Barotrauma 潜渊症

Barotrauma 潜渊症

Helldiver Gamemode
23 条留言
Kookoorooza 7 月 18 日 上午 3:17 
Yeah, thats what i was talking about)
Kookoorooza 7 月 7 日 下午 4:01 
I dont think that happend to me. When i see something big, there are just stratagems spam and it dissapeares. After beam, there are no enemies left and you can make quick rebuild.

Come on dude, chop half of existing map will take like, 5-10 minutes? You can even count them as easy mod(probably better call it 1-4p difficulty).

Oh, never knew there are such mechanics.

I can, but i wouldnt. It`s your role as game designer to guide people. As i said, ally my comrades instantly abandoned all classes.
John Helldiver  [作者] 7 月 7 日 下午 3:45 
There are a few reasons to go back, On Bot front, Devestators give a strong argument towards pulling back/calling stratagems, and simply retreating. Because if you dont, you may end up overrun and killed. On illuminate front, theres also elevated overseers.

However, i do get your point about the Shops being everywhere. And I'm considering making Hard and Easy variants of the existing maps now. With less shops for hard and more enemies, and less enemies for easy.

I may also consider making a 1 Direction holdout map. Although, I've left the tools for anyone to make maps for this mod out there. And if someone makes a solid enough map, i'd welcome adding it to the mod fully and crediting them.
John Helldiver  [作者] 7 月 7 日 下午 3:45 
The game makes the limit, the job limits set to 4. Just like how theres only 4 helldivers in play in the original game.

I already did explain why, Ruin vents can be limiting. I'm debating making an alternative spawn system, But that would take time and I've got alot of modding projects im working on at the moment.

You can figure it out through gameplay, Not to mention the fact there can be at max only 4 helldivers, so people will eventually get put into those roles. Whenever I've played the gamemode with others, I've noticed some SEAF even outlive heavy armor helldivers before.
Kookoorooza 7 月 7 日 下午 3:37 
Who makes the limit? Never seen anything about it. I know how vent spawning works. Why you wont explain why you didnt do something simmilar to what i said?

How would anyone know how to max SEAF vitality and that he is strong? He will die obviously faster than helldiver and noone will ever try him again, same as citizen. That happend to all people who i played with. There are no info about it anywhere. I would prefer use stim when my vitality is below zero as helldiver and press it rarely.

If i cant make kills, we all got mauled. When im dead - im not making kills. There are no reason to go back, as i said, shops are placed by every 5 meters.

For example, if we had map with only 1 direction and shop only in spawn, then heavy helldiver will be punished for slow refill time(if refill bag wasnt exist, lol)
John Helldiver  [作者] 7 月 7 日 下午 3:27 
Heavy helldiver is strong, i agree. However, Sucess can be found with other classes. Citizen has the highest head protection potential out of every class, and is unrestricted in gear. SEAF can have the highest potential HP, and will in future updates have other benefits, as well as not being restricted to 4 players. Not to mention the fact heavy gear may get you slowed down and mauled. I've noticed many players run scout on the illuminate map with solid sucess.

Helldivers, are infact meant to be the strongest class, sure. However the other classes arent useless, and will only be given more use later.
John Helldiver  [作者] 7 月 7 日 下午 3:27 
4 is the max limit of helldivers on the gamemode, As well. And with how the gamemode works, its quite simple. Using natural vent ruins from vanilla. To avoid the need for Lua to be installed. And allow others to configure the spawns more accurately to what is desired.

As for the Defense, thats not really at all how its calculated i believe. And additionally, SEAF would have 300HP potential, if they go to the effort of aquiring the adrenaline effect, or utilizing stims when low. Some stratagems will be avaliable for both helldivers and SEAF, and its planned that expendable anti tank may even be cheaper for SEAF.
Kookoorooza 7 月 7 日 下午 3:07 
Nope, 4 players was more than enough when we found all meta guns and strategies. There are no gunships and tanks at start, so you can time everything up. For example 15 minute 1 tank, 20 minutes 2 tanks, 30 minutes 3 tanks and the more you go, the more absurd amount of enemies will spawn, but it will fix difficulty spike for small groups of people, so they can play, for example 10 minutes, not 3.

I dont understand how it works. Helldiver has 100 hp, extra100 hp bar when knocked, and 60(?)% protection. SEAF has 150 hp and 30% protection. 200+60% is 320 and 150+30 is 195. Its just worse than helldiver in any ways, sorry. He cant even buy stratagems, which is only item that cost a lot.

Untill it is in game, its just words. Currently all classes except heavy helldiver are pointless, and the less people you got, the more you get punished by choosing wrong class.
John Helldiver  [作者] 7 月 7 日 下午 2:26 
For the first post you did, I believe i realize whats going on. The map does time some of its spawns, but it always has regular units pouring in. I believe you dont have an adequate ammount of players to survive for a long period of time.

Course, that can always be fixed with custom maps with lower difficulties. Regardless, you are meant to eventually fall and die. As it is a survival.

Laser gun regenerates ammo as long as you dont burn it all, just like the game.

SEAF protection may be low, but SEAF get 50% more vitality, meaning they can survive more than the helldivers through the adrenaline buff (Flag), or through stims. However, they require much more setup to reach their ultimate potential. Which is intended.

Mobility wont be the only buff eventually though. As i might give the scout armor thermals honestly, And make other armors with other buffs.
Kookoorooza 7 月 7 日 下午 2:18 
Laser guns deletes ammo when it has 0%, which is even worse, since you cant refill it with resupply bag.
I am using R to reload, and it uses only 3 slots of 6 and it is still not enough.

SEAF protection twice lower and their vitality bar cant go minus. Why would you craft vanilla armor and gear when helldiver armor is superior and free?
Mobility is good, but where you want to go with that mobility? I can imagine only 1 scenario - buying ammo, but there are shops every 5 meters.
Kookoorooza 7 月 7 日 下午 2:18 
Might be i should rephrase about map and 2 sides? When there are 2 sides, there are no reason to protect anything but middle house. If enemies are nearby, you cant properly buy stuff, read descriptions and so on. 2 sides gives also higher load on CPU which makes game unplayable when gunship arrives.

As for difficulty you could just make it timed. The more you survive, the more enemies there are, so solo and duo players could play more than 2 minutes.
John Helldiver  [作者] 7 月 7 日 下午 1:47 
Every class and loadout has its uses. SEAF get more health but can go downed. Civilians can buy scrap and freely craft any vanilla armor or gear. The Lighter helldiver gear gets a large mobility boost, whereas the heavy armor is slowed. Theres also plans for certain armors to give certain additional buffs in the works, such as melee armor. Vanilla guns are meant for civilians to use until they can afford better weaponry through the Vending machine.

Enemies should also be coming equally from each side. As both sides have equivalent enemy spawners. If that is not the case, it will be looked into.

Thank you for your feedback.
John Helldiver  [作者] 7 月 7 日 下午 1:47 
If clip size feels too small for you, You'll be happy to know that eventually more support weaponry will be added with higher capacity, such as machine guns and clip based grenade launchers. In addition, there are other weapons currently that reduce reload requirement. Such as the Laser Weapons or the Arc Blitzer which requires no reloading at all. If running out of ammos a concern, you may wish to consider running a supply pack. As that will regenerate ammo placed in it. As well, you can use hotkeys to reload near instantly instead of dragging.
Kookoorooza 7 月 7 日 下午 1:01 
I think gamemode lacks of progression. Guns feels the same, clip size is absurdly small, its not fun to reload more than shoot. Fixing and repairing feels useless, especially citizen class that has to do this job. All classes except heavy helldiver are just worse than others, especially compared to not helldivers. Too many garbadge in spawn room. Whats the point of vanilla guns and vanilla medicine? Just give everyone stim and add hyperizine effect to it.
I think it would be better if there are enemies coming from right direction and you protect left side, at least it will make game less frustrating at first.
Nellle 7 月 4 日 上午 6:02 
ЗА КОАЛИЦИЮ
M12 7 月 4 日 上午 1:42 
DAAAAAMN
Kookoorooza 7 月 3 日 下午 1:37 
Hell yeah:hot_explorer:
the_Arti 7 月 3 日 下午 12:10 
barodivers
SLAVIC_HARDBASS8 7 月 3 日 上午 7:46 
FOR SUPER EAAAAAAAAAAAAARTH!!!!!!!!!!
John Helldiver  [作者] 7 月 2 日 下午 10:53 
They have arrived.
John Helldiver  [作者] 7 月 2 日 下午 8:31 
Illuminate coming soon (Maybe)
Trevoga01 7 月 1 日 下午 3:52 
helltrauma
docblue102 7 月 1 日 下午 2:17 
amazing