The summary of ‘Why You Can't Use More Stratagems in Helldivers 2’

This summary of the video was created by an AI. It might contain some inaccuracies.

00:00:0000:08:19

The video critiques the implementation of game modifiers, specifically in "Hell Dive," highlighting that many of these modifiers, such as increased cooldowns and atmospheric interferences, hinder rather than enhance gameplay. These elements restrict the use of various strategies, extend waiting times, and ultimately detract from player enjoyment. One positive mention is the 'scatter' modifier, which promoted problem-solving skills but was removed, possibly due to concerns about fairness. The speaker suggests that game developers introduce more engaging and balanced modifiers that both challenge and benefit players, rather than simply causing delays. They also mention a potential feature of voice commands in the Japanese version of the game and discuss the effectiveness of support weapons against various enemies. The speaker concludes by thanking the audience.

00:00:00

In this segment, the speaker discusses how certain game modifiers affect gameplay strategy in an ineffective manner. They mention that while developers encourage using a variety of strategies, some in-game modifiers make this difficult. For example, increased stratagem plotting time and cooldowns (like orbital cooldown increased by 50%) hinder effective use of strategies. Additionally, atmospheric interferences cause orbital strategems to miss their targets, and ion storms intermittently disable strategies. The speaker asserts that these modifiers don’t enhance player skills but instead make the game less enjoyable by increasing waiting times, similar to long lines at a theme park.

00:03:00

In this segment of the video, the speaker criticizes how modifiers in games, particularly in Hell Dive, waste players’ time without adding value or enhancing skills. They believe most modifiers are poorly implemented, causing unnecessary delays, such as extending resupply wait times. The speaker finds this aspect of game design tedious and argues it detracts from the overall experience. They mention one interesting modifier, ‘scatter,’ which changes strategy codes and requires active problem-solving, thus potentially improving player skills. However, this modifier was removed, possibly due to fairness concerns involving players with dyslexia or those using macros and voice commands.

00:06:00

In this segment of the video, the speaker discusses the potential use of voice commands in a game, which may be implemented in the Japanese version. They express a desire for developers to understand that certain game modifiers are not enjoyable and suggest that more engaging and balanced modifiers could be introduced. For instance, modifiers that offer both a benefit and a downside or those that players can overcome with skill progression. The speaker proposes alternative ideas, such as modifiers that change based on rotating codes or other skill-dependent factors. They emphasize that current modifiers, which extend waiting times, detract from gameplay enjoyment. Additionally, they highlight the effectiveness of support weapons against certain enemies, contrasting this with their performance against bugs. The segment concludes with the speaker thanking the audience and signing off.

Scroll to Top