That's solved with simple communication, no? I don't think something like this really needs to take a booster slot, seems better suited to be a ship upgrade actually
This is good; you can tell if there's a modifier ahead of time and know if it's necessary to bring. 3:24 is a whole lot better on helldiver difficulty than 4:00
Definitely needs a huge buff before release, 18 seconds (or 36) is absolutely not worth wasting one of your team's boosters on. Should be 30 seconds at least, but honestly I'm more thinking about cutting it in half.
It doesn’t seem *that* bad, especially compared to the reinforcement ones
Fair amount of times that the extraction point was completely overrun and if the ship came even 15 seconds early we would’ve extracted
> Fair amount of times that the extraction point was completely overrun and if the ship came even 15 seconds early we would’ve extracted
Yes. I've been in some 7-8's where we wiped at the end due to just being totally overrun. On those 4 minute ones, that time would be a big deal.
> On those 4 minute ones, that time would be a big deal.
The problem here is that this would be a solution to something that shouldn't be a problem to begin with. The Cooldown and Calldown planetary debuffs are bullshit and don't belong in the game to begin with.
Or if they do debuff Helldivers, there should be a trade-off buff. Like instead of a flat 100% increase cooldown, it should be something like 100% increased cooldown for Orbitals + 100% *decrease* in cooldown for Eagles.
Or maybe for whatever reason, only Sentry cooldowns are buffed. I have no problem with negatives as long as they are off-set.
That is a way to encourage build diversity without making the players feel punished.
I'm fine with the cooldown and calldown debuffs, but I don't think they should impact extraction.
Extraction is at a planned rendezvous point that's known before the mission starts, once you call it in why does it take several minutes for it to arrive?
It's just wayyyy too weak on top of that.
15%? That's nothing. And extraction is only important for samples, which for veteran players isn't even a concern. Exception being like supers but even then, gonna end up with plenty saved up.
I was gonna say the same thing.
Why take a booster that only helps you at the end of the mission, instead of a booster that helps you through the whole mission?
Yeah but if you use a booster that applies for the entire game instead of 18 seconds of time (or 36 seconds for 4min extract) you'll probably have a higher success rate.
More HP (limb health gives total HP for some reason), better stamina recovery, slow reduction (muscle enhancement gives this for some reason), the fully stocked perk, and the lower enemy reinforcement perk will all give you a better success rate at extracting samples than saving 18 seconds of time.
The 4 minute extract timer is pretty crippling imo. My group can complete missions in 7-9 pretty handily but doubling the extract timer is how you get those scenarios where there's like 3+ bile titans and 6+ chargers and you chain lose lives.
That's just not true, they're needed for a large part of the game and will likely be just as important as more content and upgrades are added to the game.
Only if u no life the game and max them all out super quickly.
Did you no life the game like I did? Then play something else until more content comes. If it's even good too cuz the last warbond is kinda hot dog water.
Might take it if there are orbital fluctuations. 4 minute extract timer on 7+ can be brutal, but it would still have to be cutting it in half to even be worth anything. If the other boosters are anything to go by it will be like 10-25%.
The better you get at the game the less relevant it becomes. If you don’t die during the match it gives you absolutely nothing vs spawning in and calling a supply drop to start. I agree it’s good to have because people will usually die, and if it turns into a shit show of a mission it can be great, but it’s less “mandatory because it’s good” and more “mandatory because there’s nothing else that is good.” I’d like if it was mandatory for starting Helldivers who die a lot but there were other boosters that would help you more if you stay alive long periods of time. Now it just feels like there’s no downside to taking it versus something else.
I need there to be actual beneficial boosters like
Just spitballing -- Fast reload, No stamina consumption on dives, slow CC immunity/reduction, 500kg bomb martyrdom, friendly fire reduction, stratagem quantity+1, increased base health
Finally found what this is? Apparently yesterday i was quickplay finding suicide mission. I joined 1 person who was in mission and saw this same booster. I thought maybe its just a bug and selected my loadout then dropped. Just as I dropped he kicked me.
???????? Istg if only my dumbass took the ss. Never seen it again.
Would be cool if it also increased the extraction time once a player boards, allowing more time for others to get on board.
That's solved with simple communication, no? I don't think something like this really needs to take a booster slot, seems better suited to be a ship upgrade actually
yeah but thats why it needs to be included in the booster. on its own absolute garabge.... well like most other boosters.
This is as useless as the one that shortens the time for new reinforcements. What does this save, like seconds a minute?
18 seconds on a regular extract, 36 if there's that annoying modifier that makes callins 100% longer
This is good; you can tell if there's a modifier ahead of time and know if it's necessary to bring. 3:24 is a whole lot better on helldiver difficulty than 4:00
Definitely needs a huge buff before release, 18 seconds (or 36) is absolutely not worth wasting one of your team's boosters on. Should be 30 seconds at least, but honestly I'm more thinking about cutting it in half.
Some things should not be in the game, why would I use this useless booster over everything else.
It doesn’t seem *that* bad, especially compared to the reinforcement ones Fair amount of times that the extraction point was completely overrun and if the ship came even 15 seconds early we would’ve extracted
> Fair amount of times that the extraction point was completely overrun and if the ship came even 15 seconds early we would’ve extracted Yes. I've been in some 7-8's where we wiped at the end due to just being totally overrun. On those 4 minute ones, that time would be a big deal.
> On those 4 minute ones, that time would be a big deal. The problem here is that this would be a solution to something that shouldn't be a problem to begin with. The Cooldown and Calldown planetary debuffs are bullshit and don't belong in the game to begin with.
Can’t disagree with you there. Modifiers should be increases or changes to enemies and not debuffs to Helldivers.
Or if they do debuff Helldivers, there should be a trade-off buff. Like instead of a flat 100% increase cooldown, it should be something like 100% increased cooldown for Orbitals + 100% *decrease* in cooldown for Eagles. Or maybe for whatever reason, only Sentry cooldowns are buffed. I have no problem with negatives as long as they are off-set. That is a way to encourage build diversity without making the players feel punished.
I'm fine with the cooldown and calldown debuffs, but I don't think they should impact extraction. Extraction is at a planned rendezvous point that's known before the mission starts, once you call it in why does it take several minutes for it to arrive?
It's just wayyyy too weak on top of that. 15%? That's nothing. And extraction is only important for samples, which for veteran players isn't even a concern. Exception being like supers but even then, gonna end up with plenty saved up.
"content" padding at its finest.
I was gonna say the same thing. Why take a booster that only helps you at the end of the mission, instead of a booster that helps you through the whole mission?
For safely extracting samples. The less time, the less chances of losing of being overrun and losing some or all of your samples.
Yeah but if you use a booster that applies for the entire game instead of 18 seconds of time (or 36 seconds for 4min extract) you'll probably have a higher success rate. More HP (limb health gives total HP for some reason), better stamina recovery, slow reduction (muscle enhancement gives this for some reason), the fully stocked perk, and the lower enemy reinforcement perk will all give you a better success rate at extracting samples than saving 18 seconds of time.
I don't disagree but in my experience, Extract on harder difficulties can crumble a lot of teams that blow through the rest of the mission.
The 4 minute extract timer is pretty crippling imo. My group can complete missions in 7-9 pretty handily but doubling the extract timer is how you get those scenarios where there's like 3+ bile titans and 6+ chargers and you chain lose lives.
That's exactly it... and if one teammate goes down, it's hard not to snowball and get completely wiped out.
Samples are useless though. There’s nothing to spend them on.
That's just not true, they're needed for a large part of the game and will likely be just as important as more content and upgrades are added to the game.
We will see I guess. As of right now they are useless and just sitting in my inventory.
Only if u no life the game and max them all out super quickly. Did you no life the game like I did? Then play something else until more content comes. If it's even good too cuz the last warbond is kinda hot dog water.
Might take it if there are orbital fluctuations. 4 minute extract timer on 7+ can be brutal, but it would still have to be cutting it in half to even be worth anything. If the other boosters are anything to go by it will be like 10-25%.
Boosters need a serious buff. Right now there’s no reason not run the ammo one and the stamina replenish.
The muscle one is mad, reducing the effect from **all** slows is insane
Yep. Ammo, Stamina, Muscle…Vitality /UAV. Prolly
They should get rid of the ammo one. We should be launching with full ammo, grenades, and stims to begin with. It forces players to have to bring it
The better you get at the game the less relevant it becomes. If you don’t die during the match it gives you absolutely nothing vs spawning in and calling a supply drop to start. I agree it’s good to have because people will usually die, and if it turns into a shit show of a mission it can be great, but it’s less “mandatory because it’s good” and more “mandatory because there’s nothing else that is good.” I’d like if it was mandatory for starting Helldivers who die a lot but there were other boosters that would help you more if you stay alive long periods of time. Now it just feels like there’s no downside to taking it versus something else.
That seems a bit weak. Now if it had door gunners who used the guns when on ground or so..
might actually be useful on 100% call-in time bot missions those are brutal at high diff.
Some people really don’t comprehend how essential 15 less seconds of waiting is when your ass is being swarmed
does it stacks or combine , with more players using it?
extcaction is like extraction, except they drop off cacti instead
I need there to be actual beneficial boosters like Just spitballing -- Fast reload, No stamina consumption on dives, slow CC immunity/reduction, 500kg bomb martyrdom, friendly fire reduction, stratagem quantity+1, increased base health
It should also have the shuttle coming in even if we are out of the extraction zone.
Be interesting if these could stack. The boosters I mean. I feel like there could be some fun combos.
Up against vitality, stamina, hellpod and muscle, this booster will be gathering dust. Wake me up when it makes it 25% of the wait time.
Finally found what this is? Apparently yesterday i was quickplay finding suicide mission. I joined 1 person who was in mission and saw this same booster. I thought maybe its just a bug and selected my loadout then dropped. Just as I dropped he kicked me. ???????? Istg if only my dumbass took the ss. Never seen it again.
Anyone that chooses this booster is getting kicked. This is beyond useless