![The full list of newly added lvl 5 ship modules](https://preview.redd.it/e0fkdakdzgad1.png?auto=webp&s=09ca9661d1bf8c4e587df1e7b91d4fb5811d7804)
The full list of newly added lvl 5 ship modules
IMAGE![The full list of newly added lvl 5 ship modules](https://preview.redd.it/e0fkdakdzgad1.png?auto=webp&s=09ca9661d1bf8c4e587df1e7b91d4fb5811d7804)
I… can’t stop watching this gif
You should watch the movie!
but skip the cocktail scene
There is more dong in that movie than I was really ready for
If you’re not expecting dong in a jackass film, you’re not prepared for a jackass film.
Which one, Steve-o's or Preston's? Both made me gag lol
There is a deep cut injoke there for sure.
We got cross-platform as a ship upgrade before getting it in patches 💀
The game is already cross platform though (with PC/Steam)
No issues with it, and don't call me Shirley
Costs really getting close to the resource caps now, huh? Hope they work!
That is genuinely pissing me off. These abysmally low caps have cost me countless samples already
They do not want people to be able to buy everything straight away, they want people to grind (and play the game) to be able to buy all NEW upgrades
It does feel kinda fucked when I’ve been playing with capped samples for over two months now
I still collect as many samples as I can just on the super low probability that they do what they did with the level cap at 50 and one day some of us wake up with 1000's of samples they'd been keeping track of but only retroactively applied. Ofc this will never happen though.
I just collect them for others
I just collect. The two most satisfying things in the world, one shotting a titan with the Spear and collecting a buttload of samples even if no one needs it.
Would be nice if they added a feature to let us spend 50,000 req slips or maybe 100 medals or something for some additional sample storage.
No, that would defeat the very purpose of the cap. It's not difficult to understand why they're using a staggered approach to releasing these updates. They want you to play the game when these updates arrive. It's playtime management trough out the lifetime of the game. We'll probably get an update to the cap when a large part of the core playerbase has many of the available updates. They'll release together with even better updates of 5% cooldown here and 10% faster speeds there.
Right now the issue that I have with sample caps is that it somewhat discourages exploration once you hit the caps. I feel like people are less likely to go out of their way to pick up common/rare samples if all they need are super samples, which hurts the experience of people who haven't hit the cap quite yet.
It is a delicate balance, though. People who have "saved up" samples will be able to breeze through progression if the cap is increased, but at the same time, it doesn't feel right that I can be sat at 500 commons and not benefit from picking up a ton of them in a mission.
I feel like it might be better to have, say, a system where once you hit the cap you can spend the entire collection of samples to increase your cap. Go from 500 commons to 600 commons, or from 150 rares to 200 rares. It would reward those who play regularly, and encourage exploration by convincing those who "don't care about samples, I've already hit the cap" to actually go through and pick up samples.
Personally, I'd like them to add per mission info that you can purchase with samples. Let us buy enemy spawn composition info and secondary objective info with samples on the mission planning screen. The info gets more accurate the higher rarity of samples that you spend.
I just want something useful to spend my resources on once I'm capped, and getting extra info about the mission seems like a good candidate. It'll help you choose the right weapons for the mission since there's currently no way to know if a mission is going to spawn either type of spewer, or if there's stuff like gunship spawners on the map, all of which can be quite annoying to fight if you didn't bring appropriate weapons.
I think personally I'd like a way to purchase a random stratagem to be added as a mission stratagem. It would be a cool way to try out something you normally wouldn't bring because it's "not meta" and give some of the less-used stratagems a bit more of a chance to be in the spotlight, even for just one mission.
Just give me something to spend samples on that isn't dependent on AH potentially adding more ship modules, since it's not guaranteed and I don't feel like it's healthy to constantly ask "more upgrades, please!".
Yup, I just want something useful to consistently spend my capped resources on. A random mission stratagem would be fun too.
I'm not sure I really agree here. Super samples get "soft capped" way before any of the others. None of the upgrades necessitate a lot of pinks. They do, however, require a truckload of greens and the newer ones also need oranges.
The pink samples were only really needed when you first unlock them. After that, the quantities of greens and oranges that you need scales much worse.
The people complaining about this clearly play the game enough to be mad about this, why penalise them?
It'd be better to release the new modules 1-2 at a time rather than all in one big lump then. It's quite frustrating to be wasting resources on the cap for months and then suddenly have a massive mountain of resources to need to collect again. This design just adds to frustration and encourages stopping playing when you have unlocked everything.
My biggest issue is how they keep emptying my rares. Can we have some semblance of balance? It takes ages to get the rares for the next upgrade whilst the other 3 resources sit at the cap.
I still don't have all the previous upgrades and I don't think think with the time I put in the game I'll ever unlock all of these new upgrades
I don't think most players will get these tbh
I know I’m in the minority but as someone who plays this game way too much I’m actually looking forward to wanting to grind out samples again instead of picking them up because my monkey brain tells me to collect things.
Wish they would increase the cap for at least common and rares.. I'm also capped on medals.. :(
Honestly, after grinding out the level 4 upgrades... I'm just done. So fucking done. Rare samples take so long to farm, I nearly killed my motivation to play because I went so hard to unlock everything.
The sample grind was fine for the first few levels, and level 4 was borderline for me. This is no longer fun at this point.
Same. Sometimes I’ll die at extract and won’t get the samples I farmed 😭😭
It would be cool if there was a stratagem that could send up samples to the super destroyer mid game. Like a pod comes down, you drop the samples in it and it launches back up
Really wish the Rare cap was 300. An insane amount of Rares to farm specifically.
They’re quite “common” on helldive, you could easily extract with at least 20 per match that’s not blitz or eradicate
yeah i am mostly doing diff 7 and can pull 15ish most times with friends. i am just saying the total cost here is:
1400 commons
1250 rares
140 supers
and if you were capped on samples before it's now: 900 commons, 1000 rares, and 40 supers to farm. which means you'll probably waste a bunch of the other two trying to get back up to enough rares for each one.
That's like a minimum of 50 full-scale missions.
Even if every mission only took 30 minutes to find every sample on the map, every time, that's 25 hours of gameplay for just these upgrades.
That's kinda insane.
Since I love the game and these are optional bonuses that aren't really required, I don't mind it so much. It puts a carrot on a stick in a positive way rather than a live service real money gotcha kind of way.
I have 430h played and 15500 samples collected. If I'm not mistaken that is roughly 56h. If we consider that in the beginning on lower diffs there was considerably less samples (and I wasn't really efficient in collecting), we could get to something like 40 hours of playtime to get everything, but let's leave it at 50h.
With very reasonable 10-ish hours per week I am left with little over a month to complete it. That is actually exactly what I would expect.
Omg that sentry upgrade looks so good!
I love it! A bit sad it was just for mortars though.
Ideally we get a future one that makes sentries 'smart target'. Ie, autocannon goes for heavy units, gatling only shoots light armor, etc.
IIRC bullet based sentries focus on the closest & unarmoured targets. If there are no such targets remaining, thry go for armoured instead. I believe autocannon & rocket sentries do the same but vice versa.
The problem is they do not adjust targets until the current one dies or leaves their field of fire. Anyone who runs gatling or machine gun on the bug front knows this is a common sight.
1: Gatling is deployed to deal with breech/patrol/nest.
2: Gatling mops up hunters, scavengers, etc in short order.
3: Remaining bug is charger. Gatling proceeds to begin ammo dumping it.
4: More light bugs appear, sentry doesn't retarget and is swarmed by leaping hunters.
The times when i put down a Rocket sentry to support my teammates and it went firing at the other direction just because there are unprovoked enemies nearby, 100m range sometimes makes it dumb with the targeting, like there's a gunship harassing my teammates, Sentry decided to shoot at some idle bots instead cause is nearer and now we got a dropship + gunship smh.
I wish that autocanon sentry would stop targeting and wasting ammo on the drops ships, which they don’t even take down, and instead focus on the big mother fuckers that are already on the ground and royally fucking my shit up.
I've had my AC sentry take out a drop ship on occasion, but they're most handy for gunships.
They do take them down, but you need multiple autocanon/rocket sentries to concentrate on the same dropship for it to happen.
So in practice it isn't feasible (outside defense missions), but they do deal damage.
To be honest, placing a turret in a place that doesn't result in crossfire is a part of it. Mortars were so random that I think it's fair that the upgrade is limited to them
We going from "To whom it may concern" to "Dear alien scumbag"
"Dear humanity: We regret being alien bastards. We regret coming to Earth. And we most definitely regret the Corps just blew up our raggedy-ass fleet!"
OORAH
I will tag my teammates :D
I was just wondering if that would work. Would be hilarious
I think this will hopefully bring the mortar team kills down a BIT
380 just got a lot more dangerous
GET YOU HAND OF MY PUMMELER
Awww yes, I see you know your judo well.
This is democracy manifest
SOMEONE HAS BEEN PRACTICING THEIR ⬆️⬇️➡️⬅️⬆️
A lot more democratic
might wanna keep about an 80m distance now rather than 75m yeah :p
Actually the math on that paired with the tighter spread we got from a previous upgrade has the chance of being hit growing exponentially. That 10% is a lot more significant than it sounds.
For reference, a 15% spread reduction is about a 40% chance of targets within the radius being hit.
Yeah, 10% radius increase is about 21% more area covered by the circle explosion. Precision airstrike enjoyers are going to feast with a 21% larger explosion.
Sir, that is an Orbital Precision Strike. Eagle Airstrike lovers will be waiting outside your house momentarily with suitable tar, feathers and pitchforks.
It was never dangerous at all.. as long as you have reinforcements left.
Confirmed, insta drop for support weapons works perfectly and it does make a difference.
Is the travel time still about 2 seconds, or is it literally instant land?
Still 2
Yeah it's not like it just drops cartoonishly fast. But if you call down an autocannon and a supply pack you'll see the difference. Call the supply pack first and then the autocannon. The letter will still reach first
surely gonna get first the decreased reload time for support weapons! I want to see how it affects the heavy MG and also for ship fashion lol
Immediate call down for an EAT sounds insanely useful (assuming it's on there but cut off in the image)
Could even stun chargers then drop the EAT right on top of them lol.
Basically three EAT per call in then
You already can, you can stick them to the top of a charger and the hellpod will hit its mark every time even if they’re moving. EAT is a staple for bug dives for me even though I can go a whole diff 7 dive without shooting a rocket, just for the ability to call down a hellpod every 60 seconds.
My thoughts exactly. Faster loading the AMR, AC, RR, HMG, MG.. yesss.
You see I would love this one, but I solely use the Quasar Cannon sooooooo 😭😭😭
Support weapons coming in immediately when called might bump the EAT up a couple points.
EAT already has (by far) the fastest call-in time, but every second counts when you're fresh out.
Still, this will be a significant boon in cass where you're fresh out of ammo and/or stuck with an empty weapon with a lengthy reload while enemies are on your ass (such as the case may be with recoilless, spear, or airburst).
The biggest benefit for EAT is not the couple seconds off the usage, it's the fact that you can use it as a mini orbital precision strike which lands almost immediately.
It's so funny watching a charger waddle around with a giant blue candle in its forehead while you stand there.
Let's hope no new players want to get the "Fully operational" achievement any time soon...
Does it not just count the first 3 levels? Thank god I platinumed before they added 4 if that's not the case
No it doesn’t, I started recently and still don’t have it after getting to level 3
Oh damn. Rough
I was 1 upgrade off, RIP me.
Wow that's dumb.
Anyways it always feels bad when they release these new ship modules upgrade and make it harder to upgrade than the previous ones, while at the same time they didn't make it any easier to collect the samples.
At least the upgrades seem better this time.
The moment I was able to afford a tier 4 they dropped tier 5. I’m never getting that achievement man.
The reload for heavy weapons seems the most useful,since most of them have a long reload,it will speed up them quite well
The insta drop is more of a QoL upgrade,very nice
The mortar might prove interesting,i guess it works with pings?
The insta drop is more of a QoL upgrade,very nice
Consider how much better you can use the Hellpods that drop from these as weapons.
Got nothing else but EATs? Chuck one through the Bile Titan, break the sacks with your weapons while you wait for it to show up, dunk both rockets into the broken belly (it's AP 4) and throw some grenades for good measure. You may well kill it; napkin math has just the breaking sacs and two EATs to the underside doing 2,300 out of 3,500 health, each grenade is 200-400 (depending on where you hit on the underside--aim for the joint between thorax and abdomen to splash both body parts, maybe? it's hard to say with BTs) and the Hellpod itself is...?
Ohh, good point! Stun nades + EAT drop now will be even better
EAT pod tracks it's beacon. No stun needed. Unless that has been changed recently.
I usually throw it at a chargers head and it kill normal chargers via headshot if the ball sticks to its head.
If it sticks to the side, it'll destroy that armor and it can be killed with primaries.
If it sticks to the the rear, it'll destroy the sac and the charger will eventually bleed out.
2 to the head kills it, hard to aim though
Should be for all sentries imo
The heavy one is bugged and does not effect team reload if the person with the upgrade is the loader. I'm not sure how or if it's supposed to interact with the team reload mechanic.
Isn’t team reload almost instant already?
It's 1 to 1.5second depending on the weapon system
Team reload is almost instant already so doesn't really matter. Self reload speed is always the important metric.
All the ship management upgrades are supposed to affect the stratagems of the player who called them in as it's an upgrade for their ship/ship's crew. For Payroll Management System the "HR associates lubricate support weapons", so the support weapon itself is lubricated and reloads quicker and doesn't affect the person who does the reloading
Bro, I am never gonna get that many rare sample ;-;
Me too brother, let’s not get them together 🫡
Wanna farm some today? Lmk
I get off night shift and Ill be asleep for a few hours but if you can wait till like 6 or 7pm CST I can come!
That’s where I’m at currently… won’t go any higher.
Amazing. Sample collecting is back on the menu.
Just don’t stop grabbing them 😂 it always feels rewarding and you might be helping teammates
I don't find it very rewarding with the weird delay to picking them up, very annoying when you're on the move.
1250 rare samples
I will never financially recover from this
couldn’t resist getting the reduced loading time first, especially with the HMG being so good against bots.
But the mortar Prio looks damn interesting too - in the explanation it says it works with pings, so looking forward to grind for that now.
I believe the bigger explosion radius for the Orbitals will also proof massive, even though the number seems small, the 380 will only benefit further + the precision receives another buff, making it even better than the 500KG now if there isn’t orbital scatter
the payroll management system- upgrade for the patriotic administration center actually makes it so you have to walk further to access your ship management 😁
and by god does it look glorious
very glorious but i wish we could sprint on our destroyer now. 😅
Not me addictively holding shift while in the destroyer despite knowing it does nothing.
Wait does this mean light armor is meta for destroyer navigation?
Reduced reload time, my HMG is gonna like that
The HMG's glowup through direct buffs, and indirect ones (jungle armor for ergonomics, now the ship module for faster reload) has been fantastic to see, it's my favourite support weapon now!
The regular machine gun is actually even better for bugs in my opinion. It just got its reload time reduced even before this ship module. Put it on the maximum rate of fire and head out with a supply pack. You basically have a lead hose.
EATing good
Place your bets on which ones won’t work for a few weeks!
Oh I bet it’s gonna be the mortar
Marks are.. complicated, if you take into account the history of this game with bugs.
-you can mark more than one thing
-marks can disappear after 3-X seconds
-multiple people can mark
-you can mark the ground..
I'm curious to see how it will go. Definitely not getting this any time soon.
Marked patrols also never expire unless canceled. And only if the patrol isn't engaged with helldivers yet.
Honestly I’m Between that and the call downs
Prices are kinda crazy.
Everyone which one is the first thing you're picking?
10% reload speed buff is huge if you regularly run HMG, autocannon, spear, etc.
+10% Reload definitely, but I'm torn for the 2nd upgrade.
-5% is nice just to have, but isn't SO nice that it's an immediate pick
Imstant Call-in weapons are nice to speed up gameplay, but we're talking once every 8min (before upgrades)
-10% Eagle Reload is nice, but I stopped running more than just Eagle Airstrike, so likely won't get as much mileage as others do
(I barely ever use sentries, and been using the Spear a lot so explosion radius doesn't really matter so much on my Orbitals)
I consider the instant call-in as an EAT upgrade mostly. Use the stun granade and you can have a precision strike and a smaller precision strike with two rockets as a bonus!
It isn't huge at all. It's 10% smaller.
Instant support weapon drops for Quality of Life and it makes the EAT a lot better because of it's low cooldown. You can easily flashbang a charger and kill it with the hellpod.
Dang it, so expensive. One and the orange samples are gone =/
I'm at work. Is this real?
I’ve just checked, it is real
Woke up early to do an operation, I’ll find out in just a moment lol. Hope this ain’t fake
The 5% faster cooldown seems so... unnecessary. Everything else has a use case, especially the Mortar one which can basically be used on Titans and Striders with accurate fire.
But they need to up the sample cap for Rares. The Commons and Supers are fine. The rares are ridiculous, they cost the Rare cap.
Keep the commons and super caps but the rares need to go up to at least 300 or 400.
right? 90 second CD gets a 4.5 reduction
a 2 minute cd gets reduced by 6 whole seconds
a 5 minute is a 15 second reduction
especially compared to everything else this isn't great
Those effing rare samples, maaaaan...
The requirement for 200-250 rare samples for each upgrade is certainly excessive as the maximum has been set at 250 for months. This seems like an unnecessary way to force gameplay.
Where is my pet fish upgrade?
I wanna see the changes to the ship. It should be beautiful
They have to fucking rebalance rare sample costs dude. I need 900 commons, *1000* rares, and 40 supers beyond the ones I already have stored, wtf is that cost balancing?
Me with all my samples capped
You get only one upgrade before you need more rares
I dunno man. 5% really just ain’t it. That’s what, 4 ish seconds shaved off a precision strike? Ten seconds off a railcannon? For such high level upgrades, this feels almost insultingly inconsequential? Guess they can’t all be winners.
Hard agree. Even the first tier of "upgrades" that shaved off 10% was inconsequential, especially for long-ass cooldown stratagems. And 200 rare samples for that, really?
I think these upgrades are just ... boring.
The instant weapon drop enables you to maybe snipe an enemy. The ping function to control turrets can impact gameplay. But the percentages are just boring. Even higher values wouldn't change that.
There’s a ton of people telling me it’s completely fine and it’s how it should be that we get less the more we play. I’m just incredibly baffled at the amount of people who genuinely seem to be excited for most of these. Even the reload speed one? That’s a quarter second shaved off the MG reload speed. I doubt anyone will even feel it on most weapons.
Disappointing that 4/6 of these are just 10% changes in values. Sure, maybe they will be nice, but why couldn't we get more interesting modules like:
- Upgrades to jump pack (jumping higher/further, cooldown reduction, being able to aim and shoot while jumping)
- Exosuits (extra ammo, health etc).
- Meaningful upgrades to mines (maybe make them only trigger on enemies or something).
There are a thousand ways to upgrade all of the items in the game in interesting ways. Just reducing/increasing a value by 10% is not exactly thrilling for how many resources they take to purchase.
I FUCKING HATE RARE SAMPLES.
Steep costs for minimal gains
A 10% blast radius increase on a barrage is a lot more significant than it sounds.
My OPS just got upgraded, 'boutta drop Mjolnir on these fools
obliviously not concerned by this statement
Far far too expensive
These better not be broken because it’s such a long boring grind replaying the same old missions we’ve had since launch to get these.
Why are our rewards gradually getting worse the higher up in tiers they go? 5% off every cooldown sounds good on paper, but is that truly all they can give us for THAT many samples? The larger the grind, the larger the reward. It’s simple. It’s basic logic. It’s how PvE games have been for fucking years. Warcraft, Diablo, hell even Destiny has good examples. And yet the first two upgrades you get in each category still feel like the best in slots. Why is the grind in this game reversed?
They probably don't want new players to feel extremely underpowered so the most important stuff isn't much of a hassle to get and further updrages are mostly for the old players to have some new goals.
So this way, both sides lose lol. Veterans get worthless upgrades that dont really do anything, and new players dont have anything cool to look forward to.
upgrades getting worse the more grind they need in a PvE game is demented.
Orbital explosion and flat cd reduction are my first 2 buys
Wake the fuck up samurai, they released new resource sinks to grind.
Alright idk if it's just me but these suck. I felt disappointed by some of the level 4 modules but these are just ass especially for the INSANE price. Maybe you're looking at this from the perspective of someone who grinds the hell out of this game but the average player is affording one maybe two of these in the entire time they're playing.
I don't want just insane buffs, obviously that would cause a lot of issues but surely there's better things you can do then these.
As it stands there shouldn't even be tiers to the modules, it's very rare that one is a blatantly superior choice to the rest in its category. Just do away with the tiers and have it be a choice on which you want to buy. The mortar sounds cool but no way in hell am I grinding this game to get all of that just for this alone.
I like the idea, just having all the upgrades be ala carte would make every diver feel unique, especially for how long it takes to get upgrades
"Utterly bullshit that the humans get these buffs to strategems. Completely unbalanced when the smoke + SMG strategy isnt promoted more! Smh. "
The disparity in effects here highlights how odd this system is. I mean, previously, we just got "some arc weapons arc more" and "fire weapons hurt more." It's so... bland and oddly RPG-like.
Then we've got "mortar turrets get target marking," which is an awesome and unique effect! But then again, what if some people don't want to mess with mortar turrets?
It feels like they're still running with the design philosophy of HD1 stratagem upgrades and trying to stuff in some generic, broader ones to conform to the ship module design space. I don't think it works at all.
Honestly the minor, minor percentage increases combined with the massive sample costs just makes me want to pick these upgrades up at random and kind of forget about them while I play and passively collect samples. I'm just going to play for fun. All the bugs/glitches honestly have much bigger gameplay impacts than a .1 second faster reload on a weapon. How about we fix the dead bile titan body killing us first
I kind of question the whole module system. The cap on resources is an obvious disincentive to play, but what is the end goal? Will modules continue to be released like this forever? It feels ripe for power creep that inevitably will impact game balance.
As an avid helldiver on release, I'm just not sure what helldivers wants to be. I see the potential for a game that is played regularly, almost like a live service, but it's not quite supported at that level. However, the content that is released isn't large or significant enough to draw me back in on a semi regular basis. I'm not really against either model, I just think the game audience, and probably the development team, would benefit from a clear goal.
maybe i should start coordinating with people to grind samples...
Loove the mortar target-lock thing. Wish that applied to all sentries tho.
Now how many actually work?
I wonder how many people were maxed out on upgrade until now, as a percentage. Surely it's not many?
Too bad most of them won’t work as intended for several months lol
Wtf is wrong with those prices? You need to cap resources for each one, wtf?
Biggest question though; Do they actually work?
Because don't forget, last time more was added, several absolutely didn't.
The resource cap really fucking sucks, if we're being honest
I can't wait for none of these to work
It's a bunch of lame 5-10% stuff so even if they do work you likely won't feel the impact at all.
how many of these actually work
And what else do they break
I love this game, truly. That having been said, the currency/samples system is awful.
Forcing players to extract holding samples is inconsistent (medals, req points, and super credits are sent to the players' inventory immediately), dependent on the quality of the player (bad team mates mean individuals lose out on already hard to find resources), opens up griefing in an extreme way, and is highly vulnerable (dying in a hole or water permanently locks players out of picking those samples back up). The idea is neat, but in practice, relative to the absurd number of samples required to unlock ship modules, the existing system of picking them up turns unlocking the modules into an arduous slog. If they insist on holding samples at extraction, the quantity of samples that can be found in missions should be dramatically increased.
More importantly, the currency caps are a terrible idea. The concept is almost certainly that AH doesn't want players hording samples so that they can just buy all the new upgrades/content when updates come out, ostensibly to force players to play the game post-update. Problem is, the only way people would have horded those resources was by playing the game. AH wins either ways. In short, AH can either passively or actively encourage people to play the game less. They could passively encourage people to play less (by letting people horde resources, and then decide for themselves post updates if they still feel like playing), or actively, by denying players the rewards for completing missions because their currencies are maxed, which results in players more consistently losing interest between updates, and moving on to other games (players have to decide when AH releases an update if it's really worth it to go back to grind in HD2).
The former option (passively allowing players to decide if a content update is worth playing or not, and not something they feel obliged to grind to enjoy) is almost certainly superior. With the higher costs of ship modules, players with maximum samples can only purchase ONE module before being forced to grind for more samples. If a player could horde samples to a much higher cap, and purchase even just 3 or 4 modules, then they would have much greater incentive to play because a) they get to immediately enjoy significant benefits from this new update, and b) they still have samples to grind to finish acquiring the remaining modules. Essentially, the 'fun' of the update isn't locked behind grinding.
The actual act of finding samples is also a pain. There's been plenty of times my team has visited every poi on the map, and we've only found half or two thirds of the available samples. There needs to be an armor passive, ship upgrade, or something to ping samples in minimap range.
The annoyance of scouring the landscape for samples, coupled with the insultingly low resources caps, makes grinding so much worse than it has to be.
all support weapon stratagems now drop immediately reducing overall call in time
EAT intensifies
I’m sad there is no dark fluid upgrade for jump packs. But that extra orbital explosion damage. Haha. Hahaha. HAHAHAHAHA
Yeah, none of these excite me, especially when some arguably should be done via balance. Looking at you 500KG that cant kill something 10 yards away.
Half of these probably don't even work
Ahh shit here we go again. Getting those rares will take some time.
I have a nasty feeling some of them wont work.. :{ HOPE IM WRONG THO everything sounds awesome!
Costs are too high, to be honest. I think that giving this game a lot of stuff to grind for is neat and all, but I kind of figured the appeal of this game would be it's "jump in and play" nature. But upgrades like "Make mortars less deadly to other players" feel pretty immediately necessary.
Oh, also upgrades like "Call down support weapons instantly" really take away from the appeal of the initial gameplay. I LIKE having to wait a bit while something drops in. It adds tension.
Really the only decent ones are the 2 for support weapons, the rest just seem kind of meh. Reduced cooldown for eagle reloads is ok but not great since you’re not gonna run more than 1 type of eagle, global 5% reduced strat cooldown should’ve been like 10%, mortar targeting should’ve been for all sentries but even then it’s not really that intuitive since you kind of want your sentries to be doing their own thing, and damage radius on orbitals is ok. They also should’ve increased the sample caps with this update, since these require such an insane amount of samples to even get 1 of these upgrades
Well I guess two of these are cool.
I don’t know why designers keep thinking +10% will excite the player base. Especially when it’s like +10% reload speed while prone when it’s raining.
I think the only one of these I really care about is the mortar sentry one to reduce TKs. Maybe I can more reliably kill large enemies with landing the eat container on them too.
All those samples for 5% cooldown reduction, so cool! I don't get what their obsession is with making half the ship modules inconsequential.
I'll bet half of this shit is bugged
The needed samples feels unbalanced compared to the sample capacity. For example, 250 rare samples are required compared to 25 super samples for one of the upgrades.
If you compare the total needed samples to max capacity - considering its end-game upgrades, the need for super samples should be higher.
10% is just too little. It’s a coop arcade shooter ffs you are allowed to make things actually feel impactful. I don’t know why they’re so incredibly conservative with this stuff.
i love how the robotics workshop upgrade is called
[Image]![](https://preview.redd.it/ss8ws5a00had1.png?width=599&format=png&auto=webp&s=f847552caff07b3dbb883f6cc568e1399ec92ec1)
surely there'll be no issues with it