For those interested in the liberation stats, and want to understad it even more. The EU and US are the majority of players. In the steam charts, usually the first peak is eu, the second peak is US and the major down period is after US goes to sleep, it does not reach notable activity before EU comes back online. If you look at the time zones and the "M" in the steam charts (when sorting on 1week) the middle lowspot in the overall daily peak is the switch from EU to US playerbase. The playerbase EU and US varies about 2k to 30k both ways, the areas further east in the EU and asia have a notably lower playercount, wich "hurts" the liberation effort.
@@HeroInTheMist No you didn't. You joining at the complete tail end of WW1 and barely did anything except profit of off war and WW2 was carried by the USSR and Great Britain with you only fighting the Japanese and not the Germans until 1944 which was pretty much near the end.
@@Dalekssupremeyou're completely ignoring how much the US funded WW2 before we ever became actually involved. And that the US sent thousands of tanks to Russia as well as helped them develop the industry to build tanks. World war two was only "carried" by the USSR because they threw millions of bodies into the grinder. There's also so much more. You're clearly going off of surface level knowledge on this. We joined towards the end of the war because we ended the war.
I think I speak for all helldivers when I say that we need a gamemode that lets us defend a base of operation for already captured planets, like a siege type of game where enemies come in large waves with or without the help of stratagems.
This is WHY we NEED thoes 175 countries. Idc what everyone says, thoss people were OUR night shift. Plus, notice jow many MAJOR orders we've lost compared to completed since the start of this fiasco!?
@kennydlite its funny, I joined a helldive forum on fb, and didn't realize it's was a PLAYSTATION Helldive forum. I started complaining about it when people were going off about how PC players were spoiled and pampered and that we didn't need all these 3rd world countries. The number don't lie, even AFTER I was banned for being the pleb PC noob 😆
Also why the payers need to just drop the game completely until they remove the region lock and remove the system level access rootkit "anti-cheat" so Sony can steal all your data including keystrokes and sell it. Once those are gone the players will return and over a million will pick up the game that refused due to the rootkit.
@@Dead_Pool_Risingactually the video isn’t misinformed. At around the time Europeans go to bed, Americans are waking up but around the time Americans go to bed European servers dont increase in players until a few hours later, which, is the Asia and Pacific time zones in between
Would be nice to have that displayed or at least hinted in the UI. I'm thinking some "front status updates" on the map, labeled differently based on the ratio HP loss/HP gain (like "surrounded","under attack", "standstill", "enemy retreating", etc). As well as a warning when the passive HP gain is changing (enemy reinforcement incoming, enemy rerouting forces). You could imagine unlocking this kind of intel after enough given ops or a % liberation (planet and/or sector wise) is reached. Cherry on top would be to have a logical relation between passive hp gain between planet, increasing on one would mean decreasing it on its neighbours, allowing large scale tactics for the community.
Well yeah, it's a live service game. We won't "win" anytime soon. Live service games are usually expected to last years. If the game stays popular enough, the war could easily last 5 years or more. I'm curious if they will have a new game plus so to speak. These devs are different. We could see a point where we win the war and then the Galaxy reboots with some difference.
First game it cycles and their campaigns are shorter...as they are in campaign 130+ since it started years ago. But they said for this one it will be longer
100% they will change it as they please to keep the "season" going till they are ready to throw in new content or "threats." Besides due to the fact they only expected 30k people to play! We would have destroyed the universe already and brought democracy to all.
yep. so we are better off all dropping on one planet until its liberated, so it no longer loses health. splitting our forces means we waste a load of effort just holding back the regen instead of stopping it all together. if youre not sure which planet to drop on do the one with the most current helldivers.
No that’s stupid. No military would put all their resources on one planet/area at once. We need to divide our forces better. They’re always split between the objectives and there will be 100k+ divers on one planet that we are already guaranteed to take, meanwhile the ones that need support get little to none. If Joel is the automaton GM then the helldivers major should be a dev who directs our forces properly instead of hoping people pick the right planet. “Pick the one that has the most divers” is just dumb and exactly why we lose planets. We still have like 60-100K playing bugs as well.
I remember the time me and my team liberated Malevelon Creek and when we landed back on the ship we walked over to the Warboard table, saw 100.0000% Liberated! We walked to the armory, I changed my armor’s cape, walked back, the Creek was 0.0000% Liberated… we lost Malevolen Creek in 6-10 seconds…
@@JohnDelayLi you lack of common sense is impresive this is a game and is not fair to the player take hours day to liberate a planet to joel just dont like it and in seconds put all our all work to trash so the game is unfair now and that must be changed or the players would lose interest on the main order of the game something is hapening right now most people dont care about the main quest so the devs must be more fair on players
@@nostrnastr9439 Spoken like a moron who doesnt understand what Joel does. The counter on the creek is logical in-verse also he only tweaks stuff. If we're steamrolling a planet it gets a little harder, if we're losing he makes it easier. AND this is a LIVE service game which are intended to last months if not up to a year or more no fucking shit a dev is controlling rates. You people open a can of nothing on the daily. Stop bitching and do the fucking main orders and there wouldnt be a problem. People are only losing interest because they havent added anything new, minute the other factions come in you'll see the player count explode.
Last night, hoping we'd keep control for the majority order, my friends and I did a little prayer for the Australian and Korean player base to protect us
This needs to be accounted for; Non-US based Helldivers should collaborate to hold the line of high-priority planets while the bulk of their forces are resupplying (sleeping)
So the health completed op damage was 0.00001 per mission in the op, so the meta was to spam trivials to do the most for the war effort. it has changed since then and contribution is now calculated based on a formula attached to total xp across the op.
The number of completed missions deals the dmg for example doing 1 trivial or easy missions deals 1 dmg but if you jump to hell diver difficulty you'll need to do all 3 missions to deal 3 dmg to the planet so to take planets faster everyone split up and do easy missions so 500k players all doing easy missions on average of 5-10 min missions is about 500k dmg
i doubt that helldiver missions only deal base damage on operations; it is far more likely for the base damage to be multiplied by a difficulty factor, to make higher difficulty operations more impactful
@@Javidom14 When you next complete an operation (series of local missions), take note of how much % the planet gets an increase to its liberation. It doesn't change no matter the difficulty, except that operations with more missions increases it by +1 per extra mission. So instead of 0.00001% (or whatever it is - I am about to go to bed as I write this), an operation might give 0.00002% for two missions or 0.00003% for three missions. It is literally in our best interest to just keep running easy missions back to back because the maps and enemy waves are smaller, meaning you spend less time getting to the objective and getting to extraction, which means even though it's only 0.00001% per operation (since low-difficulty operations only have 1 mission to complete), you still contribute more to the planetary liberation than playing on the highest difficulty settings. Playing on harder difficulties gives more exp and requisition rewards, as well as offers more and higher grade samples to find to upgrade your ship. It does NOT increase how quickly you liberate the planet at the moment (but it should). This turns into a gameplay loop where players who want to rank up will constantly be trying to take on higher difficulties as their battle-tactics and equipment improves, but those players who have already unlocked everything (or don't care about what's left) can go back to the short missions to focus on planetary liberation and training new players on effective gameplay.
@@Keyce0013 did a quick test, and have to confirm your statement; if your personal goal aligns with planetary liberation, go run low level missions, thats faster
@@Keyce0013 It would be boring to simply do Easy mode for the only reason of liberating planets :P But, to each their own, whatever makes it fun for anyone :)
Another note: There are two huge spikes in hd2 player count. One is during the day for the US and the other is during the day for Europe. The Europe one is bigger. It’s not all US players, we’re just on US servers.
Reminder that you only help the cause when you complete an operation. If you're not in the mood for doing 3 missions go for hazard 4 instead and just do 2.
The player base isn't large enough to actually repel any faction entirely. Unless xbox gets to play its never gonna happen. They haven't even introduced another faction yet and the current player base is dropping. This game is amazing but the devs keep nerfing the shit out of any guns that are fun to use and keep buffing the enemies.
This got changed to a curve model, where more players overall still increases liberation, but if there are less players the individual liberation amount goes up. This way when EU and US are asleep, the bots and bugs only push slightly harder, instead of completely taking over planets overnight. Correct me if I'm wrong but I believe it was changed about a week ago. I know this post is old just updating those who see it.
This is a cool system. Can believe destiny in over 10 years never thought to do this. They had 20 planets and they all felt just unreal. The immersion breaks as soon as you start thinking. Meanwhile immersion intensifies when you think about it
@@thecartatree That or you played a defense op, which has been bugged since launch to show the planet reaching 100% every time instead of showing actual defense progress.
At first I found it odd that you describe our progress in terms of dealing "damage" to the planet, as we are actually healing the planet of its nasty bug/bot infestation! Then I remembered that the humans are totally the bad guys in this story, and I realized "damaging the planet" was actually quite fitting :D
If I'm not mistaken (and I very well could be), it's 0.00001% per mission primary objective per helldiver on mission. You get more for secondary objectives, but I haven't found a solid formula for it.
You only get liberation %'s for completing an operation, increasing with each additional mission per operation. Skipping a mission in an operation to work in a different operation closes the first one and negates the ability to gain planetary liberation points. There are currently no other factors that go into planetary liberation, so spamming trivial missions is the fastest way to "farm" liberty. That's because the maps are smaller (which cuts down on travel time), objectives are shorter, and enemy presence is lessened.
If i understand correctly, and operation is the 3 sets of missions you get when you select a region. So if you donjust one of 3 missions, then leave, you don't help the server with their objective.
liberation works off how much xp you have gained acording to comunity managers on their official discord. meaning that if u complete side objectives and clear out outpost/bug nest it will infact contribute to planet libereration in the end
When the US and EU woke up, we advancing, when they sleep, other region have to defend. Truly like troop rotation. Then there are also 24hours shift Helldivers.
The arch thrower and flame thrower were always at odds for which was better for dealing with hordes of bugs. Now the Arch thrower is better for keeping the hordes at arms length while the flame thrower is better for outright elimination with some danger to the user. Arrowhead deserves more credit for weapon balance.
I had a saved operation for the automatons after we liberated them and I got my friends to help me Finnish that operation and it felt wierd to fight automatons after they were all “gone”
This was said and it was untrue. Dataminers know how it really works. Base difficulty + a modifier based on current playercount. It did not work that way at launch, however. They changed it this way because they had more players than they anticipated by a massive amount.
To anyone confused about the fact that this barely seems true anymore: there's currently a system in place that modifies your impact based on how many players are logged into the game as a whole, and the pushback was toned down. Now, instead of us losing progress when the bulk of players log off and gaining more when they come back, we get a steady and dull progression. You actually help just as much with lib by simply not playing the game compared to completing ops now since the system is regulated by player count. Unless there are barely any players online, your operation was pointless. Don't be fooled by the "squad impact" numbers because those are always rounded up to the nearest whole number per mission and then those rounded values are added together. If it reads "squad impact 3" then that could be anything between 0.00001 impact per mission to .9995 impact per mission. If you do 1.002 impact per mission then it'll read "squad impact 6." You can do nothing to influence this except pick higher difficulties with higher base values and play when less people are playing for a less aggressive player count modifier.
Does completing missions in higher difficulty take off more damage from planets? Feels like it should since it’s more effort and I’m deleting a lot more enemies
If it has 1M health, and there's 7 total numbers on the liberation percentage, it's just this: Each party gets points based on how many players are in the party. If everything in the map was completed, each player in the party gets 1 impact on the percentage, which is 00.00010%, or 10 damage.
My big issue is the numbers are whatever they want them to be and they need to adjust based on player count. It seems these percents move so slow and I feel like it’s accounting for the 500K player peak count. But as player count dwindles they need to adjust the amount of liberation and democracy that needs to be enforced.
Also btw the just chamged this on the 21, damage now scales with XP earned across the whole operation, so the best way to push for liberation is to run high diff.
For those interested in the liberation stats, and want to understad it even more. The EU and US are the majority of players. In the steam charts, usually the first peak is eu, the second peak is US and the major down period is after US goes to sleep, it does not reach notable activity before EU comes back online. If you look at the time zones and the "M" in the steam charts (when sorting on 1week) the middle lowspot in the overall daily peak is the switch from EU to US playerbase. The playerbase EU and US varies about 2k to 30k both ways, the areas further east in the EU and asia have a notably lower playercount, wich "hurts" the liberation effort.
so we know who the true enemy of democracy is
This situation needs to be ... Managed. . .
We (US) carried in WW1 and WW2, so why not for intergalactic war too.
@@HeroInTheMist No you didn't. You joining at the complete tail end of WW1 and barely did anything except profit of off war and WW2 was carried by the USSR and Great Britain with you only fighting the Japanese and not the Germans until 1944 which was pretty much near the end.
@@Dalekssupremeyou're completely ignoring how much the US funded WW2 before we ever became actually involved. And that the US sent thousands of tanks to Russia as well as helped them develop the industry to build tanks. World war two was only "carried" by the USSR because they threw millions of bodies into the grinder. There's also so much more. You're clearly going off of surface level knowledge on this. We joined towards the end of the war because we ended the war.
incoming South Korean Hell divers
This game is gonna unite nations man 🤣🤣
@@itseasymodewe need it on Xbox so many potential reinforcements!
Roof Koreans? Nah, Roof Divers, ready to liberate once more!
Not for the democraty
Yes!! For managed democracy!!!
I think I speak for all helldivers when I say that we need a gamemode that lets us defend a base of operation for already captured planets, like a siege type of game where enemies come in large waves with or without the help of stratagems.
Yes
Would be awesome if those mission types let you have multiple 4 man squads join for massive battles.
Maybe in the inner sectors near Super Earth the missions be different.
@@ocnhelbrecht178Starship Troopers mission
If you played Helldivers 1 you'd understand what they have in mind
I love how we are all characters in a big ass sci-fi DnD game
This is WHY we NEED thoes 175 countries. Idc what everyone says, thoss people were OUR night shift. Plus, notice jow many MAJOR orders we've lost compared to completed since the start of this fiasco!?
Sony and Alexus fked us
Yup. Sony was given a golden cow and wanted all the milk now instead of over time. Blame Sony
@kennydlite its funny, I joined a helldive forum on fb, and didn't realize it's was a PLAYSTATION Helldive forum. I started complaining about it when people were going off about how PC players were spoiled and pampered and that we didn't need all these 3rd world countries. The number don't lie, even AFTER I was banned for being the pleb PC noob 😆
@@LarryPigeon1Alexus???
Also why the payers need to just drop the game completely until they remove the region lock and remove the system level access rootkit "anti-cheat" so Sony can steal all your data including keystrokes and sell it.
Once those are gone the players will return and over a million will pick up the game that refused due to the rootkit.
this is why we need more brothers from Asia and Europe to spread Liberty
They're commies though
The EU has roughly the same amount of players as the US. This video is sadly misinformed. Asia and Eastern Europe sadly have a lot less.
@@Dead_Pool_Risingactually the video isn’t misinformed. At around the time Europeans go to bed, Americans are waking up but around the time Americans go to bed European servers dont increase in players until a few hours later, which, is the Asia and Pacific time zones in between
I would love to join in and spread democracy but the game is 2k of my countries money 💀
@@purpledude-lv5hs indonesia?
Would be nice to have that displayed or at least hinted in the UI. I'm thinking some "front status updates" on the map, labeled differently based on the ratio HP loss/HP gain (like "surrounded","under attack", "standstill", "enemy retreating", etc). As well as a warning when the passive HP gain is changing (enemy reinforcement incoming, enemy rerouting forces).
You could imagine unlocking this kind of intel after enough given ops or a % liberation (planet and/or sector wise) is reached.
Cherry on top would be to have a logical relation between passive hp gain between planet, increasing on one would mean decreasing it on its neighbours, allowing large scale tactics for the community.
A helldiver dare sleep? I must contact the officers about this treason.
Democracy doesn't sleep, so I MUSTN'T SLEEP
The officers are not to be disturbed(they are sleeping)
FREEDOM NEVER SLEEPS!!!!
20 regen compared to 2 regen is nuts and reads as "you win when we want you to win."
Very much true, Joel can screw us over anytime 😭
Well yeah, it's a live service game. We won't "win" anytime soon.
Live service games are usually expected to last years.
If the game stays popular enough, the war could easily last 5 years or more.
I'm curious if they will have a new game plus so to speak. These devs are different.
We could see a point where we win the war and then the Galaxy reboots with some difference.
@@Seth-Halo That would be interesting. I believe that happened last time. Things will shake up when the illuminate steps in.
First game it cycles and their campaigns are shorter...as they are in campaign 130+ since it started years ago. But they said for this one it will be longer
100% they will change it as they please to keep the "season" going till they are ready to throw in new content or "threats." Besides due to the fact they only expected 30k people to play! We would have destroyed the universe already and brought democracy to all.
That explains why me and a crew liberated Vernen Wells, %100, and next day it's down to like %60 !
I finished a campaign with the boys and 100%’d a planet and we will never forget that memory. Game stays based
HELLDIVERS NEVER SLEEP RAAHHH
yep. so we are better off all dropping on one planet until its liberated, so it no longer loses health. splitting our forces means we waste a load of effort just holding back the regen instead of stopping it all together. if youre not sure which planet to drop on do the one with the most current helldivers.
You mean following the attack orders ?
@@evan1788 yeah but if the order is more than one planet attack whichever has most players first.
No that’s stupid. No military would put all their resources on one planet/area at once. We need to divide our forces better. They’re always split between the objectives and there will be 100k+ divers on one planet that we are already guaranteed to take, meanwhile the ones that need support get little to none. If Joel is the automaton GM then the helldivers major should be a dev who directs our forces properly instead of hoping people pick the right planet. “Pick the one that has the most divers” is just dumb and exactly why we lose planets. We still have like 60-100K playing bugs as well.
@@thisfuckingkaiIt's not a fucking military Sim. We are dealing with computational algorithms.
@thisfuckingkai your just wrong on this. It's best to focus on one at a time or we won't be able to overcome the regen rate.
It's literally.... The tug of war.
I remember the time me and my team liberated Malevelon Creek and when we landed back on the ship we walked over to the Warboard table, saw 100.0000% Liberated! We walked to the armory, I changed my armor’s cape, walked back, the Creek was 0.0000% Liberated… we lost Malevolen Creek in 6-10 seconds…
That means the dev are cheating
@nostrnastr9439 Don't worry The game was never fair.
@@nostrnastr9439 It means the planet surrounded by multiple other planets launched a counter offensive lmao
@@JohnDelayLi you lack of common sense is impresive this is a game and is not fair to the player take hours day to liberate a planet to joel just dont like it and in seconds put all our all work to trash
so the game is unfair now and that must be changed or the players would lose interest on the main order of the game something is hapening right now most people dont care about the main quest
so the devs must be more fair on players
@@nostrnastr9439 Spoken like a moron who doesnt understand what Joel does. The counter on the creek is logical in-verse also he only tweaks stuff. If we're steamrolling a planet it gets a little harder, if we're losing he makes it easier. AND this is a LIVE service game which are intended to last months if not up to a year or more no fucking shit a dev is controlling rates. You people open a can of nothing on the daily.
Stop bitching and do the fucking main orders and there wouldnt be a problem. People are only losing interest because they havent added anything new, minute the other factions come in you'll see the player count explode.
Last night, hoping we'd keep control for the majority order, my friends and I did a little prayer for the Australian and Korean player base to protect us
Thank you, I was confused for the longest time
Not confusing. You shoot bug, you shoot bot.
As an Australian, I gotta say something, I do my part
And am happy to see planets be completely liberated/defended most of the time
We pulling an all nighter with this one😂
This needs to be accounted for; Non-US based Helldivers should collaborate to hold the line of high-priority planets while the bulk of their forces are resupplying (sleeping)
So the hp is the defending force, and the damage is the attacking force. Noice.
Seems silly. 100% Liberated should mean there are 0 bugs left on the planet. That's what 100% means.
The bugs reproduce and automatons are built in factories, thats why the liberation goes back down
@@thomastailby7926 reproduction needs 2 adult individuals tho. and thats not 100%
So the health completed op damage was 0.00001 per mission in the op, so the meta was to spam trivials to do the most for the war effort.
it has changed since then and contribution is now calculated based on a formula attached to total xp across the op.
The number of completed missions deals the dmg for example doing 1 trivial or easy missions deals 1 dmg but if you jump to hell diver difficulty you'll need to do all 3 missions to deal 3 dmg to the planet so to take planets faster everyone split up and do easy missions so 500k players all doing easy missions on average of 5-10 min missions is about 500k dmg
i doubt that helldiver missions only deal base damage on operations; it is far more likely for the base damage to be multiplied by a difficulty factor, to make higher difficulty operations more impactful
@@Javidom14 When you next complete an operation (series of local missions), take note of how much % the planet gets an increase to its liberation. It doesn't change no matter the difficulty, except that operations with more missions increases it by +1 per extra mission. So instead of 0.00001% (or whatever it is - I am about to go to bed as I write this), an operation might give 0.00002% for two missions or 0.00003% for three missions.
It is literally in our best interest to just keep running easy missions back to back because the maps and enemy waves are smaller, meaning you spend less time getting to the objective and getting to extraction, which means even though it's only 0.00001% per operation (since low-difficulty operations only have 1 mission to complete), you still contribute more to the planetary liberation than playing on the highest difficulty settings.
Playing on harder difficulties gives more exp and requisition rewards, as well as offers more and higher grade samples to find to upgrade your ship. It does NOT increase how quickly you liberate the planet at the moment (but it should).
This turns into a gameplay loop where players who want to rank up will constantly be trying to take on higher difficulties as their battle-tactics and equipment improves, but those players who have already unlocked everything (or don't care about what's left) can go back to the short missions to focus on planetary liberation and training new players on effective gameplay.
@@Keyce0013 did a quick test, and have to confirm your statement; if your personal goal aligns with planetary liberation, go run low level missions, thats faster
@@Keyce0013 It would be boring to simply do Easy mode for the only reason of liberating planets :P
But, to each their own, whatever makes it fun for anyone :)
Imagine they change the stats so that spaming easy missions has a quarter the dps of spamming helldiver missions
Democracy Never Sleeps and neither will I, FOR DEMOCRACY
Another note:
There are two huge spikes in hd2 player count. One is during the day for the US and the other is during the day for Europe. The Europe one is bigger.
It’s not all US players, we’re just on US servers.
I’ve been searching for an explanation to this for days. Thank you 🙏
i liberate a planet today, went from 99.997% to 100%, most satisfy thing ever
Remember, if YOU are not liberating, then WE are losing.
Reminder that you only help the cause when you complete an operation. If you're not in the mood for doing 3 missions go for hazard 4 instead and just do 2.
Seems like the devs didnt think that it would be so popular
I am from Asia.I am doing my part everyday.❤ this game
Considering all the game time I've spent so far, I might have liberated a planet all by myself
Been working night shift and helldiving once I'm off during the day
Hell yeah brother
well we wouldn't need to fucking worry about sleep if our buddies in other timezones could play THANKS SONY
Progress is based on player XP gain during missions.
So, doing more objectives nets you more planet progression.
Democracy never sleeps.
Suit up Helldiver.
That implies I take it off.
@@Hydrocannon Best possible reply.
I am inspired to spread democracy extra hard!
@@kathrynck Don't worry about the sweat and unwashed odor, smell of bot oil and bug bile will cover it up.
@@Hydrocannon Just add a little napalm aroma :)
Makes me feel better about only being able to play in the wee hours of the morning because of my night job
That is fascinating
Guess they had a lot if reinforcements on (error log corrupted)
The player base isn't large enough to actually repel any faction entirely. Unless xbox gets to play its never gonna happen. They haven't even introduced another faction yet and the current player base is dropping. This game is amazing but the devs keep nerfing the shit out of any guns that are fun to use and keep buffing the enemies.
We all need to go for the planet with the most players so it actually goes quicker
Me and the boys that start playing at 8pm and don't stop until 3am. Keeping that health down.
I mainly play when you guys sleep and ive been singlehandedly holding malevelon creek. I think we finally have it..
This got changed to a curve model, where more players overall still increases liberation, but if there are less players the individual liberation amount goes up. This way when EU and US are asleep, the bots and bugs only push slightly harder, instead of completely taking over planets overnight.
Correct me if I'm wrong but I believe it was changed about a week ago. I know this post is old just updating those who see it.
This is literally the coolest thing the video game is done that I have seen at least
Sleeping will soon have to be considered TREASON helldivers
We need helldivers worldwide
Indian!!!!! Need to run Daylight ops instead night strikes!!!! 😊 Fyi..I love this community!!❤
Thanks for this, because knowing is half the battle 😂
Isnt there a mission to hit supply and logistic hubs to undermine reinforcements?
I knew this from the start but it's pretty much up to the devs how it goes
Me soloing hard mode was the reason one planet was liberated, i feel proud.
It's great to know being from the UK does actually help in a game
As lord commander of the nights watch.
The wall needs reinforcements.
You must send us your able bodied.
-lors commander Snow
Im hoping this game becomes the #1 game in the world
This is a cool system. Can believe destiny in over 10 years never thought to do this. They had 20 planets and they all felt just unreal. The immersion breaks as soon as you start thinking. Meanwhile immersion intensifies when you think about it
Also, the amount of XP earned during an operation directly contributes to the amount each operation ads towards liberation.
NIce use of music from Bastion. Great soundtrack, great game, love hearing songs from it in other places.
If I seen a planet go to 100% liberated does that mean I was the last squad to actually do it in real time?!
You were one of the last squads, but not THE last one. Anyone who was in an operation when it hit 100% will see it go to 100%
@@itseasymode Hell yea
@@thecartatree That or you played a defense op, which has been bugged since launch to show the planet reaching 100% every time instead of showing actual defense progress.
We need more info like this.🤝
I’m middle eastern, and don’t you worry American fellow divers, me and the boys got the planets while your sleeping 🫡🫡🫡
FOR SUPER EARTH
Freedom never sleeps!!
Easiest way to take out the illegal podcast tower is from an extreme distance with the quassar Canon.
Even with me staying up till 4am most nights...it's not enough!
When you US 🇺🇸 fellas go to bed, us old East Coast Canucks 🇨🇦 stay in the fight until the Brits 🇬🇧 and Aussies 🇦🇺 get on 🫡
Its us in Australia that try to work while you fellas sleep, ur welcome 😂
Literally sitting here scrolling watching the liberation bar on Tibit change lol
At first I found it odd that you describe our progress in terms of dealing "damage" to the planet, as we are actually healing the planet of its nasty bug/bot infestation!
Then I remembered that the humans are totally the bad guys in this story, and I realized "damaging the planet" was actually quite fitting :D
Sounds like we got a bug sympathizer in our ranks. We’re liberating them from themselves, get with the program or get reprogrammed.
If I'm not mistaken (and I very well could be), it's 0.00001% per mission primary objective per helldiver on mission. You get more for secondary objectives, but I haven't found a solid formula for it.
Sounds like a strong theory to me 🫡
You only get liberation %'s for completing an operation, increasing with each additional mission per operation. Skipping a mission in an operation to work in a different operation closes the first one and negates the ability to gain planetary liberation points. There are currently no other factors that go into planetary liberation, so spamming trivial missions is the fastest way to "farm" liberty. That's because the maps are smaller (which cuts down on travel time), objectives are shorter, and enemy presence is lessened.
So what you’re telling me is the United States need a night shift
British Helldiver here...
Where's my knoif?
Can't wait for melee weapons.
I wanna sword 🫡
Ready for another mission, Helldiver?
Hades music? yessir
I love knowing this, thank you!!!
If i understand correctly, and operation is the 3 sets of missions you get when you select a region. So if you donjust one of 3 missions, then leave, you don't help the server with their objective.
My thing is everything is so variable that it doesn’t even matter anyway.
liberation works off how much xp you have gained acording to comunity managers on their official discord. meaning that if u complete side objectives and clear out outpost/bug nest it will infact contribute to planet libereration in the end
When the US and EU woke up, we advancing, when they sleep, other region have to defend. Truly like troop rotation. Then there are also 24hours shift Helldivers.
Joel! Let us liberate the planets!
The arch thrower and flame thrower were always at odds for which was better for dealing with hordes of bugs. Now the Arch thrower is better for keeping the hordes at arms length while the flame thrower is better for outright elimination with some danger to the user. Arrowhead deserves more credit for weapon balance.
I had a saved operation for the automatons after we liberated them and I got my friends to help me Finnish that operation and it felt wierd to fight automatons after they were all “gone”
Everyone who sleeps is a traitor because FREEDOM NEVER SLEEPS!!
I believe it’s been stated that progress is based off on exp, and that rushing main objectives while skipping side content is counter-productive
This was said and it was untrue. Dataminers know how it really works. Base difficulty + a modifier based on current playercount. It did not work that way at launch, however. They changed it this way because they had more players than they anticipated by a massive amount.
To anyone confused about the fact that this barely seems true anymore: there's currently a system in place that modifies your impact based on how many players are logged into the game as a whole, and the pushback was toned down. Now, instead of us losing progress when the bulk of players log off and gaining more when they come back, we get a steady and dull progression. You actually help just as much with lib by simply not playing the game compared to completing ops now since the system is regulated by player count. Unless there are barely any players online, your operation was pointless. Don't be fooled by the "squad impact" numbers because those are always rounded up to the nearest whole number per mission and then those rounded values are added together. If it reads "squad impact 3" then that could be anything between 0.00001 impact per mission to .9995 impact per mission. If you do 1.002 impact per mission then it'll read "squad impact 6." You can do nothing to influence this except pick higher difficulties with higher base values and play when less people are playing for a less aggressive player count modifier.
Does completing missions in higher difficulty take off more damage from planets? Feels like it should since it’s more effort and I’m deleting a lot more enemies
Just ran a mission but it was a one way ticket for me sacrificed for the greater good
I'll sleep when I'm in the ground until then democracy shall not faulter 💪
bugs may not sleep, but lets not forget that FREEDOM NEVER SLEEPS too!
If it has 1M health, and there's 7 total numbers on the liberation percentage, it's just this:
Each party gets points based on how many players are in the party. If everything in the map was completed, each player in the party gets 1 impact on the percentage, which is 00.00010%, or 10 damage.
PH Helldiver squad - SES Paragon of Courage, we play daily at around 3-4 dives on weekdays.
Once Joel joins the regen side he demolished the accomplishment that the fallen helldivers did 100 years ago (Cyberstan)
Do you know that thing such as different timezone exists?
damn, i feel a little better about getting a mission or two done just before/after bed now
They Don't Sleep While Joel Takes Over
If we all quit together super earth won't be able to control us anymore!!!
As a super citizen I approve this message
Ayy we asian helldiver try to hold door! As best as we can hahaha
My big issue is the numbers are whatever they want them to be and they need to adjust based on player count. It seems these percents move so slow and I feel like it’s accounting for the 500K player peak count. But as player count dwindles they need to adjust the amount of liberation and democracy that needs to be enforced.
if helldivers fail/cancel a mission do we lose the %?
Also btw the just chamged this on the 21, damage now scales with XP earned across the whole operation, so the best way to push for liberation is to run high diff.