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r/Helldivers • … • u/TobleroneBoy

The new Commando missions highlight some glaring stealth gameplay issues

The Commando missions are a refreshing and fun new variety. However, they do bring to the forefront some issues with their intended mechanics--that is, stealth. I realize that HD2 really isn't a stealth-based game, but these missions surely seem intended to push you to use stealth. I've noticed these issues before (they've been in the game a long time), but the new content really makes them especially glaring.

1. Host-side issues. Pretty much all of them, but basically enemy AI being juiced up, hosts being far more easily detected throwing anything, patrols only spawning around the host, and so on. These behaviors really need to be unified whether the host or the client is selected as the intended experience. 2. Enemy detection AI appears not to have any kind of logic check after they enter the aggro state. They're just aggro and attack the nearest player. This leads to situations where one player is detected and any 'nearby' players will start getting shot at even if they're behind total cover, prone, and motionless. The distance for 'nearby' is quite large. 3. Enemies don't reliably drop aggro status. This may be greatly exacerbated against the host, but I'm not sure. If you want to test this, have a buddy hide in the middle of nowhere, then you can go up to a base that is a good distance from the nearest respawn zone and aggro the enemy. Die, get called in over 100m away, and watch as the enemies all turn and start heading for you or shooting at you once you come out of the hellpod. Make sure your friend is farther away than you so they don't aggro on them. This also happens with bot drops since they seem to come in already aggro. 4. The Factory Strider and Cannon/Bunker Turrets appear to have extremely good player detection capability to the point it seems unintended. I have been crawling outside a fortress and more than 40m away from a bunker turret only for it to turn around 120 degrees and start shooting at me. No enemies were aggro and nothing was happening otherwise. A Factory Striders' weapons appear to spot you simply via line of sight from an extreme distance. I have popped my head over a hill that was more than 150m from a Factory Strider, and then it began shooting a me. The Factory Strider itself didn't appear aware I was there, but its weapons did. Cannon turrets (as I'm sure we've all experienced) sometimes randomly decide to shoot at you from nearly 200m away. No known reason why they would become aware of your presence. Also, Cannon turrets sometimes do not care you exist, even when you're right under their noses and engaged in a massive firefight. Their behavior is haphazard.

Before anyone starts to give advice, this isn't a matter of being unable to complete the mission. They can be fully cleared on D10 deathless with no stratagem use at all beyond mission critical. This is more of the game presenting you with a challenge but having the challenge's mechanics behaving counterintuitively.

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