at most one more tier, more than 6 will start to get into mind numbing f2p game grind territory. maybe some sort of ship unlocking system where you unlock different classes of ships with their own inherent ups and downs + unique upgrades (eg; a carrier that leans into eagles but has weaker orbital capabilities. upgrades would focus on eagles, pelican dropped stratas etc. while having other types of upgrades here and there to scale with other ship types)
Love the idea!! I’d kill for a super battleship that carries heavier orbitals but little to no eagles.
Or a mine layer that buffs sentries and mines at the expense of orbitals.
It’d be nice if the interior could be personalized as well, or maybe if the different ship upgrades had their own style; maybe help break up some of the monotony of each ship.
Here we go wall to wall SEAF waifu pillows
no no, democracy officer and gneral brasch pillows
Oh, and ship specific stratagems, maybe? For example we might have call a interceptor jet, this stratagem will send eagle to fuck up flying units in large area, or heavy bomber ship with extra fuck you and planet you standing on, like 600mm barrage with sirens and shit.
I think we're already at mind-numbing capacity. The costs are so very high as it is.
I'm about to hit level 80 and missing 3 more module upgrades. I think if there were less upgrades then you'd have more people ignoring samples as it doesn't benefit them. We're almost at the perfect amount now IMO for casual players.
That sounds cool. I would love to be able to go around the rest of my super destroyer
If they did add more tiers they would need to up the sample collection rate significantly. Which would be good for new players too.
They have boosters for that already. It would be more interesting to have a risk/reward element than just adding most samples to maps
What kind of risk/reward elements were you thinking of?
Can we also get some stratagems too? The last free one was Gas Mines
Pretty sure grenadier battlement was the most recent one.
The pace of free Stratagems definitely decreased once they started appearing in Warbonds, unfortunately.
I actually am not a fan of the messy vertical progression of ship modules. I would prefer a mutually exclusive system where you focus on buffing certain aspects of your playstyle over others and can switch between options between missions. Or stratagem-specific upgrades like the first game.
Bro I don’t even have more then 4 upgrades for one tier. My highest is tier 3, where are all the fucking samples
So many people have maxed out samples nobody bothers to collect them anymore.
I collect them just for the DSS, for low lvl players and out of habit. But I don´t bother anymore, if I die and the samples are 200 meters distance,..... let them rest.
I just like the sound it makes when you pick them up initially.
Even when my buddies do bother to grab them, it’s nothing. Water droplets in an empty Mariana Trench.
I maxed out all ship upgrades just doing diff 6s.
Hop into someone else's game, I prefer bugs for sample farming, with the jetpack and scout armor and bring the sample scanner booster.
Prioritize joining blitz missions, cause those have supers and are quick, as long as there are 2 or 3 other divers you're free to hit all the POIs and hunt for supersamples. If you're lucky with the scanner you can even get 2 extra. Repeat as necessary.
They need to drop the amount of samples required for the upgrades. I had to hard reset to play KBM on PC. No clue why the first upgrade cost 60 samples. IMO farm the blitz missions at D6. Not only will you get XP at a decent rate but I was able to get about 20-30 normal/rare samples along with 3 super samples every mission. My faction suggest is to pick whichever you’re the most comfortable with.
Edit: you probably weren’t there for the removed evacuation mission but that gave a lot of samples. My buddies were able to grind it out within a week.
What diff do you play at? There's a sort of bell curve where easy doesn't spawn many, and super-helldive is too chaotic to grab them all
except for my diver wanting to take a quick lie down when ragdolled, I just want that fixed lol
Our helldiver just wants a brief moment of democresting
me when i tell all the new cadets from xbox that they don't get weapon customization until 400 super samples later, and they don't get access to the car's improved handling, their mechs blow themselves up if they turn too hard and fire, and have to deal with the old weaker guns until 600 samples when they get the same buffs we have right now and are up to snuff.
This is what it would look like if it was already in place, showing why this is kind of a really bad idea. You're just kind of kneecapping new players until like 60 hours in.
I mean fair, but you got the ship module upgrades sitting there collecting dust. I want to make more upgrades to actually change the layout of my super destroyer. Expand the eagle bay, so we can actually be able to talk to eagle 1 and pelican 1. I’m not trying to make things harder for the new players, that’s why I say any buffs from this point forward. We’re probably not gonna get any more buffs but I would like to be able to go back to my super destroyer eventually.
'only the buffs going forward' still has the same probelm i laid out, imagine they add something like weapon customization in the future or something massive going forward, now all of a sudden we're in the same situation.
most people in this thread are clamoring for just new stuff in general, not really to lock them behind super sample collection. adding ship modules is fine, but locking ALL buffs or changes going forward behind them? That's not just new stuff then, that's just handicapping new players.
This bothers me. I just finished upgrading them. Just yesterday. I don't need arbitrary shit to grind. People who no-life the game and grind super credits will never have enough shit to do. Something like vermintide 2 didn't last for all these years because it had new upgrades. They made a super hard mode, and people played it over and over again. On PC they added more hard modes. We just need the top 3 or so difficulties to experiment with being hard as hell. I'm good on grind, I just want to play the game at this point.
Probably an unpopular opinion but i agree with you. Samples etc for trivial stuff is fine imo (paint the ship or gun skins etc)
But the people who complain about replayability can't be taken too seriously, it's an awesome game with 3 distinct factions, countless Loadout options and ongoing missions/storylines (and even when thats on hold it doesn't change gameplay being awesome)
I swear some people want a game they can play/grind 10 hours a day and forget its a multiplayer shooter not a damn rpg lol. Go play oblivion or similar if you want infinite progression
That depends on what the buffs are. If they're balancing buffs, then that's a terrible idea because now lower level newer players are punished playing a more difficult game. If they're relatively small buffs like the ship modules buffs we already have, then it's obviously fine to continue that.
I would rather have the upgrades bring something new to the table. One that makes you go. “Ooooh I want that.” Some people have mentioned helmet customization. I would love to be able to toggle different types of visions. We could use smoke screens and put on thermal vision. Sounds like fun
I am not a big fan of a new playe tax, I guess that it may be cool if we could use samples to overclock boosters, for exemple, OC superior packing would make so that the supply drops will always fill your stim/grenades to the max.
I personally vote for SEAF reinforcement strategem and logistics...
So make the game even more grindy? Great idea!
More like "add endgame goals". Only a couple of the first few ship modules had actual big improvements, later on it's less and less meaningful.
And my sample mountain wants to be spent on something useful, not a temporary DSS buff which may or may not kill me.
Gotta give the maxed out players a reason to pick up samples for me
I genuinely am curious to why the internet has to be so sarcastic about their points. Like sorry if you don’t agree, but is the sarcasm 100% necessary? Not like AH is gonna listen to any of this anyways. They be doing what they want to do. I’ll give you this game is a bit grindy. Maybe dropping the sample requirements; or giving us a mission that has more of a dense sample population. That way we can have a mission for farming samples efficiently like in the old evacuate citizens days.
Major order, near impossible and hampered by jet brigade/predator strain/ Oops! All overseers!, the new squid subfaction, to enable a mass outfitting of the current super destroyer fleet with more space in one area of the ship. Mechdivers V. Eaglelovers was fun for the DSS, but let’s pit mine/emplacement/sentry lovers up against orbital gang.
Unless those upgrades are helmets having modifiers instead of being purely cosmetic?
We could achieve this with an armor customization feature
I'd love helmet buffs, even if they're minimal.
Like the gas mask helmets giving a small 10-20% resistance to gases, or helmets that go with heavy armour have some sort of resistance against explosive damage.
You could combine various armour sets to how you like them, AND get a mix 'n match of resistances. It'd be awesome!
I want smart mines!
I want to intimidate the enemy. Maybe through an emote?
Yeah. I'm almost getting all of them (only need 3), but I've seen plenty of people with the max amount of samples just sitting there doing nothing and it's becoming a problem...
I’ve been begging for a vehicle bay for ages. I’d love for some mech buffs although I feel arrowhead are allergic to mech buffs
Been waiting on those tier 6 upgrades for over a year. Theyve been teased in dev streams twice now and have been in the files since launch.
We don't need more buffs for now.
It'd be nice if extra samples picked up over the cap automatically went to the DSS.
We’ve been asking for months so who knows what they have in store
Have you played on Super Helldive recently? It's a snooze fest. The last thing we need is upgrades.
If only the sample grind wasent annoying and difficult... sigh.
We're getting more on August 26th most likely as that has been """confirmed""" to be the next megaupdate.
If you have been doing nothing but grinding, you can't just keep demanding new shit to unlock.
Not everyone gets a chance to play high difficulties consistently, or optimally. Hell, I only have one fourth-tier module, because I don't get a chance to play very much. I'm lucky if I get the chance to complete a couple level 6 operations and get a handful of super samples.
The fact that I havent needed to pick up a sample in almost a year is ridiculous.
Ship Modules are basically tech trees anyway, so I would love an overhaul that adds new modules to chase after.
The cost of rare samples is ridiculous. You need as many rare as common, yet they show up less than half as much. I’m level 70ish and still don’t have 2/3s of the upgrades purely because of rares
We need more mission types.
Hot take: I don't like ship modules. I don't like that players are just strictly weaker for not having them. This game is so cool because everything has tradeoffs and opportunity costs, except for ship modules.
Make new, alternate modules that are mutually exclusive with existing options, requiring samples to change between them. Like the DRG weapon mods, but with a price to swap out certain ones with each other. We could have faction-focused destroyer loadouts, and still have a reason to collect samples beyond the DSS dump.
What about dropping resources before starting a mission for some passive buffs giving motivation to farm during the battle to recoup costs.
40 commen samples at the beginning of a mission chain buys all divers on the missions the ability to sprint 2% faster. (Random of the dome example)
This would give teams something to invest in for more difficult missions and a motivation to gather different resources and even tone down difficulty sometimes.
Aww man, every time I farm sample I'm always short on rares
Forget just having a set of new modules, give a Super Cruiser that as a prestige system, and have each unlock be even better versions of the buffs on top of the new ones at the end.
IMO any new progression in the game should be horizontal rather than vertical, similar to the weapon customization.
For Ship Modules, this could take the form of a new track for all players to progress, such as a Vehicle Bay focused on the Mechs/FRV/Pelican. It'd give hardcore players something else to grind for a day and slightly limit the insurmountable wall of upgrades to unlock for new players.
I think ship modules as a concept could use a rework tbh.
I like the idea that certain areas of the ship can be upgraded to give buffs. Where this falls apart is the execution, as it tends to be too specific. (Like mortars targeting marked enemies is so niche)
Personally I would turn it into a tech tree system. Samples are your currency for one time unlocks, and your level determines how many perks you can buy. In my mind, I'm picturing something like Darktide's class tree. Where each "class" would be a ship area, and you had potential upgrade paths you wanted to customize it. You can path around for some customization like in Darktide. But the biggest point, were those perks that were mutually exclusive. Which forced choice into builds.
Agreed
What we need is MORE COSMETICS, give us super destroyer cosmetics that we can buy for samples or something and decorate our ships! Could just be simple floor, wall and ceiling patterns or it could be legitimate decorations that can be placed in certain areas.
I'm still missing the last 2 modules in each section... i don't need more, it has been a grind to get where i am now 😅
Maybe if I could find more rare samples! I legit have more super samples at this point...
After finally unlocking all the upgrades I've been thinking this but really, you're just going to have a max resource cap upgrade eventually and that'll take the average diver forever to grind out. I'd be happy with a tier 6 across the board and then something else to do with our super samples.
ok, and nerfs are still gonna be passive or tied to MO loss?
imagine ship module upgrade for your helldivers to have better physics to handle big weapons instead of rely on armor
Hard no. Unless they rework the unlock process for the modules and their costs, then we can talk about it
I really hope they don't do this. Ship Modules are such a headache to grind for I don't see how anyone finds going through the practically empty map for the 90th time without extracting fun.
Why not small personal DSS for each planet. Universal resource dumped into a small station, like huge amount of resource to access 1 charge of 1 blue strategem of choice for that 1 planet each mission. So it only makes sense for end end game people, that’s impactful yet unnecessary.
Idk about all that, but every gun that doesn't have a mag upgrade should have different bullet types. For instance, Constitution should have ap bullets and incendiary ammo as upgrades. Since there are clear "better than not upgraded options" for other upgradable guns, the upgraded ammo types should have original ammo damage as well. Buut i know AH won't do this.
Sprint, ammo, vitality boosters should just be ship modules im so sick of having to bring them every time for level 10
double barrel on guard dogs please
I straight up would not mind if they stopped making new boosters or stopped including them in warbonds, almost every booster from a warbond is straight up trash and not even every warbond has one, proving they don't need them. And rework the current boosters/make some of them ship modules or something. I also feel similarly about armor passives from warbonds lately but that's more controversial.
Is super samples amount scaling with difficulty?
Why cant we just eventually upgrade to a super cruiser or super battleship? Hell a super super destroyer
They need to add like 2/4 more sections for upgrades
And like 1 extra tier for the current ones
Ofc don't dump'em all at once, make it periodic, over the course of a year so like every 2 months or so there is a new one
Ppl complain this game is easy, but that's due to the fact they don't go for the samples
I do it coz I don't wanna get rusty, but I'd love to see current lvl150's grab all the Supers while a bile titan is 100m away and coming over or actually going into the fortress and looking for the intel
At this point id just like the vitality, stamina, packing n experimental stims to be ship modules instead of being boosters.
Theres plenty of interesting boosters, but zero reason to bring them besides dicking around because you would be actively gimping your squad by not bringing 1 of the above 4.
Im still waiting for the extra health/stamina/full loadout boosters to be integrated into ship modules.
That terrible idea very very new player unfriendly. Ok last ship upgrade are between 200 commons & Rares to 250 that means next 300 to 350 after that 400 to 450 after 500 onless up samples Cap we on realistic go up tier 8 ship modules that will scare about some new players.
I'd like to see a more modular system where you choose between different buffs. For example each ship module could have 5 "slots" but 10 "upgrades", and you choose which 5 upgrades you have equipped.
We need to have the abilty to unlock more ships to add to a fleet, i mean, you're a captain at level 30, and an Admiral at 50. Why don't we have a fleet?
I think I'd rather see substantial ship specialization, complete with full on (outer) ship remodel.
They should stop at Tier 6 because we know that the Tier 6 modulus already have in game models from the dev stream
But after that they should only add more modules, not more tiers, because the grind for Tier 4 and onward is cancer
If they do that they should change how samples are being distributed because as of right now it looks like this. You're swimming in commons and need to keep an eye out for some supers. However the rare samples are the absolute bane of my existence, there's hardly a couple more than the supers and yet you need almost as many as the commons, it's a ridiculous bottleneck
Module grind would get so bad the box players would bounce right off. Helldivers 1, as always, handled this better.
As long as you let us convert our excess resources into a different resource. Like 10-20 commons for 1 rare or something
The on-ship battle simulation range should be a ship module. It should cost the maximum achievable sample amount.
No, because it conflicts with Armor and Boosters, which already effect helldivers’ ability and survivability.
And it locks it behind the grind of samples, which is already tedious enough with the current system.
Ship Module Tier6:
Weapon Customization
Anti-Tank viability
Buffdivers (yes the entire thing)
agree
Extra stims, extra ammo, extra hp
Would spend 150 super samples for that shit
Eh. Number buffs to me don’t add too much to the game. I want something new. Like an armor/helmet customization menu that takes samples. I was wondering how the hell would that even work. I was thinking of giving new features to the helmet like thermal vision. Target/sample finder. Maybe add a helmet mod that filters the gas more efficiently giving us a buff in gas resistance. Make it tied to the gas mask looking ones. Then we can FINALLY be able to have the color of the helmets match whatever armor set you want. Drip your helldiver
That doesn’t really play into the dynamic of ship upgrades, those are Helldiver upgrades. Being able to carry extra gear means being strong enough to carry extra weight. Extra hp also comes down to a Helldivers constitution. Current upgrades are based on augmenting the ship or improving a process to make things more efficient.
Isn't there one that makes you reload quicker?
Which is an upgrade to the crew's actions, they spend a bit of their free time oiling and cleaning the guns
Yeah? And you think they couldn't come up with similar reasoning for extra ammo/stims like the comment said? It's all completely arbitrary.
Given that armors and boosts at the pre-mission screen are primarily what effect these, I personally see no reason for these to be ship related
asking to spend 150 of the most worthless sample isn't saying much
I hope they remodel the module upgrades so each upgrade doesn't have to be a 'next tier' costing more and more. Most of those upgrades are useless and just serve to dump your resources, but that doesn't mean each addition needs to be Tier 6, 7, 8+.
The last ship module addition was what, a year ago at this point? I think those ship module upgrades were the cause of a lot of their spaghetti code breaking so they abandoned it.
Literally a year ago as of last Friday, yeah.
I wished the modules a happy birthday when I filled in the feedback form.
I like the idea of a true resource sink. Bring back that fan idea for the different types of ships that can be unlocked that have different specializations, like fewer reinforcements but faster orbitals, or slower orbitals but faster eagle cooldown. Make the ships require multiple stages of max sample count to build out (Im looking for that long-term grind us vets need). Make one ship thats unlocked last, and super expensive thats just a straight upgrade over the default ship... could be a capital ship or something.
Ideally would be nice if each ship had a different interior, and the carrier/capital ships were largest inside. Let us spend samples on different skins for the interior of the ship. Make skin 'sets' for the interior that have to be unlocked in pieces. Add some optional time-based or mission-based buffs on the ship, but make them require samples per use (basically take the DSS feature, but scale it to make sense for individual missions... the DSS should be reworked away from the existing system. Imo, as long as the DSS capability is funded, it should be added to a pool of boosters that can be voted upon by the squad, and added as a 5th 'squad' booster).
I love this idea. Only bad part is this would take AH 1 or 2 years to do unless they hire a hundred or more devs.
Another resource sink should be people financing the space station should get an extra vote where it should go... you know like managed democracy.
Make the vote expire after X amount of time, or not. Hording for 5 months and being able to change 1% of the final votes would be awesome.
I don't even want buffs. We strong enough. Just some cosmetics is enough for me.
Exclusive options would be nice. So i can pick A or B, C or D but not all of them. Imho would be interesting and could provide another vector for tailoring to your playstyle.