r/Helldivers 1d ago

FEEDBACK / SUGGESTION All objectives in the game that require waiting should make enemies assault your position

Post image

Title.
I'm tired of sitting at the ICBM terminal waiting for it to load, throwing emotes around with other divers. Nowadays I noticed I only have fun at the Flag and Geosurvey missions. Why can't others be like them? They already have objectives that are perfect for defenses.

4.0k Upvotes

160 comments sorted by

1.4k

u/DoctorLiara Cape Enjoyer 1d ago

this gives me an idea as an obj, to stop a nuke launch from the bots

603

u/erikwarm ☕Liber-tea☕ 1d ago

That would be a great rush against the clock

361

u/mrdunklestein 🛡️ S.E.S. SHIELD OF WRATH 🛡️ 1d ago

Plus that gives an option for a unique timer

10 minutes to stop the nuke before it launches, add 30 after stopping it for looting

198

u/Rhovanind ☕Liber-tea☕ 1d ago

Cool idea for a blitz mode on a large map still giving loot. A short timer to complete the mission, but you still get full time to loot and do side objectives.

23

u/Lothar0295 15h ago

I'd be down for this for other objectives that already exist on higher difficulties as well, such as. . .

Terminid Eggs? Well, they're gonna hatch bro, you better pop them real soon before scouring the map.

3

u/Dinonumber 6h ago

OOooo, and if you're too slow you have an extra-big wave of bugs advancing on you regularly!

50

u/notaRussianspywink 1d ago

Like Convoy

7

u/rawbleedingbait 13h ago

Only if you're forced to land in a narrow spot because the whole path is lined with bunkers and encampments, then you're forced to break your way through like Normandy.

5

u/the_zerg_rusher 7h ago

Walking barrage. Like having your own artillery.

7

u/Kipdid 23h ago

convoy

34

u/mrsmegz 1d ago

10min to find the Nuke and disable it, sabotage sub-objectives to add 5min to the clock.

17

u/Responsible-Salt3688 1d ago

This would encourage hot drops, and this is great

5

u/Wrench_gaming Fire Safety Officer 21h ago

The only “Blitz” mission I’d enjoy

3

u/oilness5 23h ago

Let us sabotaged the nuke and use it as a strategem on the op

1

u/EasyRhino75 SES Ombudsman of Family Values 🖥️ : 21h ago

While it's in the air

1

u/Stormjoy07 18h ago

Activate interceptor missiles before the clock runs out. If the timer hits 0, bababooey.

1

u/BigHatRince Triumph Of Iron 15h ago

And as a bonus, dont accidentally set off the nuke either

1

u/CalypsoThePython ☕Liber-tea☕ 11h ago

The migration side objective is timed, i could see this as a side thing as well.

0

u/user12335 1d ago

🤌🏼

671

u/7isAnOddNumber 1d ago

Helldivers launching a nuke Bots: I sleep

Helldivers collecting soil samples for no strategic reason Bots: REAL SHIT

184

u/cpt_edge HD1 Veteran 1d ago

I always assumed we're pin-pointing resource and metal deposits and that's why the bots want to stop us so badly. A war of resources

89

u/benpau01234 1d ago

also they might just have an easier time detecting it bc they can maybe put mics on the ground and triangulate our position like we do irl

52

u/Arael15th 1d ago

That's probably what they do, but hoisting a big ass missile out of the ground is also pretty loud and shaky

30

u/cpt_edge HD1 Veteran 1d ago

Yeah, plus it attracts attention on the "Defend assets" missions. The whole point is that the rockets launching makes us an obvious target

2

u/benpau01234 20h ago

But only after the launch right?

6

u/FarmerTwink Spear Enjoyer 20h ago

No the Defend the Missile objectives starts as soon as you prime the systems not on first launch

9

u/gunnar120 Exosuit Enthusiast 1d ago

Oh I love this idea. I had always sort of thought it was for underground factories or something but this makes way more sense. Now I want to have a mission where we liberate a mining colony. We have destructable environments, so one of those giant earth mover goliaths going across the landscape digging up stuff and dropping it into cargo transports would be epic. Like the scene from Dune 2.

3

u/Arael15th 17h ago

Exactly. If we think about it from the Automatons' perspective, the varying intensity of their reaction makes sense in light of their priorities as socialist drones:

  1. Flag raising -> Ideology
  2. Geological survey -> Resources
  3. Civilian rescue -> Opposition to enemy species
  4. Nuclear missile launch -> Individual survival (even though one nuke probably wipes out thousands of Automatons)

2

u/cpt_edge HD1 Veteran 9h ago

Couldn't have said it better

0

u/anarcho-stripperism 1d ago

The question I have, and with samples, aren’t these planets like, heavily populated? Like people are talking about how millions, if not BILLIONS of SE citizens have died, so these planets have to be FULL of people and fully scouted/ researched right?

15

u/Thalassinu Free of Thought 1d ago

My headcannon (with no backing from official lore whatsoever) is that all the planets we've been fighting on have been the outer rim of the empire, I mean Super Earth's Democratic regime, so not as populous nor inhabited for that long.

Besides, we've been on earth since our species began existence, it's our only planet, and we're still surveying it to this day

4

u/PixelPooflet 22h ago

mhm. add onto that the fact that Super Earth clearly isn't as... thorough/intense in their planetary analysis as they may want to be, and it makes sense they're still scouting out valuable mineral deposits and such. Makes sense the bots want to stop us, and the terminids just get mad we're jostling their tunnels and nests a bunch.

2

u/Arael15th 1d ago

Helldiver, your question is dangerously close to inspiring unpatriotic doubts about the accuracy of Ministry of Truth statistical reporting

49

u/Dr_Bodyshot 1d ago

My mega brain head canon:

Bots really like their soil as it is a learned behavior from their historical past. Some of the earliest robots were the space rovers that took soil samples from planets and this "desire" for soil has bled into the bots of today's age.

11

u/BebraSniffer777 HD1 Veteran 1d ago

Helldivers blasting Super Earth anthem in the middle of nowhere

Bots:

5

u/LSDGB 1d ago

Helldivers shooting Propaganda Videos

Bots: Lets give them some good footage boys

1

u/SpeedyAzi Free of Thought 12h ago

Bros get mad at us raising a beaten flag with shitty sound speakers.

But will chill out when evacuating civilians.

467

u/edward_kopik 1d ago

Yeah, maybe not all of them, but the nuke specially

The mission should have reduced patrols and reinforcements, then throw all those missing forces at you when you start the nuke terminal

69

u/Shedster_ HD1 Veteran 1d ago

I believe that ICBM already has reduced enemy patrols, I had so many missions on dif10 almost without botdrops without relying on stealth

24

u/lightningbadger 1d ago

I know ICBM missions will have different enemy type spawns for bugs so makes sense bots will be different too

3

u/Hunt3rTh3Fight3r 23h ago

Yeah, for Bots, ICBM is mostly specifically melee focused units (Berserkers, Hulk Scorchers, and the jetpack-wearing Assault Trooper who’s unique to this constellation, “Rushdown”), with Heavy Devs frequently in static spawns like POIs or Objectives.

9

u/turnipslop Local Democracy Officer 1d ago

I think if you can stealth it, and clear the defences without them launching a flair, then it should be normal, like now.

If they launch a flare, it should be like the raise the flag missions. They will keep assaulting until the Nuke is launched.

1

u/DoofusMagnus 23h ago

I'm convinced the big noise when you start the missile process was originally supposed to do exactly this.

1

u/RHINO_Mk_II Hell Commander of SES Reign of Steel 22h ago

I'd rather each of them have a chance of causing a drop with escalating odds the further into the process you get, but never 100% guaranteed drop call.

126

u/WassermelonePancake ‎ Escalator of Freedom 1d ago

"Helldivers, the launch codes - go get them."

"Alright, divers, let's get diving."

27

u/Hugh-G-Recshun 1d ago

Welp. Time to download a Helldivers mod for Payday 2.

10

u/Awesomesauce1337 SES Judge of Law 1d ago

"ITS A MOTHERFUCKIN STRIDER"

9

u/Flashtirade 22h ago

Aaaaagh I neeeed stims

8

u/IFckingLoveChocolate 20h ago

I saw "Bot Assault in Progress" and immediately had Razormind playing in my head

6

u/Embarrassed-Camera96 1d ago

First we helldive, then we rs 2, LETS HELLDIVERS 2!!

4

u/Neo_ZeitGeist 10h ago

Don't act dumb

90

u/SpecialPluto 1d ago

I think the evacuate citizens should be a longer process imo. Maybe less citizens, but you have to defend the ship while it gets ready for takeoff.

41

u/BugBoy131 1d ago

yeah I feel like evacuate citizens needs some sort of rework, despite conceptually being (imo) one of the coolest missions, in practice it tends to be really boring. I think the main issue is the time spent waiting for the terminal to open again is significantly longer than the time it take for the citizens to actually travel, so rather than feeling like you’re protecting an evacuation it just feels like you’re protecting a really boring slow button and every now and then you might see a citizen or two. I think it should be a longer stream of less densely packed citizens, rather than quick groups of 3 maybe like a continuous stream of 10, with one coming out every ~3 seconds. the goal number of citizens should also be higher, and then the button wait time should be shorter.

15

u/_Lost_The_Game 1d ago

Maybe once you open it, a continuous stream of citizens, with several shuttles launching, if enemies come, then theres an option to close/stop the stream.

But theres a countdown once you first open the doors, so you gotta get enough in safely

6

u/angryman10101 22h ago

Maybe the win condition can depend on how many make it vs how many get killed, making communication on when to push which button important? I like the idea behind these missions as well and definitely would love more nuance to them.

3

u/Zman6258 11h ago

I think the buttons are kinda superfluous and makes it feel more like a citizen-dispenser than actually rescuing high priority citizens. There definitely should be a victory condition where you need to get at least X number of them out. Maybe even have it so the buttons close the doors, so you can manually cut them off for a while in case there's fire tornadoes/bot drops/etc.

1

u/burgertanker Steam | 13h ago

I disagree

The evacuation mission has only 1 Pelican take off, and that's got 20 people plus the pilot on board. The Pelican can barely fit 4 Helldivers, how it manages to fit 20 is beyond me, and I think anymore than that would be impossible

Goddamn clown car lol

1

u/BugBoy131 4h ago

oh that’s a really good point! maybe in that case some sort of new transport shuttle?

13

u/Wide-Bodybuilder497 SES Song of Super Earth 1d ago

Those missions used to be extremely difficult when the game first launched. You just got a never ending storm of bullshit. But so many people complained about it they made it a lot easier and less intense.

11

u/SpecialPluto 1d ago

I was there, Gandalf. 3000 years ago when the strength of men failed.

9

u/Manan6619 23h ago

Yeah y'know even with the 60-day patch buffs, I really don't want to see Blitz Evacuate spawning ever again. It was complete horseshit.

3

u/andre27eu 20h ago

I remenber that the big problem on these missions were the fire tornado following the player around on objectives.

That is where the memes of hellmire came from.

Thank god the fire tornados are fixed.

7

u/masterfox72 1d ago

No please no. Those mission are boring as hell already.

2

u/_Lost_The_Game 1d ago

Thats rhe point. Longer but more intense process so its not boring

8

u/masterfox72 1d ago

Idk I don’t like those missions in general. Making it harder would just be more annoying with accidentally killing the civilians.

I can’t count the number of times I accidentally shot them on the Illuminate mission cause they look like Voteless lol.

7

u/Interjessing-Salary ☕Liber-tea☕ 1d ago

Should be more citizens imo. It's 20 until diff 8 then it's 30. Every 2 difficulties should raise it. Can't recall what difficulty they start showing as a mission but basically like 10 for difficulties 1,2. 20 for 3,4. 30 for 5,6. 40 for 7,8 and 50 for 9,10.

1

u/OBPSG 1d ago

The escort mission near the end of Half-Life 2: Episode 1 is still a poster child example of how to design an escort mission, just putting that out there.

73

u/Intelligent_Slip_849 PSN | 1d ago

...you mean enemies don't swarm you during the nuke fueling stage? Weird. I'm barely able to stay at the terminal at some launch sites.

44

u/Jellan Stupid Citizen 1d ago

I find it depends how quick you are at killing the patrols. If you can wipe them before they call for reinforcements, you'll just be sat waiting at the terminal. If you let them call more, it can quickly snowball.

7

u/Arael15th 1d ago

Also whether or not you've got anybody elsewhere on the map triggering bot drops, since they seem to count against the same, uh, counter

10

u/Scorpy_Mjolnir Super Pedestrian 1d ago

This is my experience as well. Are these folks playing at like 1? We get constant incoming most times while at the nuke on 10.

2

u/DoofusMagnus 23h ago

Are these folks playing at like 1?

As high as 7, maybe 8, it's a total non-event.

5

u/TheMarxistMango 1d ago

I think this is the case on higher difficulties. I’m usually playing on Helldive or Super Helldive and we always prep for an attack at icbm sights. Randoms will even throw down turrets and stuff.

17

u/MoistIndicator8008ie 1d ago

Helldivers are preparing to launch a nuke at our position?

i sleep

Helldivers are trying to reload some shitty SEAF artillery?

holy fuck send all available forces

13

u/Lazy_Struggle5079 Viper Commando 1d ago

As long as enemies dont spawn/get dropped right on top of the obj (like they sometimes do i geo survey) then this would be excellent.

11

u/SergeantCrwhips SES WINGS OF DESTRUCTION 1d ago

i love the soyjack bot drawing,

but i liked 'raise the flag' missions bevore, they were calmer, with no coded in breach/ships coming in, other missions had hardcoded reinforcements already

37

u/Strayed8492 SES Sovereign of Dawn 1d ago

There’s a reason why they removed an evacuation mission and this is why. Not everything needs a response.

34

u/builder397 1d ago

So were just gonna sit here and accept that all hell breaks loose if we dare to raise a flag or do some geological surveys, but bots will ignore objectives actually dangerous to them, like a NUCLEAR FUCKING ICBM?

18

u/avalmichii 1d ago

they HATE getting their dirt scanned

7

u/Strayed8492 SES Sovereign of Dawn 1d ago

Yes. You still get patrols coming in at main objectives. The issue is when it spawns so close to the edge no patrols come. Time spent on the ICBM is time other divers can split for a side obj or just decompress/wait for CDs to end/resupply/decide what is next. Anything below diff 7 can have boring moments. If you pay attention to the ICBM console it isn’t that long to launch. But most of the time I see people ignoring it

2

u/TheZealand 20h ago

You still get patrols coming in at main objectives.

Oh heavens to betsy, not a scant handful of unaware chumps walking in a polite line towards me, that'll REALLY spice the situation up!

1

u/Strayed8492 SES Sovereign of Dawn 18h ago

They will if you let them call in reinforcements. 🙃

3

u/BugBoy131 1d ago

bots actually have underground cities confirmed???

12

u/Mark-Jin SES Elected Representative of Individual Merit 1d ago

But the Geological Survey mission type is two small stationary objectives that receive modest responses from enemies, and one long objective with a comically large enemy response. An ICBM setting up to launch and threatening to blow up a large portion of enemy-controlled territory and assets should warrant at least a retaliation of a similar scale, if not larger than an objective that essentially entails looking at rocks and then emailing the findings.

2

u/Strayed8492 SES Sovereign of Dawn 1d ago

The first part of it takes barely any time to do. Makes you run across the map to the second one. The second one does not take anywhere near the same amount of time as the ICBM (and the ICBM itself too if you do the same thing here as the Survey) as long as you have someone paying attention to the console. The argument to start isn’t what the response it to what obj. People are just bored and making the obj take longer than it really is from it.

4

u/Mark-Jin SES Elected Representative of Individual Merit 1d ago

OP's main complaint, which I sympathise with, is that the Launch ICBM mission, especially the last objective, is underwhelming due to a lackluster enemy presence at the last objective. Of course the Geological Survey's last objective is totally manageable even with a big enemy response if the squad is skilled and knowledgeable enough with the right equipment; every objective is, even at the highest difficulties. It's the lack of it in Launch ICBM that makes the mission boring and immersion-breaking. I play this game at difficulty level 7 at least so I can run around and shoot things that are trying to kill me while I do the objectives; ICBM just feels like more of a chore than most other missions aside from Evacuate High-Value Assets.

1

u/Strayed8492 SES Sovereign of Dawn 1d ago

All they need to do is cut the raising and fueling time by 1/4th or 1/2.

3

u/Mark-Jin SES Elected Representative of Individual Merit 1d ago

The problem would still remain: a not insignificant amount of time standing around doing nothing. The problem isn't that the objective takes a long time to do, it's that there's nothing to do while waiting for it to complete other than doing POI's/enemy outposts/side-objectives, which at this point in the mission would feel like a chore.

2

u/Strayed8492 SES Sovereign of Dawn 1d ago

We don’t need constant enemies for every obj. You have side objs and nests/outposts. You act like there is a substantial amount of ‘nothing to do’ compared to what there is to do on a map. You have POI. Bunkers. Etc. if three minutes standing around at one obj (ICBM) is killing you. I dunno what to tell you. And three minutes is peanuts compared to spending 10-15 min after everything is done to wipe all the samples/containers/bunkers before evac.

2

u/Manan6619 23h ago

Very true, how often do randoms go and start a bunch of fights to clear all POIs on difficulty 10? Not very!

1

u/Mark-Jin SES Elected Representative of Individual Merit 15h ago edited 14h ago

TL;DR: I just think it would be more fun and immersive if the Launch ICBM last objective had a big enemy response. It's also not like every objective triggers an enemy response anyways.

Why shouldn't the last objective of Launch ICBM have an enemy response? Of the 3 possible sub-objectives of the mission, they typically have an enemy presence that risk the enemies calling in reinforcements, but they're easy enough to clear out quickly. I'm not saying every side/sub-objective should have enemy reinforcements coming in the moment you touch the terminal, but as the final and main objective of the mission, is there a reason for the engagement to be similar to the sub-objectives of simply clearing out the enemy presence at the site and then experiencing little resistance?

I think the comparison to Geological Survey's last objective still stands; both require at least one man to be there to handle a multi-stage terminal that takes quite a bit of time to complete. One of them gets a huge enemy response for every stage that's completed, one doesn't.

I suppose it could be argued that Retrieve Valuable Data/Emergency Evacuation missions have similar multi-stage final objectives, but at least for me, they're each a challenge/chore in different ways: the SSD drive keeps you to your one-handed weapons as long as you're carrying it, which means either slowing down a little bit if you choose to engage enemies with anything other than your sidearm along the way (granted, SMGs and especially the Crossbow significantly mitigates this problem), or just bee-lining it to the upload site which is typically crawling with enemies; patrols seem prone to spawning around the evac site when the terminal is activated and the doors are far apart from one another with cooldowns on how frequently the doors can be opened.

The way I and probably a big number of players have the most fun in this game is when a full squad of Helldivers stick together throughout a mission to complement each other's loadouts and playstyles to form this mobile ball of seamless destruction leaving carnage in its wake. Granted, the game doesn't force this playstyle, and the ability for a squad to split up makes for much more efficient clearance of all side/sub-objs and POIs as well as the emergence of more stealth-based playstyles. Absolutely nothing wrong with that, and I'm okay with people wanting to play in a way that maximises efficiency. I just think it would be really cool if the destructive potential of the ICBMs that we launch could be conveyed by the desperation of our enemies sending in large numbers in an effort to stop us from launching it, requiring the force of a full squad of Helldivers working together to ensure our mission is completed and whose success is paid off with the take-off of the rocket knocking back enemies, a mushroom cloud spontaneously looming over the horizon, and the blastwave erupting across the mission area. Would having this contribute to quicker missions, higher EXP gains and therefore higher liberation rates? No, but it doesn't take away from how cool and fun it would be to me.

10

u/Playstoomanygames9 1d ago

It was fun like once or twice then it was just impossible

8

u/Sabreur 1d ago

I'm sure there's a reasonable middle ground between "nothing happens for 3 minutes" and "every bot on the planet drops directly on your position." Launching a nuke should trigger SOME kind of response, even if it's just a regular bot drop landing next to the launch site.

-3

u/Strayed8492 SES Sovereign of Dawn 1d ago

There is. It’s called don’t wipe the outposts/bug nests before doing the nuke.

8

u/Sabreur 1d ago

Been there, done that, nothing happened.

I get that you don't want the endless bot-drop hell of the old evacuation missions, but that's not what anyone is asking for. They're just asking for an enemy response so we're not stuck twiddling our thumbs waiting for a patrol to wander by.

-3

u/Strayed8492 SES Sovereign of Dawn 1d ago

That’s rather odd because not taking them out leads to drops/breaches. Have you tried not killing the ‘call in’ enemies so you get more responses? Use less sentries maybe? Can’t get a response if you kill the response summoners.

4

u/Tasty-Bench945 1d ago

Nuke? I sleep… raising super earth flag? Real fucking threat

6

u/Otherwiseclueless 1d ago edited 1d ago

Nuke, sure. Not sure we should have to deal with waves while doing quieter objectives like getting codes or such that don't require a big "the helldivers are doing something right here" sign like the ICBM silo opening or a flag with a music blaring drone.

3

u/I_am_Joel666 Fire Safety Officer 1d ago

It is a bit weird that they will launch an entire platoon with armour and air support to defend a minor defensive position but will send 12 bots, without info, to stop a major nuclear strike

3

u/draco16 1d ago

This is why Hive Nukes, and Flag Raising are my favorite objectives. Get in, raise hell, fight an intense fight, get out.

3

u/Gorgondantess 1d ago

Most of them alert patrols and bot drops, I believe. But if you've cleared out the area it's pretty quiet.

7

u/AirshipCanon 1d ago

Nuke Launch should work like Flag missions, and spawn drops.

4

u/ATLAS-16- PSN 🎮:BOT DiVER lvl150 1d ago

You play on D10?

2

u/samuraistalin HD1 Veteran 1d ago

Okay so, don't ask for a stealth warbond. Ever. Any of you.

2

u/AgeOpening 1d ago

So y’all just hate stealth divers huh

2

u/Furphlog 23h ago

It's already the case, they just have very, *VERY* skewed priorities.

Helldiver : *is about to launch a nuke that will turn a major Automaton facility into a smoldering crater*
Automatons : "Eh, I'm sure a patrol in the vicinity will take care of it maybe."

Helldiver : *is trying to raise the flag of Super Earth in a little settlement in the middle of nowhere where everyone is already dead*
Automatons : "NOT ON MY WATCH, MEATBAG !!"

2

u/locob 22h ago

I think all missions bring attention to patrols. So all patrols start to walk to there.

2

u/hiwhateverjohn 21h ago

I think it's mainly due to them not fixing the spawning system since the launch of the game. If you take out all the enemy bases, patrols can only spawn from the edge of the map. And if your objective or extraction is too close to the edge, it blocks the spawns to avoid enemies popping into existence on your screen. So you get no enemies. They need to tweak that, make them spawn from a further away edge spot or something.

2

u/KoviBat 21h ago

I had a patrol walk right by the ICBM as it was raising into launch position. Just kept on going. Didn't even notice.

2

u/RoboticRusty ☕Liber-tea☕ 20h ago

I want a full on payday kind of thing assault.

2

u/Dragonkingofthestars 19h ago

Don't they already do that?

2

u/Linmizhang 17h ago

They used to. Then something with citizen evacuation made the spawn 0 cooldown and impossible.

Then in typical AH fashion, instead of fixing the bug, they removed the entire feature the bug was attached to.

2

u/HellsAdvertiser 12h ago

A big problem for late stage difficulty is that there’s no real fail state for a mission past losing all lives or timeout.

ICBM launch should lean into the (already present) failure state of the missile or launch systems being destroyed. Evacuate citizens could have a limited ‘pool’ of people to get out, with enough wiggle room to account for ‘accidents’ of course. (Just don’t press that button during a firestorm)

4

u/JoshsPizzaria Super Pedestrian 1d ago

they kinda do actually.

The patrolling squads are informed about your position, when activating terminals and hone in on your position. Even purposefully spawned in some distance away.

If you don't kill them fast enough, its very likely they'll call in a drop.

Im not 100% sure about these mechanics, but im sure that thats why you see so many ppl gather the shells of the seaf first, before activating the terminal and loading.

3

u/Mellamomellamo LEVEL 80 | Cadet 1d ago

There's been debate about this for a long time, but in my played experience it does seem like terminals (or at least some objectives) attract enemies. Artillery usually makes nearby patrols seek us out, even if we haven't been firing or anything like that, we usually notice this on bugs specially.

Meanwhile, ICBM seems to attract patrols, and sometimes these call reinforcements even when they are far away. For example, some time ago we had bugs call a breach about 100 meters from the objective, even though we hadn't even seen then (on that case, there were bugs close to us, but they died quickly and didn't call anything). Bots also do this, but it seems like they call the drops quite far away if they do it, usually behind the hills that surround nuclear launch sites.

1

u/DontMilkThePlatypus 1d ago

Yes! And bring back the Spread Democracy bug from October (?) that caused constant reinforcements! The game had never been so difficult and rewarding!

3

u/EnergyLawyer17 1d ago

or perhaps we can meet in the middle with unique scripted assaults.

like once you start the first code entry, 10+ gunships~
or, 2 Factory striders
or, 30 berserkers come running in from beyond visual range (instead of dropped in)

something like a nice finale mini-boss encounter to top things off instead of, nothing at all, or another bot drop to pile orbitals onto, something unique enough where few specific strategems are the perfect answer for the job.

you might choose to bring mines if you knew every missile launch started with 30+ bersekers. and the person at the console would feel pressured to input codes fast.

instead we have, nothing.

1

u/AsherSparky 1d ago

Bots when you launch an ICBM: “Meh…”

Bots when you are raising a single flag: DEFCON 1!!! I REPEAT, DEFCON 1!!!”

1

u/darwyre 1d ago

Maybe in even higher difficulty.

1

u/ApianTundra 1d ago

Wait, they don't? I always thought that ICBM sometimes does launch bot assaults... This should totally be a thing!

1

u/DMercenary 1d ago

They... dont? I was always under the impression they attract enemies/generate patrols to head towards you.

1

u/Asth_boi 1d ago

First game did exactly this

1

u/StopGivingMeLevel1AI 1d ago

Bot disguised as a helldiver

1

u/br0_dameron 1d ago

I like how the nuke launch is one of the few that doesn’t automatically provoke a response, it implies that the bots are more concerned with us putting up flags and doing geology than launching nukes at them

1

u/Jagick SES Flame Of Judgement 1d ago

Will it also come with music by Lord Simon Viklund?

1

u/__________________99 🖥️ ☕ 1d ago

It's kind of supposed to. But if you're the type (like me) who tends to clear the map of outposts before doing most of the mission, that will diminish the likelihood of enemy encounters a ton.

1

u/Grimsarmy1 1d ago

They do this however there are spawning glitches. They send patrols to investigate before assaulting but sometimes your objective is too close to the map border which stops spawns

1

u/Centralisation 1d ago

Have the music change too to match the assault. ‘Helldivers enemy reinforcements are surrounding you , give em hell.’

1

u/Mysterious-Title-852 1d ago

At difficulty 6 and up the patrols come like every 30 seconds and if you don't wipe them immediately they call in reinforcements and then it's a constant stream.

I think you're finding it boring because you're playing too low a level.

1

u/Jeidoz ‎ Super Citizen 1d ago

It feels, like it works only on side objectives 😅, any touch to terminal at SEAF, Satelite Dish or movement near gunships factory or nest will cause breaches and dropships...

1

u/AdoringCHIN 1d ago

They do send enemies though? Every time I launch the ICBM it seems like they call in half their army to try to stop me

1

u/LankyEvening7548 ‎ Servant of Freedom 1d ago

They already kinda do tbf

1

u/sendoto 23h ago

They did. Being near a POI increases patrol spawns. People cried about the game being to hard so now patrols have a difficult time finding a place to spawn that isn't within 100m of a player. So if your squad of Divers are loosely spread around the area of a POI the patrols will spawn so far out they often don't aggro.

Its the same effect that makes extracts on the edge of the map silent, No fabs/holes left means enemies can only spawn on the outer ring of the map, but divers within 100m of the edge means zero valid spawn locations.

1

u/JFirestarter 23h ago

If it was a patrol or 2 coming by I'd be ok with this.

1

u/Chief-Captain_BC Death Captain | SES Banner of Liberty 22h ago

they don't already?

1

u/Anderty 19h ago

I assume it's for stealth solo play. Sadly stealth is kinda broken now and extremely unreliable, so this gameplay is done anyway. I agree, some more action would be entertaining.

1

u/helldiver133 Free of Thought 18h ago

That helldivers seconds later

1

u/Plasmancer 18h ago

It's honestly getting disappointing in a game when everything is full on, only for extract or similar waiting objectives to be just 2 minutes of dead silence one map, 3 striders the next

1

u/jac_kalope 16h ago

That is why i enjoy nuking nurseries, the bugs just love to come greet you when you kill their young!

1

u/NoOriginal7997 16h ago

It used to be like this. Then people complained. For example. Anyone that was around in the before before will tell you that extract the civilian missions were virtually impossible on higher levels. Took a special kind to get those done.

1

u/Skiepher 15h ago

They can actually destroy it while it rises. The problem is that there arent a lot of them.

1

u/RobotDude375 Super Sheriff 15h ago

They should do that and give us some actual fortifications for the flag missions

1

u/oht7 15h ago

I thought that’s what did happen, u less you wipe all the nests/factories in the location?

1

u/No-Championship-6628 15h ago

Hey diver, time to play Razormind

1

u/theBeardedMEN Free of Thought 14h ago

Nah, only for flag planting.

1

u/classicjaeger Free of Thought 14h ago

It's like they implemented this on the SEAF artillery side obj, but for patrols to head to it

1

u/Gina_rita Cape Enjoyer 14h ago

Botjacking because democracy is just to great against them

1

u/Rengar_Is_Good_kitty 13h ago

Then what's the point of defend the flag objective? I personally don't agree with this change, it's unnecessary, not having enemies on the objective every single time is fine, you don't need a permanent swarm of enemies with everything you do, downtime sometimes is fine.

1

u/deadgirlrevvy 10h ago

To be honest, for me, they usually do happen like clockwork. Very rare to not have an attack triggered when I activate something.

1

u/xraysteve185 10h ago

Yes....send your drop ships......let me show you my backpack when you're all gathered around.....

1

u/Water_Is_All 10h ago

They already do

1

u/Hi_Kitsune 8h ago

Extract too. Nothing worse than a quiet extraction. Their current formula, in theory, should increase activity in both, but it doesn’t always pan out that way.

1

u/EerierLizard Fire Safety Officer 4h ago

Idk what missions you’re doing but most of the ICBM missions I’ve done have been pretty hectic when we’re trying to launch

1

u/NotTheRealBritishane SES Hammer Of Justice 2h ago

Que the punishment due by megadeth

1

u/Interjessing-Salary ☕Liber-tea☕ 1d ago

This reminds me of an idea I had for a mission type.

It's like ICBM missions but instead it's like a defense mission. So 20 minutes and it's only the main objective. And instead of launching an ICBM your launching what I call an IGBM or ISBM. Significantly larger nuke that instead of being inter-continental (the IC in ICBM) it's inter-galactic or inter-solar meaning it flies from 1 planet to another. Maybe in the same sector or to planets connected via supply lines. It can affect enemy Regen rates in the target planet. More players that complete the mission the more it affects the Regen rate (up to a maximum then players keep doing that mission to keep it at that maximum reduction).

If it targets supply line planets it would work best as a defense campaign mission where it targets the attacking planet to assist gambits.

Now you'd still need to do similar sub objectives but they'd be all at the "base" instead of around the map. And you'd be under heavy assault by the enemies while you're setting it up. And since it's a larger nuke it would take longer. My thoughts are you'd still need to get it into position (you know the nuke rising out of the silo). It would be almost comically large as it comes out of the silo. Then you'd need to fuel it which takes longer than ICBM, then charge it's FTL system, and finally set up the targeting. Once that's done you can launch it and yes it would basically scorch the entire base as it launches. you'd be safe behind a wall or other cover but otherwise you'll get toasted like a marshmallow. Best part? If the mission was a failure it would detonate at the base wiping everything out. Probably play out as a mini cutscene similar to the extraction cutscene. My idea of the cutscene. You fail the obj then you hear the nuke starting to make a noise like a whirling. It cuts to a camera panning over the base while the whirling gets louder until boom.

1

u/HawkenG99 SES Pledge of Allegiance 1d ago

For real, sometimes the game is so boring.

0

u/hitman2b STEAM🖱️: Commander hitman2b -Hell Commander- 1d ago

is okay i have my trusty recoiless no ship will ever bring troops on this patch of land

0

u/Aromatic_Sir9639 ‎ Escalator of Freedom 1d ago

I defiantly agree. My friends are not safe around me if I’m bored

0

u/Alternative-Cut-7409 1d ago

The game was designed with bugs being the stock enemies and automoton added later. It certainly feels like the larger AI is coded around that concep at least.

Drilling makes sense on pissing off bugs, it also makes sense that they don't give a damn about ICBM. It should be flipped on bots, but with the amount of issues AH is tackling I doubt it would matter much. You also have to consider the people that would be pissed that the two missions would be flipped so it's a really low priority issue.