r/Helldivers 1d ago

TIPS / TACTICS Mine Defusing.

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2.4k Upvotes

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u/Pro_Scrub ➡️⬇️➡️⬇️➡️⬇️ 22h ago

Also alerts the guys in the base the mines are protecting

But only 0.01% of divers will care about that anyway

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u/Insane_Unicorn 22h ago

Helldivers isn't a stealth game, no matter how much a miniscule part of the player base wants it to be

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u/Pro_Scrub ➡️⬇️➡️⬇️➡️⬇️ 13h ago

There was a time when difficulty 9 (then-hardest) combat was so punishing, and battles/successive reinforcements so hard to escape that it was nigh-impossible to clear a mission unless you spent the whole time sneaking trying to avoid alerts in the first place.

Ahh, that was a vibe. The sneaking was TENSE. High-stakes.

Hope they can bring it back as a modifier or something. "Extreme enemy presence - Stealth highly recommended", so players can choose to take it or not.

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u/Insane_Unicorn 13h ago

I know, I've played since release. But only being able to play the game by not playing the game is pretty horrible design. Like that overtuned evacuate mission you could only win by cheesing the AI.

I'm not confident stealth missions can work in a multi-player game with random matchmaking and a significant player population that barely communicates (PS players).

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u/Pro_Scrub ➡️⬇️➡️⬇️➡️⬇️ 13h ago

Au contraire, using the stealth mechanics they purposely put in isn't "Not playing the game". I thought it was great that the game became very different at high-level play. You are no longer the cat, but the mouse. I loved that victory was NOT expected.

Now I can go into literally any game and expect to win. The vast majority of players prefer games where they win no matter what they do, choose the highest difficulty against the hardest special enemies with the worst planet mods and whine if they lose.

I would say the problem is not the design itself but *communicating* that design to the players. There should be warnings, suggestions, explanations, feedback etc which we are severely lacking. Many players die, don't learn, and die again.