never got the chance to block him on Steam. I am 50/50 on removing friendly fire because in my 750 hours of game time, this has only ever happened to me 4 times, but it is significant enough that I would say removing it is warranted. A nice middle ground could be keeping the feedback and voicelines from the friendly fire but remove the damage wholesale. It would keep the personality but remove the frustration.
Hey how do you unlocked the cluster missiles for the Missile-launcher? I don't know how but i don't get any more weapon OC on the forge neither on machine events. It seems like they aren't in my game or something.
Are you on console? If not - your game is probably bugged. The Forge started showing the Weapon Overclock symbol for me right after the update, same with the cores you get for Promoting and the weekly assignments.
I come from game with very hardcore friendly fire and its super cool coz u need to focus and think more befor shooting, but im not sure in drg, threre a lot of AoE weapons
Correction: The crystals you are scanning are called resonance crystals, they are not valuable or precious, they only serve the purpose of letting mission control triangulate the final destination; the morkite geode.
They "fixed" the bomblet trigger delay on the most recent patch right? I understand that it's a pretty powerful OC but still can't but to feel as if I had been robbed of great power.
haz5 + max is easier than 6x2 i havent cleared 6x2 solo lmao already did it with haz5+ even more since its a new patch and you see a lot of greenbeards joining sidenote: if you still hate how good jetty boots are, just think of it as you getting lucky in a roguelike run, we already have randomly generated cave and random-ish enemies, and the roguelike game theyre now making was supposed to be just a patch to drg so mebe ppl should really start adding that genre to drg lmao
It feels kinda hard to keep watching because your constructive criticism doesn't match up with how I feel about the game, but I would say you do have some good points. I think ghost ship games could improve hazard 5+, but the point of hazard 5+ is for people to choose how they want to make things harder, so it doesn't really bother me that much that some of the options aren't as good as others. I get a lot of my enjoyment from just shooting the guns, so I don't mind some of the slower sections of the game, though I am not a very big fan of the caretaker mission.
Pfffft uve got clusters it doesnt count im only half joking, but im very aware you specifically could do this without it also, ive started hugging the wall on my way up the big hole, and then tapping c to start bringing molly up before the pod lands, makes it take a slightly less painful amount of time.
Hey, i’m newish to DRG and i’m wondering if there is a website or a chat where good players like you speak about builds and loudouts that fit the meta.
So this cluster missiles overclock sounds like it has just stolen the niche that frag missiles has. PB Missiles are still gonna be good because of their ability to shred bosses.
I'm getting quite a few crashes but I don't want to disable all of my mods. Is there any information that can be gleamed from the crashlogs like payday 2 crash logs?
just like the payday 2 logs drg crash logs give like, negative useful information (ACCESS VIOLATION :D) but Broken CRASH: Brighter objects (updated but still crashing some people) CRASH: Revert Praetorian Gas Bug or praetorian gas fix (S5 changes gas to be freezable) CRASH: No lithopage missions CRASH: Vanity search CRASH: Custom Difficulty 1 (when 5+ is enabled) CRASH: Damage Numbers CRASH: Low poly enemies (deep scan) CRASH: Vanilla Enemy Adjustments (broken) CRASH: Better Cracking Boots CRASH: Preset framework CRASH: Remove unnecessary pinlights (crash in sandbox) CRASH: Customizable steeve CRASH: Save last used hazard CRASH: hide randomizer button (now hidden) CRASH: Vanilla Weapon Adjustments (cryo) CRASH: Buyable Missions (5+) CONFLICT: Vanilla Weapon Adjustments and No Mineral Scatter SUSPECTED CRASH: Payday 2 Assault Banner BROKEN: Orange/Blue Septic Spreader (overlay color bugged) BROKEN: No web no problem (overlay defunct) POSSIBLY BROKEN: All overlay affecting mods these ones can crash you
A bit late but in my scrub only 490h experience I think what really irks me is that solo play becomes a lot more demanding of you in the sense that you're constantly racing against the clock to find nitra before the swarm arrives. With only agressive and more enemies is fine and you kinda have room to wiggle s bit since theres only more enemies that take the same damage to kill. With all mods you basically have to heavily invest in cc and passive tactics since the break points of many weapons are fucked over and can't catch a break with how much damage you take in just a split second. Slashers were supossed to be the bug class you feared the most at melee range given their speed snd ability to oneshot shields but now every bug above grunt class will do that so now your priority chart gets fucked as every enemy becomes a high priority target. And by the time the wave "stops" there's still more than half of the bugs that spawned, you could be nearly finishing off the last remants of the last wave right before another one begins with less than half of your ammo reserves. With at least another teamate who can help find nitra it becomes significantly easier evn tho the scalar should in theory make it more challenging. Again its just my opinion as a decent a best player that drops by from time to time but I think that if even the pro players complain we kinda have problem.
Hey do you recommend buying helldivers 2 if played exclusively solo? I dont think many people play it where I live and I dont have friends to convince to play with me
looks like you have mods installed, are you still using unified UI, or have you gone back to mod hub? or rather, what can I use to even run mods without crashing in s5 😅
I enjoyed this style of video. i too felt like the new mission type was cool but not really super amazing, i think it has potential to be better. im interested to hear what you say about the overclocks. also what graphics card do you have you're using the lowest settings ive seen + upscaling
Probably not too bothered to change the settings. This guy plays 6x2, so to compensate for the lag caused by enemies he turns down his graphics. Just a theory tho
@@pvewaste oh wow i have the same card but i don’t play modded difficulties so i guess that’s why i haven’t encountered much of an issue. i wasn’t really aware the game could have that bad of performance
Hello, just curious how you can do the fast movement on the zip lines. I have tried jumping on and off, but I cannot seem to go as fast as you in the video.
Just came out of a struggle os 2 hours with a friend with the New Haz 5 2222. And yeah, its not that fun. We had to change our build to a really meta build, and we were still getting killed vem after playing perfect. One time we were perfect, and them a shellback spawned and hitted us. And boom, I died and my friend got tô low health and a grunt finished us off. That happened um seconds and we had everything under control before that heppened
I haven’t played since last year, is this new difficulty like the last mission on an elite deep dive? Also, what kind of state is the game in? I’m thinking of purchasing on steam but am kind of hoping for a sale.
Haz 5a as a long time 1300 hour greybeard, is legitimately so unfun. Some mission types literally i dont even think are possible to win solo or almost impossible. Build diversity is basically non-existent and boils down to "which set up do you want to use to cheese the bugs" and using anything else is an immediate L. Get too close to the edge of your shield? Instant death. Big culprits are tough enemies and especially player vulnerability. And for such an insane spike in difficulty, you get less of a bonus than just cleaning up 1 or 2 contagion spikes. Legitimately not well thought out at all.
As for the mission types that are just obscene, salvage being the poorly thought out mission type as it is, is very difficult. But the hardest right now is definitely escort. Apart from the Haz5a modifier and the new phase the ommaran fight just feels harder just generally speaking, and with haz 5a solo, if you get rocks I legitimately don't think you can win. Or if you get unlucky and get too many ranged enemies because you will basically be forced to tank the drill dozer because of the spawn rates and attack speeds of enemies... Really cool for a mission to basically just be impossible.
I personally think that enemy toughness has some potential to be interesting for shaking up the breakpoint meta/make other weapons more viable like Ai Stability Engine but for that to happen they probably need to reduce the multiplier
@@SkereKelelall the gk2 does outside of electric reload maybe is just eat ammo no stop without killing many things, regardless of skill the potentional dps of the gun is horrid no matter how you build it, even in critcal weakness or if every single enemy was frozen it would still be doodoo
@@SkereKelelM1K has long been considered one of scout's best options, if not one of the best weapons in the game; because of how effectively it obliterates high value targets. AISE is best at raw, sustained single target DPS; but focus shot M1K can burst dozens of different threatening enemies down in like one charge shot or one charge + a normal shot or two. DRAK is all about them gimmicks, and unfortunately many aren't very practical. but thermal exhaust feedback is one of the other competitive primary options just because that fire damage bonus is pretty damn massive. its a bit wacky but it can be good for playing more of a supportive role with your gunner or using heat spread or stuff like that.
"Hazard 5A" sounds about right going forwards, if 5+ is too nebulous
and to add onto this, Haz5-half could be for the people who only up the enemy spawn and aggressiveness, nit the toughness and vulnerability
"Hazard 5 plus 2 plus 2 plus 2 plus 2" and you have to type it out every time
@@lanz228I feel like H5half is the way to go, toughness breaks TTK and breakpoints and vuln is not a fun kind of difficulty.
@@Daddio_McFly I like that you can shorten it to H5+42 and it might as well be some nuclear code
I’d love “enemy variety” and “swarm frequency” multipliers for haz 5+
Also just give us the ability to stack them all up to ridiculous levels. Make it like the pact of punishment in hades where you can mix and match difficulty modifiers anywhere from mild kick to literal hell
Making it more like the PoP also has the hidden benefit of adding a mode so difficult that for years, everyone confidently says it can't be beat, up until it eventually is.
It's embedded in the +swarm mod. Look at it on wiki. However it's just +1 special enemy and +2 disruptors. Again, look on a wiki for what that means.
Bro is the mayor of Yappsville and we are the citizens 🗣️
omg even the huulis are buffed by aggressive 2 look at him ZOOM!
Your yapping is peak content please continue
Interesting stuff. I guess GSG should've worked with the modded difficulties community to make haz5+ more fun. It would also be nice if you went over all weapons and overclocks some time later like you did over a year ago
the most fun ive had was an uncapped lobby mod with difficulty tweaked towards more enemy types and bigger spawns and slightly boosted attack and defense on account of having way more players
im already so sick of damage sponge enemies that this game has in droves, they add a damage sponge difficulty on top of it lmao
you just cant have fun because a lot of weapons have super shit ammo efficiency and ammo scarcity is just a boring way to "balance" the game. a shooting game where you cant shoot, sounds real fun.
this wasnt an issue in l4d. you could run out of ammo, but the ammo supplies were spread along the levels that were linear, and the resupplies themselves were effectively infinite. a situation where there is literally no ammo left in the game could not occur and you got to shoot to your hearts content when near a resupply.
@@genericgoosereturns Very few enemies in this game are actually very spongy at all.
Ammo also isn't really that scarce. On vanilla, you almost always have way more than enough nitra to deal with anything the game throws at you so long as you complete a mission in a reasonable amount of time and you aren't using blatantly stupid builds. It's not like Helldivers 2 where, despite ammo being extremely abundant, you're hardly ever incentivized to do much other than kite enemies around and avoid combat as much as possible, and don't even get me started on how god-awful HD2's balance is; it makes DRG look as balanced as Chess in comparison.
@@genericgoosereturnsIf you don't have enough ammo you're literally playing the game wrong, and I hate to be that guy that tells people how to play the game, but you can't blame the devs for a skill issue.
@@Cappy_Cat youre a haz1 player
@@genericgoosereturns go touch some grass
i could see haz5+ with only "aggressive enemies" and "more enemies" be simplified to "more & aggressive enemies" or MAE2
I like this I vote for this resolution
As a casual that is jumping from haz 5 to 6x2 from time to time haz5+ feels easier than 6x2 in majority of missions. The spawn rates of high priority targets and big targets of haz6 is still more, and they are the main pain tbh. Like, it doesn't matter if 50 or 60 grunts are running at me if I can kill them with 1 breach cutter blast regardless. But for example if there is more purple spiders that are coming at me from different angles the difficulty increase is more noticeable. But in missions where close combat is almost inevitable indeed haz5+ is harder. In 6x2 you can afford to dash through a wave of bugs to reposition, take cheap damage etc. In 5+ you literally have to play for no hit challenge cuz the second 1 or 2 bugs hits you you are essentially dead. Like Waste said it is not very fun, and I agree
I do think 6x2 is actually significantly harder tbh, it's just that h5a has these really strange swingy peaks where you just die because you fail to dodge a ranged attack, whereas 6x2 has comparatively much more consistent (and much more consistently harder) difficulty. If you're good enough, you won't die in 6x2, but h5a will still just sometimes randomly kill you.
@@pvewaste Ever played Haz5a duck and cover? Oh you aren't gunner? GG basically. Almost nothing you can do with how much spam there is and how few hits you can take.
@@nekoblue77Scout and engi do fine, engi can literally just build pill boxes and ranged units don't dig through and scout just keeps moving. Driller also has cryo cannon, which hard counters all the mactera and all other bugs cause they end up freezing easily.
@@Cappy_CatYou havent played haz5+ duck and cover if you think those strats will work, it is useless in haz5+ duck and cover. The sheer amount of spitter spawns will overwhelm you, and for pill box idk why you are trying to pillbox at haz5+ unless mission task is of no concern to you, also opressors exist and they will spawn once you box yourself-in, trust me. Driller cryo will depresurize even before getting to freeze all of em, i.e if only driller is even in the range of spitter, best he can do in that situation is to bunker-in, but they will peek eventually, aggressive 2 spitters are like machine gun they will land hits on you when you depresurize. Scout well, he can escape and deal with cryo crossbow and nades, once hes out of those, its a never ending run for your life; also good luck dodging 20 spitter attacks simultaneously xD. All these without accounting the barrage of grunt hordes/macteras. Try that modifier out in a mission and you'll know how little chancd we have of survival 😂.
@@Shiro_Heltzer I have never seen an oppressor spawn in duck and cover lol. Also pill box does work for stuff like salvage missions cause you can just build around the objective, and pick everything off. Although going outside if you aren't scout is nigh impossible.
Idk about lots of nitra...
Each time I had enough only for 1-2 pods (and I had to actively seek out lootbugs).
And it just added even more back tracking, it was fresh in the beginning, but quickly became annoying
In my experience in 3 scans I usually only get 1-2 resups, but on 5 scans I get 3-5 resups
I agree with u on the player vulnerability thing. The way I view Health in DRG, it's like a resource that I can spend to actually make my fighting plans work. I often find myself near-death because of this, but it just feels right and feels good to do so, u know 😂 Really gets my blood pumping, dancing through swarms and still live through it to take a resupply.
For scouts, health is just a number they try not to get to 0, as long as it's not at 0 they're perfectly fine.
I came to the same conclusions about haz5+max but by playing it a bunch instead. I noticed the most effective strategies were to move together and always bunker right before a swarm, and that player vulnerability is by far the most difficult and unfun of the 4 modifiers, and removing it or even ticking it down to 1 instead of 2 DRASTICALLY changes the overall difficulty of the whole mission top to bottom start to finish.
DRG has good balance in that when you get hit by something, it's meant to be a reminder you need to pay attention to something that you weren't focusing on. Could be a septic spreader's mortar wad, could be a spitballer in the dark across the cavern, could be a swarmer that crept up behind you, etc etc. All of these things are still designed in a way where the first hit is meant to be a reminder that springs you into a specific response. Even if you're at low health and that hit actually downs you, technically you're STILL being reminded to pay attention to something that you weren't (your health), so even then it does its job
...but with player vulnerability haz5+ mod, that reminder is no longer a reminder, but instead a blunt penalty for not *predicting* the incoming damage and flawlessly evading it. Punishing a player for not being able to predict that a specific enemy in a specific spot on a huge map of randomly spawning enemies was going to attack them right at a specific moment is VERY unfun, but were the hit to just dink you to keep you on your toes or jumpstart your situational awareness like it normally does, then all it really does is forcibly boost your engagement with your surroundings. This, I'm confident, is exactly why it works so well the way it is on haz 5 and below; it's enjoyable to get hit by something that surprises you and forces you to adjust strategy on the fly, but it's so extremely frustrating and unenjoyable to be downed by that same something you simply neglected to clairvoyantly anticipate.
as a haz 5 pub player, 100% agree. absolutely love the more bugs modifier, and would even like to see more tiers for it. as a certified driller main, massive swarms of grunts are infinitely satisfying to burn, freeze & melt in acid lol. also a fan of the aggressive enemies, is a good stepup in difficulty when it comes to kiting and what not bc in haz 5 as you said you can literally just jump through waves and they barely touch you if you're doing it right.
however. dwarf vulnerability is the bane of my existance and just makes the game frustrating, and i was unsure abt the tankier enemies modifier but was leaning towards not liking it. but when you described it as "reducing build variety" yeah that solidifies it as really not good lol. like i love in DRG how there aren't really "bad" builds, like basically all weapons & OCs work as long as you're not contradicting your upgrades and what not. it's just that at higher hazards like 6+, it becomes clear that certains builds are definitely better and others just can't compete. and the tankier enemies just fully goes against that, a lot of things are just so hard to use there
cannot wait to get my hands on the driller & gunner OCs, they look so damn fun. oh and yeah, love this video style. very interesting to hear your expanded thoughts and reasons on things
while I disagree with you on some things regarding build restriction, pretty much my thoughts exactly on the more lethal changes. Last night I played a haz5 2-0-2-2 and it was alright, but more of a pain. No one really had damage. Naturally, players over time will figure out effective ways to combat such difficulty, but I'm also curious about whether or not those additions adequately show up in the server search. Two people in the lobby had no idea I even activated 3 of the 4 modifiers. I know it shows next to the mission difficulty, with icons and the I or II. But I feel people are too conditioned not to see.. who knows, maybe it's just a player and time thing.
That said, after that mission, I played around with haz 2-2-2-0, and that seemed more fun to me, than 2-0-2-2. I do agree that 2-2-2-2 would just be unfun. It's why spreadsheets and theory just fail. You just increase number and that means more difficult/fun right? Nope. I'm curious if I can play around with 2-1-2-1 or even a 2-1-2-2, but that'll be for another day.
Not a fan of the naming schemes mostly though. Talking about haz5a, makes me thinks there's a tougher (or easier?) haz5b.. is there a haz5s tier? Who knows! I do enjoy the 2-2-2-2 scheme, reflects weapon builds. 32132
I like the letter format Somebody suggested. Haz5aamm or haz5mmtt for example
Completely agree on the haz 5 modifiers. I love more enemies, and aggressive enemies is nice too when I'm up for a challenge. I most likely will never again click enemy health and player vulnerability.
One funny quirk of the system is that I always put 0 or 2 for the levels, I just don't really see the use case for only one level of modifier. If you are at haz5 looking for more challenge, you are totally ready for just going +2 on your favorite modifier.
Ayyyy season 5 Waste baby! Awesome to see you back, and hyped to see more of whatever you’ll be cooking!
i didn't expect it to be a replacement for modded difficulties, i enjoy that they have modifiers rather than forcing any one particular difficulty standard. that being said i think a good way forward would be to add more modifiers (more waves, more elite spawns, harsher player scaling) that can increase or add to haz 5 stats to meet player expectations. i dont like the idea of 5A being the definitive experience and believe we have modifiers to let us decide what is the most fun, so i hope players choose what they want most and dont brute force the fun out of 5+ by running exclusively 5A.
I like the format a lot. I LOVE how you define your fun and context before giving what I feel is really constructive feedback.
You made a point to highlight some of GSG's reasons to focus on designing for casual players before comparing the new content to modded games.
Why should GSG spend resources on a market which is: 1) way smaller than I think you think (only an extremely slim margin of players install mods, let alone feel 6x2 is chill; and more importantly 2) a market whose needs are already perfectly well served by mods!
If I were gsg I'd def take your feedback into strong consideration. I'd like to see less nitra received per pickaxe strike, smaller nitra patches, or fewer patches, or any combo of the three. The buffs to ammo count would inherently make guns weaker from swapping. That alone gives the players agency in choosing the problem they'll have to deal with.
I think Haz 5 2222 should be "Haz 5 Max" personally. They really should've made swarm delay a modifier instead of player vulnerability.
Also just feel like pointing out: Cluster bomblets do something around 40 on direct hits. So the per-shot damage is almost identical to Salvo's (though getting perfect hits is harder), with like 4x the effective ammo (~40 salvos vs ~160 cluster rockets), probably 3x the effective DPS, and actual effectiveness at range. And Salvo isn't even that bad to begin with.
Very balanced overclock.
looking forward to your vid on the new OC's!
I don't find the unfun difficulty options too bad since you can just not put them on. More Enemies and Aggressive Enemies both feel really good on II, and tough I gives a big stat bump to larger targets w/out touching common scaling. Skipping one or both levels of player vuln and only taking one level of toughness makes for a very enjoyable experience that wasn't otherwise available in vanilla.
I am really happy that they added the difficulty modifiers (i like the agressive bugs and more bugs only really. Maybe 1 tick into tougher enemies but thats it). This is because i like to play with other people or randoms so having a 6x2 lobby is impossible for me, so i do like how there is a lite version of 6x2 (that i wish i could try) that i can play with my friends potentially and with randoms
DRG is such a game that i can't play a video or music on the backgroud because it requires so much attention.
I find it really interesting.
Honestly your takes on haz 5+ are how im feeling too. I've just been sticking to more and aggressive enemies for the most part. Deep scan is pretty fun mission too. The drillevator still has the cinematic magic so I'll see if I start to hate it or not later on. From someone who doesn't play modded drg outside of 10+ dwarfs messing around, Haz 5+ doesn't feel that much harder, just more annoying with dwarf vulnerability and durability. It just messes too much with my mental numbers which is too much permanent damage I cannot afford to take. I do like the new secondaries we can get both on regular missions and DDs too. Having a small refinery without the defense phase of it feels fast and nice alongside finding 2 crystals. They shake up the DDs more which thank god, DDs really needed new content after the drought of S3-4. The new warnings help it out a bit too. I am curious to hear your opinion on the OCs because they're definitely very unique compared to what we have now. I'm running builds like burning nightmare sludge pump and taking repellant off of platform guns suddenly.
My biggest problem with tougher enemies is break points on weaker enemies like as you said makes some weapons useless like imo a better way to approach it would be make big bugs like praetorians stronger but like 5% to 10% as to not make them bullet sponges but still more hard
great video, I agree that player vulnerability is kinda dumb, it's not enjoyable to just instantly die to certain projectiles that are sometimes almost undodgeable. Also yeah, it rewards bunker playstyles which are honestly the most boring strat hands-down.
I think a good change would be making player vulnerability only make you take more damage from certain enemies instead of all of them, for example it feels fine on grunts and makes them a more dangerous threat when comboed with the aggressive enemies modifier.
I agree that the buffed health and damage is annoying and a cheap way to increase difficulty, reminds me of terraria as the increased damage and stuff in master mode is annoying but the new biss phases where cool.
DRG has an excellent learning curve. The speed at which you unlock new tools and learn how to use them against tougher bugs while learning faster ways to complete objectives navigate caves etc is excellent. The difficulty curve being lackluster always felt to me like it did the game a disservice. I'm still continuing to improve at this game with well over three hundred hours, but the bugs have been the same since hour 30. I understand that many players will never reach haz 5, and that many more will simply be content playing on easier difficulties and relaxing with their friends. The game has plenty to offer these players, but it also has plenty more to offer those willing to take the plunge, and I've always been of the opinion that all of the depth the developers have poured into this game is severely underappreciated when the max difficulty your average player has access to requires them to use only a fraction of it. With that being said, I highly doubt any more difficulties will be added past this point, and while I appreciate the sentiment I really do wish they had gone further if only to push more players towards the modded community.
rambling is peak content please continue!
I wish drillevator was way bigger, so it actually feels like a massive lift arena section (halo the first game that comes to my mind)with no resupplies .
Rn it's just an overglorified dorreta section, kinda lame and sad.
It was the same thing with the Corruptor, the art made it seem like it'd be at least caretaker size and all we got was a slightly taller oppressor
yapping is the way to go tbh, very good for second monitor enter entertaining
I haven’t played haz 5 plus but I feel like I would agree with you, considering how little fun shield disruption is. Dwarve vulnerability should be replaced with like swarm intensity
The best thing they did with the hazard 5+ mechanic is being able to choose what you want to increase as a modifier. L will probably increase the amount of enemies and aggressiveness, games that just increase damage you take and health for difficult usually create bland or unhealthy gameplay.
Another thing to add is imo hazard 5 + will be a big thing for console, since in pc we can just mode to what we want anyway. Even them some players just despise moding so the option being right there is good for the game.
L would suggest you and the modding community gives feedback for more options in how we increase difficulty instead of just diminishing its value. More settings for haz5+ is the way to go.
This season is incredible, although we can sure make hazard 5+ better 😅.
Great vid love to see you back! Really want to here what you think of the oc’s
ELECTRO MINELETS!! HYPE YES THANK YOU 🙏🙏🙏 Loved the takes, and the video style! Would love to hear more stuff in this format!!
As a very minor nitpick, maybe a bit of a positive spin at the end would've been a nicer spot to end it? Leaving it with the jetty boots discussion kinda felt a bit of a sour spot to end on--BUT I LIKED THE VIDEO A LOT AND REALLY AM EXCITED TO SEE MORE FROM YOU
when he shot the walls as the drillevator started I was like OOOOOOOOHHHHHHH-
Good video, i like separate commentary over gameplay.
When it comes to hazard 5+ I joined a 5+ 2222 lobby yesterday, spawned next to 2 spitballers wirh no cover, froze a spitballer with cryo cannon, dumped 2 subata magazines into it and it still fucking lived. And then i proceeded to die a single spitballer shot. Insta left that shit.
I'm definitely not picking stronger enemies ever. That modifier is just gatekeeping 90% of the weapons and overclocks in the game. Fuck that.
Also not picking player vulnerability I think, but maybe later down the line I'll pick it just to artificially boost the difficulty.
That said, lethal enemies and more enemies are amazing imo. I'm not a fan of modded difficulties mostly because not many people join those games. So having an official difficulty that's comparable to the modded one is very nice. That's honestly the biggest thing for me in the season 5. Well that and old seasons since I didn't play them and I want something to grind for.
based on this video i think we should buff cluster missiles
I agree with most of the points
Tried the new difficulties, the faster and more enemies are the fun ones, the other ones I just don't really touch. I like the breakpoints and such where they are.
Can't really comment on the drillevator thing for solos, but it's a fun, if not too challenging, ride down. More cinematic than anything, but still neat. Sometimes a little cramped feeling with four people running around.
Overall, season 5 looking good. There's not anything that's... ANNOYING to fight against like rockpox was. getting ganked by several stalkers at once is an experience, and while there are definitely some, let's say, not so powerful overclocks in the mix, the majority of them are a lot of fun to play with, even if not super strong.
How close to 6x2 can you get with the 5+ difficulty modifiers? Is there some level of fine-tuning that recreates the experience? If not, how close does it get?
For me Haz5+ max settings generally feels easier than 6x2. But with good mission rng I think haz5+ can definitely be harder than a 6x2 as one specific mission showed me
And that’s without considering warnings/mutators
The main problem 5+ is lacking iirc is wave timers are still really slow in comparison to haz6 and up, so there's way more downtime.
Hard agree on the friendly fire encouraging toxicity. I've had multiple games where players will kill their teammates before they leave the mission and also just randomly. This one time a gunner host would constantly intentionally shoot at his teammates and it ended up with him killing all of us, going afk and then failing the mission because he took too much damage through the drop pod resistance. I was banned from his lobby and I'm only upset about it because I never got the chance to block him on Steam.
I am 50/50 on removing friendly fire because in my 750 hours of game time, this has only ever happened to me 4 times, but it is significant enough that I would say removing it is warranted.
A nice middle ground could be keeping the feedback and voicelines from the friendly fire but remove the damage wholesale. It would keep the personality but remove the frustration.
Hey how do you unlocked the cluster missiles for the Missile-launcher? I don't know how but i don't get any more weapon OC on the forge neither on machine events. It seems like they aren't in my game or something.
Are you on console? If not - your game is probably bugged. The Forge started showing the Weapon Overclock symbol for me right after the update, same with the cores you get for Promoting and the weekly assignments.
@@elias0240 no im on pc, steam
I'll definitely be playing with just more enemies and aggressive enemies. Like you said the other 2 are just not fun
4:30 don't forget Left for Dead 2 :P
I come from game with very hardcore friendly fire and its super cool coz u need to focus and think more befor shooting, but im not sure in drg, threre a lot of AoE weapons
Correction:
The crystals you are scanning are called resonance crystals, they are not valuable or precious, they only serve the purpose of letting mission control triangulate the final destination; the morkite geode.
Opinions on the Core Stone events?
new best overclock in the game? but electro minelets has been ingame since overclocks were added, no?? Please clarify
yes
The other overclock
hes talking about the new one for the hurricane?
They "fixed" the bomblet trigger delay on the most recent patch right?
I understand that it's a pretty powerful OC but still can't but to feel as if I had been robbed of great power.
I enjoyed this video format. Thanks for sharing
haz5 + max is easier than 6x2
i havent cleared 6x2 solo lmao
already did it with haz5+ even more since its a new patch and you see a lot of greenbeards joining
sidenote: if you still hate how good jetty boots are, just think of it as you getting lucky in a roguelike run, we already have randomly generated cave and random-ish enemies, and the roguelike game theyre now making was supposed to be just a patch to drg so mebe ppl should really start adding that genre to drg lmao
Nice video style, wasn't bored at all.
I hope they work on the vunurabliliry part, or let u choose
wtf waste is alive?
someone finally revived him
cluster feels good but I'm usually still rocking neurotoxin rounds
It feels kinda hard to keep watching because your constructive criticism doesn't match up with how I feel about the game, but I would say you do have some good points. I think ghost ship games could improve hazard 5+, but the point of hazard 5+ is for people to choose how they want to make things harder, so it doesn't really bother me that much that some of the options aren't as good as others. I get a lot of my enjoyment from just shooting the guns, so I don't mind some of the slower sections of the game, though I am not a very big fan of the caretaker mission.
Haz 4 casual reporting!! Love your videos
hi waste; has anything developed regarding the mod hub / unified ui situation, and does unified ui work in S5?
Could you put the cluster charges build in the description?
It's 11222
Great video tho the resonance crystals aren't called geodes, geode is the main objective
hello i would like a yappucino (nice video)
I do agree with some of your points I also disagree with some of the other points.
Pfffft uve got clusters it doesnt count
im only half joking, but im very aware you specifically could do this without it
also, ive started hugging the wall on my way up the big hole, and then tapping c to start bringing molly up before the pod lands, makes it take a slightly less painful amount of time.
Hey, i’m newish to DRG and i’m wondering if there is a website or a chat where good players like you speak about builds and loudouts that fit the meta.
My favorite part is when you stopped being nice and snapped
What do you think about the cluster charges after the nerfs?
Still really strong - less overwhelmingly so, but it continues to be arguably one of the best weapons in the game.
@@pvewaste Agreed
So this cluster missiles overclock sounds like it has just stolen the niche that frag missiles has. PB Missiles are still gonna be good because of their ability to shred bosses.
How did you get the old damage indicator for your shield back? I find the new one too distracting and limiting on visibility
I'm getting quite a few crashes but I don't want to disable all of my mods. Is there any information that can be gleamed from the crashlogs like payday 2 crash logs?
just like the payday 2 logs drg crash logs give like, negative useful information (ACCESS VIOLATION :D)
but
Broken
CRASH: Brighter objects (updated but still crashing some people)
CRASH: Revert Praetorian Gas Bug or praetorian gas fix (S5 changes gas to be freezable)
CRASH: No lithopage missions
CRASH: Vanity search
CRASH: Custom Difficulty 1 (when 5+ is enabled)
CRASH: Damage Numbers
CRASH: Low poly enemies (deep scan)
CRASH: Vanilla Enemy Adjustments (broken)
CRASH: Better Cracking Boots
CRASH: Preset framework
CRASH: Remove unnecessary pinlights (crash in sandbox)
CRASH: Customizable steeve
CRASH: Save last used hazard
CRASH: hide randomizer button (now hidden)
CRASH: Vanilla Weapon Adjustments (cryo)
CRASH: Buyable Missions (5+)
CONFLICT: Vanilla Weapon Adjustments and No Mineral Scatter
SUSPECTED CRASH: Payday 2 Assault Banner
BROKEN: Orange/Blue Septic Spreader (overlay color bugged)
BROKEN: No web no problem (overlay defunct)
POSSIBLY BROKEN: All overlay affecting mods
these ones can crash you
@@pvewasteah thanks for the very quick response. Are these all reported by the community in the DRG modding server or something?
@@discordduck6979community
@@discordduck6979 no, just a list collated by PDRG, i have no idea whether the modding server has their own thing
@@pvewaste please do some scout content on haz5 2222
keep yapping
A bit late but in my scrub only 490h experience I think what really irks me is that solo play becomes a lot more demanding of you in the sense that you're constantly racing against the clock to find nitra before the swarm arrives. With only agressive and more enemies is fine and you kinda have room to wiggle s bit since theres only more enemies that take the same damage to kill. With all mods you basically have to heavily invest in cc and passive tactics since the break points of many weapons are fucked over and can't catch a break with how much damage you take in just a split second. Slashers were supossed to be the bug class you feared the most at melee range given their speed snd ability to oneshot shields but now every bug above grunt class will do that so now your priority chart gets fucked as every enemy becomes a high priority target. And by the time the wave "stops" there's still more than half of the bugs that spawned, you could be nearly finishing off the last remants of the last wave right before another one begins with less than half of your ammo reserves. With at least another teamate who can help find nitra it becomes significantly easier evn tho the scalar should in theory make it more challenging. Again its just my opinion as a decent a best player that drops by from time to time but I think that if even the pro players complain we kinda have problem.
I thought this video format was good, I think the "rambling" works as you are going through a list of bullet points.
Hey do you recommend buying helldivers 2 if played exclusively solo? I dont think many people play it where I live and I dont have friends to convince to play with me
I think if its Haz5+ with just 1111 then just one +, if its is Haz5 with 2222 then it should be Haz5++
all that algorithm stuff
looks like you have mods installed, are you still using unified UI, or have you gone back to mod hub? or rather, what can I use to even run mods without crashing in s5 😅
do you stream on twitch or anything? just asking since you’re fairly MIA on here and id like to see more of your content
I used to, just have been a bit inactive recently due to motivation waning kinda
Hey waste I was wondering if you could show ur graphic settings and what you have them set to
I just have everything set to lowest more or less and a couple visual mods like Clutter Begone, No Particles, and No Ragdolls
I enjoyed this style of video. i too felt like the new mission type was cool but not really super amazing, i think it has potential to be better. im interested to hear what you say about the overclocks.
also what graphics card do you have you're using the lowest settings ive seen + upscaling
Probably not too bothered to change the settings. This guy plays 6x2, so to compensate for the lag caused by enemies he turns down his graphics. Just a theory tho
Mhm, rocking a decent i5-12700k and a 3070, but i still experience frame drops, especially in modded
@@pvewaste oh wow i have the same card but i don’t play modded difficulties so i guess that’s why i haven’t encountered much of an issue. i wasn’t really aware the game could have that bad of performance
@@roborogue_ DRG is actually mostly CPU throttled, but yeah at higher enemy counts or with more complex enemy comps the game can really shit the bed
erm, waiter! more yapping please!
I like your commentary videos so make more please
holy shiz waste alive
21:54 I had a nemesis and bulk spawn in the drillevator section, and while theire not fast enough to get the the drillevator I shit myself
Hello, just curious how you can do the fast movement on the zip lines. I have tried jumping on and off, but I cannot seem to go as fast as you in the video.
How I do it is hitting jump and interact basically at the same time and make sure you hold w
w+interact+space
Hello, what is your favorite mission type?
Just came out of a struggle os 2 hours with a friend with the New Haz 5 2222.
And yeah, its not that fun. We had to change our build to a really meta build, and we were still getting killed vem after playing perfect.
One time we were perfect, and them a shellback spawned and hitted us. And boom, I died and my friend got tô low health and a grunt finished us off.
That happened um seconds and we had everything under control before that heppened
Also it's not that Hard to get New hazard 5+ I once saw a scout who didn't have a single promotion which lead to expcted outcome
5+8 i call it
I haven’t played since last year, is this new difficulty like the last mission on an elite deep dive?
Also, what kind of state is the game in? I’m thinking of purchasing on steam but am kind of hoping for a sale.
Wdym by state of the game?
Haz 5a as a long time 1300 hour greybeard, is legitimately so unfun. Some mission types literally i dont even think are possible to win solo or almost impossible. Build diversity is basically non-existent and boils down to "which set up do you want to use to cheese the bugs" and using anything else is an immediate L. Get too close to the edge of your shield? Instant death. Big culprits are tough enemies and especially player vulnerability. And for such an insane spike in difficulty, you get less of a bonus than just cleaning up 1 or 2 contagion spikes. Legitimately not well thought out at all.
As for the mission types that are just obscene, salvage being the poorly thought out mission type as it is, is very difficult. But the hardest right now is definitely escort. Apart from the Haz5a modifier and the new phase the ommaran fight just feels harder just generally speaking, and with haz 5a solo, if you get rocks I legitimately don't think you can win. Or if you get unlucky and get too many ranged enemies because you will basically be forced to tank the drill dozer because of the spawn rates and attack speeds of enemies... Really cool for a mission to basically just be impossible.
Man I thought you were ganna love this update😭
I do! The things that aren't the two difficulty sliders are great.
Glad to hear!
Rock and stone
So does this mean you'll Verm more?
🙏
PLayer vulrnability is for people who do no-hit speedruns. It's optional for a reason.
i like hazard 5EX for 5+'s name
I like the video type
can you solo something with scout? cant kill shit and gets one shot a ton
The goat is back
This is a really good video type
I personally think that enemy toughness has some potential to be interesting for shaking up the breakpoint meta/make other weapons more viable like Ai Stability Engine but for that to happen they probably need to reduce the multiplier
ai stability engine and g2k in general is doodoo
@@loafofbread9400Is far better than that trash m1000...
@@SkereKelel far better? I dont think so the boomstick and the gk2 by far the worst weapons in the game outside of super specific builds or solo
@@SkereKelelall the gk2 does outside of electric reload maybe is just eat ammo no stop without killing many things, regardless of skill the potentional dps of the gun is horrid no matter how you build it, even in critcal weakness or if every single enemy was frozen it would still be doodoo
@@SkereKelelM1K has long been considered one of scout's best options, if not one of the best weapons in the game; because of how effectively it obliterates high value targets. AISE is best at raw, sustained single target DPS; but focus shot M1K can burst dozens of different threatening enemies down in like one charge shot or one charge + a normal shot or two.
DRAK is all about them gimmicks, and unfortunately many aren't very practical. but thermal exhaust feedback is one of the other competitive primary options just because that fire damage bonus is pretty damn massive. its a bit wacky but it can be good for playing more of a supportive role with your gunner or using heat spread or stuff like that.
Love the video type
They just nerfed the oc rip 😭