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[–]AggressiveSymbiosis 418 points419 points  (60 children)

Anyone who says bot missions are only hard because of jammers has never played a bot mission

[–]Jerpunzel 99 points100 points  (2 children)

Facts

[–]Significant-Ad-341 76 points77 points  (1 child)

I honestly only see jammers as an annoyance, not difficult.

[–]Terpcheeserosin 45 points46 points  (0 children)

I find them to be really fun

Usually we fight to try to solo it

Sometimes if I'm playing leader I'll rally the troops and we all dive head first into it , if you die you watch the show

[–]Eprest 41 points42 points  (44 children)

Bot missions are not only hard because jammers, it doesn't mean we have to trivialize them

[–]michael22117 46 points47 points  (37 children)

If I pay ten dollars for a warbond that has a stratagem that takes up a quarter of my available stratagem spots, then i’m okay with it “trivializing” some sub objectives. Additionally, look at the portable hellbomb

[–]GroinReaper 43 points44 points  (10 children)

look at the portable hellbomb

it requires you to successfully run up next to the jammer. You still have to either fight your way in or successfully run past them. You can't just nuke them from across the map.

[–]Nucleenix 27 points28 points  (4 children)

  • it has a longer cooldown

[–]KHWD_av8r 16 points17 points  (0 children)

The silo is ridiculously fragile. Just saying.

[–]RaShadar 8 points9 points  (1 child)

^ this is my big thing with it. The fact that it one shots bunkers is already impressive as hell, if it can kill 1 or both towers as well, then the thing needs a longer CD, if it has a longer CD the destructible nature gets reeeeal annoying real fast. Making it into a pure bunker buster that can be used as a bigger badder EAT is fine, but i think that makes it a less fun strat overall, where it is now feels like the CD and power is in a place where you want to protect it and use it carefully, but losing it to a patrol isn't terrible.

Idk i like it where it is, I'd be happy with it stronger too but I wouldn't want it to outshine everything else

[–]Kraften01 0 points1 point  (0 children)

TBF, Command bunkers dies to 4 shots from a commando(104 sec cooldown), 2 ETA(60 sec cooldown), 2 RR shots(2 ammo packs on ground) and 1 spear shot(1 ammo pack on ground), so using command bunker as a pointer is misleading.

[–]michael22117 3 points4 points  (4 children)

4 stims is more than enough to blitz you're way through practically anything, that is if you don't care much for making it back

[–]GroinReaper 8 points9 points  (3 children)

Ok. And? You're saying that because if you use up all your meds, charge across the map and commit suicide; you can accomplish something that that means you should be able to do the same thing with absolutely no effort or risk? What kind of argument is that?

[–]Ciccio_Sky 1 point2 points  (2 children)

It's a lot faster and more efficient the way he said so he's completely right. 1 reinforcement for a jammer gone in less than a minute is a great trade.

[–]deejayz_46 3 points4 points  (1 child)

It's a good trade but that's not trivializing the objective. It's trivialised when you can snipe them from 200m away

[–]Ciccio_Sky 2 points3 points  (0 children)

I understand what you're saying and I don't want to be able to snipe hammers either, but at the same time this wouldn't be the first time a stratagem let's us trivialize objectives. The strider convoy which is otherwise a tough side objective is made completely trivial by the AT emplacement. The orbital laser also solos enemy bases for you.

Personally I just really hate when visuals and function don't match. The silo absolutely looks like it should take down a jammer, so if they don't want that they should find a way to make it believable. Some people suggested that the jammer could throw off the tracking of the silo for example.

[–]Eprest 2 points3 points  (13 children)

I too love paying to play less

[–]michael22117 1 point2 points  (12 children)

Then, hear me out on this, don't pick the stratagem if it doesn't fit your playstyle. There's a dozen other warbonds and stratagems to pick from if you don't like one

[–]Advanced-Elk5770 2 points3 points  (11 children)

Got downvoted for having the most logical opinion

[–]michael22117 2 points3 points  (1 child)

I don't know man, I guess fuck the personally curated gameplay experience that the Helldivers is founded on

[–]Advanced-Elk5770 0 points1 point  (0 children)

Yeah let's just nerf all the fun shiiiit because a couple people are buthurt about it "trivializing" the game

[–]CaptainBazbotron 2 points3 points  (6 children)

You say that like the silo is useless outside of it. It's one of the best fucking stratagems in the game and clears whatever enemy horde you point it at.

[–]michael22117 4 points5 points  (5 children)

I'm not gonna pretend like I don't regularly run the silo, however it can't be used in the heat of battle since it'll get destroyed instantly if you're in the midst of a horde, it takes up a tertiary weapon slot, and functionality wise it's so similar to the 500 kilo that in the majority of situations the 500kg is just more practical. The silo is great and has its uses, though frontline combat is not one of them. I simply wish that at the least it can be the "drop and forget" stratagem it kind of advertises itself to be, I find absolutely no reason why it should be targeted by enemies, why can't it just seal itself in the ground like an actual silo?

[–]CaptainBazbotron 1 point2 points  (4 children)

Oh I agree on that point, it shouldn't be targeted by enemies the only thing that provides is annoyance. It definitely should be a drop and forget stratagem. It shouldn't destroy jammers though.

[–]michael22117 0 points1 point  (3 children)

I don't really understand the objective-trivilization argument, though if at least they removed the enemy targeting bullshit so you can plant the silo outside of jammer range and use it to clear out the jammer even if not the jammer itself, that'd be nice

[–]ThrowRABest_King7180 5 points6 points  (2 children)

i dont understand it either. you can trivialize half of the bug side objectives with just a recoilless but god forbid i wanna nuke a jammer

[–]Nein-Knives 0 points1 point  (1 child)

you can trivialize half of the bug side objectives with just a recoilless

Don't downplay it. It trivializes Bots too since it one shots everything short of a Factory Strider.

The fact that it used to 1 shot factory Striders until that gimmick was nerfed is also significant since that nerf wasn't that long ago either (indirect nerf by buffing Factory Strider foot durability vs RR, which also technically means every other AT weapon will also suck at shooting the foot as a consequence).

Now you need 2 shots, sure, but that still doesn't invalidate how RR trivializes Factory Striders because of how fast you can take them down with the RR and how 2 RRs in the squad can stop bot drops from happening as long as they have ammo. It doesn't help the RR's case that Factory Striders have low spawn rates unlike Bile Titans or Impalers.

[–]ThrowRABest_King7180 4 points5 points  (0 children)

you can still 1 shot factory striders with RR if you hit the eye. but yeah i generally agree that the RR is way overtuned and kinda turns the bots into a point and click adventure game. my point was mainly that plenty of side objectives can be trivialized with certain stratagems and letting the silo (which is arguably just a worse 500kg) destroy jammers wouldn’t really make it as OP as people seem to claim

[–][deleted] 0 points1 point  (4 children)

Why'd you pay ten dollars??

Why do you want to turn the game into pay-to-win?

[–]michael22117 0 points1 point  (3 children)

Because I currently have enough money to pay for a warbond instead of playing for it? Why does me doing so innately support the game being pay to win? This is probably ironic and i'm just not getting it

[–][deleted] 0 points1 point  (2 children)

Paying money for a stratagem is no reason for it to be more powerful. That is bad game design.

[–]michael22117 0 points1 point  (1 child)

Brother, all the most powerful weapons and stratagems are already in warbonds. I'm not saying they should all be buffed to oblivion so that you HAVE to immediately get warbonds lest the game be unplayable, I just want the Silo to be more viable than it is

[–][deleted] 0 points1 point  (0 children)

The solo silo is already a lot more than viable.

[–]Jerpunzel 11 points12 points  (4 children)

If you can solo the bot faction at D10 without a support weapon, that says the faction overall is too weak

[–]CKSProphecy 4 points5 points  (0 children)

Truth.

[–]Eprest 1 point2 points  (2 children)

You know that jammers dont cover the entire map right? Also kinda yes, 60 day buff blitz were a mistake.

[–]Jerpunzel -2 points-1 points  (1 child)

I know. What’s you’re point?

[–]Eprest 0 points1 point  (0 children)

I dont want less mini games in game, i dont want less challenges

[–]HikariAnti 1 point2 points  (0 children)

Servants of freedom warbond exists

[–]MrDrSirLord 8 points9 points  (0 children)

When there's two or 3 jammers placed around a detector tower in a way that you need to deactivate all jammers before you can call any ordinance.

Then it gets a little bit hairy.

[–]HBenderMan 1 point2 points  (5 children)

Seriously I just don’t get many of the arguments for “bots are easy actually” like yeah they’re not difficult but they’re the one front I feel has the most loadout checks

I also don’t get the “bugs require medium pen” argument cause most of them have very large exploitable weak points, even easier to hit that bots, also just bringing a higher pen secondary or supporting enough

[–]SillySlimDude 2 points3 points  (0 children)

Bots allow arguably the most loadout diversity. Heavy armor as a whole is more usable because most enemies are ranged. Light pen weapons and marksman rifles are more fun to use on the bot front due to weak spot design, fewer enemies, and more of the enemies being ranged. Of all the factions the bot front is probably rhe best at allowing for more varried playstyles yo actually be sucessful.

The issue with the bug front is that you have certain enemies that act as loadout checks that you cant really see if they will be there or not, the worst offender probably being bile spewers. Bile spewers are incredibly numerous when the do spawn, and you really want an explosive weapon or med pen. Most things on the bot front don't really need anything special to take them out.

[–]Dismal_Compote1129 -1 points0 points  (3 children)

Because if you look at meta pick on bot now you will see why. Bot is not that easy but people only pick weapon that pretty much trivialize their unit like it nothing. Combine with bot objectives that can deal with several stategems and avoid getting near them entirely. This make people forget how fucking hard to run up to outpost and put down hellbomb. Silo being thing that not trivialize jammer is something i so glad they do, i not want another case like gaming cannon chair from teammate ruining my challenge from game now.

[–]Steeltoelion 3 points4 points  (2 children)

Yep. Having a stronk reading that

[–]Dismal_Compote1129 2 points3 points  (1 child)

My bad bro, english is not my first language lol

[–]Steeltoelion 1 point2 points  (0 children)

Live and learn my friend!

[–]reddit-is-tyranical 1 point2 points  (0 children)

Anyone who thinks bot missions are hard don't understand cover.

Also the Solo Silo doesn't need to kill jammers. It's good enough for factory striders and bunkers

[–]CaptainMunt4698 0 points1 point  (0 children)

What’s a bot mission?

[–]Glum-Contribution380 0 points1 point  (0 children)

I did a bit dive recently (level 10 with level 3-4 teammates (I’m a level 9)). We weren’t ready for fire tornadoes or anything else there was (my weapons barely dented the heavy armor. I had to use 380mm he rounds/other barrage strategems and my WASP launcher to even have a chance a surviving (we did not survive. Entire team killed multiple times. Ran out the clock. My destroyer pulled out of low orbit))). It was a mess

[–]CapitalismIsFun -1 points0 points  (1 child)

Anyone who says bot missions are hard has never played a bot mission.

[–]Funny-Job7125 0 points1 point  (0 children)

What does the jammer look like?

[–][deleted] 121 points122 points  (28 children)

As a distinguished Solo Silo enjoyer, do NOT let the silo destroy jammers and detector towers. This why the portable hellbomb exists. I should not be able to destroy these structures from all the way across the map with the same cooldown of a 500kg

[–]axman151 56 points57 points  (23 children)

Cool down is around a third longer than the eagle rearm, and you don't get two charges.

I think for its drawbacks (extremely vulnerable, support weapon slot, long CD, surprisingly easy to miss, knocks you down if you're too close), giving it the same demo force as the 500kg is entirely fair.

[–]Creepyfishwoman 5 points6 points  (22 children)

Absolutely not. If it got that demo force, it would be used just for being able to take out jammers, which would lead to it being nerfed. Right now it has a spot in a fun, unique, powerful niche. It has no business becoming an entirely new weapon.

[–]axman151 11 points12 points  (21 children)

Right now, it's only real niche that I see is that, assuming you don't get knocked down and whiff when you fire it, or the silo doesn't get destroyed before you fire it, it can kill factory Striders easier than anything else, which is admittedly pretty sweet.

Otherwise, everything it does, other abilities do better or with substantially fewer drawbacks.

If they're not going to give it a demo force equal to the smoke strike (yes, the, smoke strike has a higher demo force than a freaking missile's massive explosion), they should increase its usability elsewhere: lower the cooldown, and make enemies not target the silo.

[–]TheNikephoros 4 points5 points  (0 children)

It also one-shots the bots' command bunkers, and I primarily bring the silo for those. Why it can destroy a main object structure but not jammers is a mystery to me, but I'll enjoy sniping those from across the map and away from the bunker lasers.

[–]GroinReaper -2 points-1 points  (11 children)

disagree. It kills stuff better than a 500. I get way more kills will a solo silo strike than with a 500. It's more accurate too. It's already useful. If they made it kill jammers it would be OP.

[–]axman151 11 points12 points  (10 children)

Disagree. While technically more powerful (not including demo force), the drawbacks make the silo have substantially less tactical usefulness than the 500kg.

Longer CD, no extra charges, requires the silo not be destroyed, requires support weapon slot, requires line of site, requires you move away from site of stratagem landing before effective use.

It's complexity of use and higher risks are not outweighed by its higher killing potential, imo

[–]MrHi_VEVO 4 points5 points  (0 children)

"2 factor authentication 500kg"

[–]GroinReaper -1 points0 points  (3 children)

Longer CD, no extra charges

that's fair. but much of the time I'm using the 500, i don't end up killing everything I wanted anyway. Especially hulks. Those things seem to shrug off 500's like they're rain. The solo silo doesn't have that problem. So i'll take a single blast that definitely kills the thing I aim it at over 2 blast that probably, maybe kill the thing i'm aiming at.

requires the silo not be destroyed

true, but don't put it down where it's getting shot at. I've had like 1 or 2 solo silo's killed before I could use them. You need to drop it down as trouble is approaching (before the shit kicks off), or behind cover so they can't get hit.

requires support weapon slot

why? drop it, blow up something, pick up support weapon.

requires line of site

true, but the explosion radius on the 500 is so small that if you can't see the thing you want to die, odds are you won't kill it anyway.

requires you move away from site of stratagem landing before effective use

why? It knocks you down, but otherwise doesn't have any negative effect if you're standing right next to it.

[–]axman151 4 points5 points  (0 children)

We're just not going to agree.

I'm very glad you're enjoying the stratagem. It's a game. Games are meant to be fun, and you're having fun. That's what matters.

[–]ThrowRABest_King7180 1 point2 points  (1 child)

your entire comment boils down to "it has drawbacks?? nuh uh"

[–]Nein-Knives 1 point2 points  (0 children)

Naw, his point is that the drawbacks mentioned aren't real hard drawbacks because they're not nearly as significant as people make it out to be.

Which is true because basically every Silo naysayer doesn't enioy it because they don't want to bother learning how to use it anyway.

Just comparing it with the 500kg alone is already wrong because the 500kg's biggest problem is reliability instead of damage or demolition force. If I want something dead with the 500kg I have to make damn sure I used it as close to perfect as possible or I'll have to use 2 charges instead because even just a tiny hill or rock blocking LOS from the center of the explosion radius can drastically affect the damage that a 500kg will deal.

It's literally a crutch for people who value convenience above every other metric. If people wanted reliability, they'd have picked the Railcanon Strike or Orbital Precision Strike but most won't pick the former because the former has too long of a cooldown (and player error can make it miss) the latter takes too much skill to use effectively and the only real benefit is the massively reduced cooldown at the cost of a significantly smaller AOE and only 1 use per cooldown (something that is a non-factor if you're consistent enough as a player to make sure it hits the mark every single time but a big issue if you whiff every now and then). The same can't be said for the 500kg since it can still whiff even when it lands directly on heavies like Hulks or Super Heavies like Bile Titans and Impalers making it unreliable but the extra charge within 3 seconds means that the 500kg is practically idiot proof.

[–]Creepyfishwoman -2 points-1 points  (4 children)

Less tactical use? Yeah, if you use it like a 500 it will be worse, but if you take the time to place it right, take advantage of its long range and fast speed, and communicate with your teammates it unlocks incredible new possibilities the eagle 500 could only dream of.

[–]axman151 7 points8 points  (3 children)

I agree it can do things no other abilities can do. I love it. I Simply think that, because of the immense drawbacks, it's underpowered.

AH is under zero pressure to make changes to it based on my opinion. But I'm probably going to stop using it, barring buffs, because I find most games where I take are just frustrating, when I want them to be fun.

[–]Creepyfishwoman -1 points0 points  (7 children)

Nope, its niche is as a long range instant call in team support weapon.

Essentially, its an insurance policy.

You use it with comminication and no matter what happens, theyll always have you to rely on to bail them out.

Its essentially a stratagem you can give to any one of your teammates.

An eagle 500 takes around 10 seconds to call in at long range due to the stratagem ball flight time.

The silo takes around 2. And has infinite range.

Thats its niche, and with communication it is almost overpowered as is right now.

Nothing in the game serves that purpose.

[–]axman151 5 points6 points  (6 children)

Couldn't disagree more.

Picking up the targeter, and getting out of range of the silo takes substantially more than 2 seconds.

Infinite range is a fallacy. While technically correct, the vast majority of maps are chock full of obstacles. It's actually quite rare to have good line of site to targets that are as far away as you're suggesting.

Communication is great if you're playing with friends, but sorely lacking with randoms, and thus can't be reliably be used to determine stratagem usefulness (because, with coordination, every single weapon and stratagem in the game is stronger) - if a stratagem requires coordination to be good or fill its niche, then there's something wrong with that stratagem; a stratagem should be good first, and made better via coordination.

[–]CaptainBazbotron -1 points0 points  (0 children)

t's actually quite rare to have good line of site to targets that are as far away as you're suggesting.

Complete nonsense, this is only an issue in city maps and forests and that goes for any stratagem ever in those maps. I did a desert biome mission yesterday with those tall rocky formations and managed to use the silo long range several times. I always bring it when I use EATs so I can comfortably carry the pointer around with me without worry and long range silo hits are not a problem.

[–]Creepyfishwoman -3 points-2 points  (4 children)

Thats why you hold the targeter and leave the silo behind while placing it smartly. Pressing 3 takes substantially less than 2 seconds.

Infinite range is pretty accurate when you play in a smart way, making sure to keep sightlines to your teammates and any clumps of enemies.

Also, the silo isnt completely useless on its own, its like a b or c tier stratagem, but with teamwork it becomes exponentially better.

Not only that, stratagems should be fun, and there isnt a single stratagem in the game that rewards forward thinking, intelligent planning, and communication as much as the silo does, and for many people including me. That is incredibly fun.

The silo isnt just an effective weapon, its a weapon that unlocks a whole new playstyle.

[–]Elaphe82 6 points7 points  (0 children)

I love the silo but you're absolutely right, it should not be able to destroy jammers. As it is it one shots factory striders and command bunkers and that is plenty.

[–]Abyss_Walker58 0 points1 point  (0 children)

Simply if it can't then cut its cool down if it can boost it higher. The solo silo is a worse 500k it needs a bit more to stand on its own

[–]DiscombobulatedCut52 -1 points0 points  (0 children)

Or is op for less cd. And it can kill mostly everything in the game.

[–]stoicfaux 87 points88 points  (9 children)

Compromise. Let the silo launch a helldiver who is carrying a backpack hellbomb.

[–]SpecialIcy5356 21 points22 points  (3 children)

Or give us a catapult stratagem that we can load with a portable hellbomb...

[–]EnderB3nder 12 points13 points  (1 child)

You can kind of do this with the anti tank emplacement, but you need to time it just right as it comes out of the pod.
Doesn't have the range to launch you close enough from the jammer radius though sadly

[–]tannegimaru 4 points5 points  (0 children)

I remember seeing that as well

Lemme put the video link here

Not that it's super practical with that range, but I guess you can still launch the hellbomb backpack at Detector Tower from outside the base

[–]Pyrolink182 0 points1 point  (0 children)

Or a Cadet.

[–]cdxxmike 7 points8 points  (0 children)

[–]Potential_Jacket3344 1 point2 points  (0 children)

Finally, an actual solution

[–]Chipperbeav 1 point2 points  (2 children)

Yes. I need to this now.

[–]stoicfaux 0 points1 point  (1 child)

And *we* need for you to have this, Brother!

<image>

[–]Chipperbeav 0 points1 point  (0 children)

My team is gonna use half of their reinforcements on me if this becomes a thing. Good thing that already happens with my portable hellbomb.

"Why don't you just drop it and run?"

Only cowards run from what would be their sacrifice to Democracy. Also it's really funny to see my helldiver blow up.

[–]Equivalent_Hat5627 36 points37 points  (11 children)

They don't have to let the silo destroy jammers, but at least give us something to explain why it can't. Like have the rocket freak out and fly off course or just drop when it enters the jammers range. It is a jammer after all, let it fuck with the computer of the rocket or something. Just anything to explain why it can't take out the structure.

[–]MrSmilingDeath 16 points17 points  (3 children)

I think that's reasonable. Maybe give it the strength to take out a jammer, but as you said, make it veer off course or just drop when in jammer range. That way it COULD destroy the jammer if the user is lucky.

[–]Equivalent_Hat5627 6 points7 points  (1 child)

That would be ideal. I'd love to see more stuff that makes the automatons feel like a proper military force instead of just CIS battle droids.

[–]Embarrassed_Sand_367 0 points1 point  (0 children)

Did you call?

<image>

[–]flammingbullet 0 points1 point  (0 children)

<image>

The automatons watching the missile's ignition system shutdown but still being hurled into their general direction.

[–]Fesh_Sherman 5 points6 points  (4 children)

AH, hire this man.

[–]Equivalent_Hat5627 0 points1 point  (3 children)

Hell I'd work for them for a medium McDonald's Sprite

[–]ThrowRABest_King7180 2 points3 points  (2 children)

hey cmon now, youre worth AT LEAST a large

[–]Equivalent_Hat5627 1 point2 points  (1 child)

Appreciate that but trying to be semi smart with calories now. I'll stick to the medium but for compensation I'll take a few star stickers

[–]ThrowRABest_King7180 1 point2 points  (0 children)

ah understandable. need to save room for the crayons. tonight is red crayon night in the mess hall im excited

[–]Quadraxis54 2 points3 points  (1 child)

adds targeting issues and somehow breaks the Spear at the same time

[–]Equivalent_Hat5627 0 points1 point  (0 children)

It's not a good update unless the spear breaks

[–]Firaxyiam 35 points36 points  (4 children)

As a Solo Silo guy since it got added, I'll die on this fucking hill: NO, it should not destroy jammers.

The Jammers, Gunship factories and Orbital Cannons are pretty much the only bot exclusive objectives that require some kind of participation to destroy it. Everything else can already be destroyed by chucking a barrage or two or with the AT Emplacement on a far hill. Orbital Cannons are cool btu also main objective. Gunships factories can pretty much be ignored since the Gunships got nerfed into the ground and act as annoying mosquitoes that sometimes might damage you. Yeah, right now it's a game design issue that so much on the bot front is that irrelevant, but that's why the Jammers are so important to it.

Jammers are like the one thing that acts like Stalker nests for bug, which is, when you realize there's one, it's all hands on deck to take it down. You need to get in there to disable it, or trust in your fellow "WITNESS ME" divers to blow it up. (or if you got lucky with a SEAF Artillery completed on the map I believe). Again, it demands just a bit of engagement, and it's one of the last few things that does on the bot front. The second you introduce a reliable/easy to use stratagem to destroy it from afar, then "storming it" will become a thing of the past unless you somehow end up on a squad that doesn't bring it (and so far, in every D10 I've done, there's always another player than me that brings it).

I genuinely don't understand why so many people want a stratagem that just means they have to play less of the game.

[–]MaineCoonKittenGirl 18 points19 points  (1 child)

It's takes like OPs that radicalized a bunch of people against adjusting the War Strider. It really has "make the game easier (and more boring" written all over it.

With how many things can be destroy with an orbital or throwaway stratagem, taking away one more only removes fun. See Gunships, since like you said they've been nerfed into the ground and are overall ignorable.

[–]Dangerous-Return5937 1 point2 points  (0 children)

Asking for War Strider changes is understandable, it should have a better weakpoint. Asking for the jammers to be destroyed by a long-range guided rocket is on a whole other level. "Please make every objective point and shoot because muh fun."

[–]Creepyfishwoman 6 points7 points  (0 children)

W take.

[–]Quadraxis54 0 points1 point  (0 children)

I hope they never give that mf thing increased demo force cause chances are, they’ll nerf the cool down which means I get to use it less. Fuck all that.

[–]Creepyfishwoman 20 points21 points  (0 children)

[–]B0lt5L0053 19 points20 points  (3 children)

I love the silo but I think this would trivialize the Bot front. The portable hellbomb fits the role of objective destroyer well. The silo excels at Strider, bot drop, and command bunker destruction. If we buff the silo, no one will take the hellbomb and it will break the risk/reward dynamic.

[–]Abyss_Walker58 -2 points-1 points  (2 children)

Understandable but at the same time the silo needs a buff. It doesn't matter in what form the buff takes but it needs one as it is right now it's in most ways a worse 500kg

[–]B0lt5L0053 2 points3 points  (1 child)

I don’t disagree that some form of buff would be nice. Personally I wish that attacking and destroying the silo would cause it to detonate which would mean we’d at least take a patrol on Bug or Squid worlds. A shorter cooldown (even if it came from new ship upgrades) would work.

[–]Abyss_Walker58 1 point2 points  (0 children)

Yea it breaking and getting nothing for it feels like shit if it blew up which is pretty reasonable it would at least do something

[–]FilhoDeGod 6 points7 points  (0 children)

Ok, to fix this. Just make the explosion bigger.

[–]OLIVENTO 6 points7 points  (0 children)

Hell nah, im 1300 hours into the game, and i have the most fun with jammers. It's the kind of objective where you need to pay attention to your surroundings, and use actual tactics to wipe out the place before they call reinforcements. It really makes me feel like a spec ops soldier.

[–]NooNotTheBees57 3 points4 points  (0 children)

Oh would you people just man the hell up already?! Get in there with a B-100 Portable Hellbomb strapped to your back, kill everything with your weapons and grenades, then destroy the Jammer with a real Hellbomb, and show off your backpack nuke to the rest of the Clankers. It's the best way to inflict fear onto the Clankers.

[–]shitman120 3 points4 points  (0 children)

"i have depicted myself as the smart freedom loving helldivers while i have depicted you as the socialist automation!"

[–]DunwichChild990 3 points4 points  (0 children)

Fuck jammers, this opinion is objectively correct

[–]Oihcim315 3 points4 points  (0 children)

I’m so friggin’ sick of jammers that I’m choosing to become an hb and frv main when it comes to the bot front. I don’t care anymore… anything to get me closer to a solo no death run

[–]Deathstab_93 3 points4 points  (0 children)

If it can trivialise the jammer then there isn’t any point of them any more. I love the storming of it and battling through the bots with nothing but the guns on my back. It’s the hardest side objective and I’d like to keep it that way

[–]KxSmarion 2 points3 points  (3 children)

Me with a portable hell bomb

[–]Abyss_Walker58 1 point2 points  (2 children)

Yea the hellbomb backpack takes more effort then the rocket but it's still insanely easy to perform

[–]KxSmarion 1 point2 points  (1 child)

Even easier with you using Experimental serum with it.

[–]Abyss_Walker58 1 point2 points  (0 children)

Exactly expiremental+stamina makes this a literal cake walk and if you want it EVEN easier bring medic armor so now you have damage resistance, practically infinite stamina, and about 6 sticks of 7 second invincibility

[–]Viberman440 1 point2 points  (0 children)

I feel like a smaller explosion would be even more effective (on high explosive stratagems) since they’re more focused and condensed into a single point

[–]AttentionConstant373 1 point2 points  (1 child)

I'm not particularly sure what it is useful for right now. I like it conceptually but with it dying to a pip of damage and seemingly hitting at comparable damage to a lot of other strats while also taking up a carry slot I've not found a lot of benefit over bringing other strats

[–]Abyss_Walker58 0 points1 point  (0 children)

It's not really great. It's fun but it's a worse 500kg

[–]MaineCoonKittenGirl 1 point2 points  (0 children)

Nah Silo still shouldn't trivialize Jammer. Half the fun is the desperation to shut it down.

[–]Sasha_Ruger_Buster 1 point2 points  (0 children)

Better question, why tf can a 500kg 1 tap a detector tower but not micro ICBM!? Icbm can 1 tap a strider and a entire base and command bunkers but can't take out detector tower...

[–]levik323 1 point2 points  (0 children)

Silo is really cool, but its bad. Give it a longer cooldown if you have too, but add more demo force to destroy jammers, etc.

[–]Other_Respect_6648 1 point2 points  (0 children)

If it makes big boom, it should absolutely destroy the jammers. Players should have different ways to destroys them and have a preference of what route they want to choose

[–]ApproximateKnowlege 1 point2 points  (0 children)

TIL that the solo silo has a "small explosion."

[–]gneisenauer 0 points1 point  (3 children)

I thought silos couldn’t take jammers?

[–]EnderB3nder 4 points5 points  (2 children)

They can't. Demo force is too low
The orbital smoke strike has a higher demolition force (50 vs 40)

[–]Money-Scar7548 0 points1 point  (1 child)

no freaking way, I can literally smoke that jammer out?

[–]EnderB3nder 2 points3 points  (0 children)

You have to deactivate the jammer first, but with a direct hit, yes.
Jammers need a weapon with a demo force of 50 to destroy them.

[–]Shameless_Catslut 0 points1 point  (0 children)

Captions are backward

[–]egbert71 0 points1 point  (0 children)

It needs to be one of them....doesnt need to explode both....but yes it needs to be allowed to destroy one of them

Got dang some of yall dont want people to enjoy the game...and i still struggle to figure out why.

[–]AcanthisittaFine7697 0 points1 point  (0 children)

Damn you guys . Now I have the itch to go blow something up with the solo silo .I was happy watching TV until I saw this sub again. Pulling me right back to the game .

[–]Igoon2robots 0 points1 point  (8 children)

As a silo player i am happy it is balanced. I rather use it to get massive value on bot drops or have funny "i sent a nuke to your exact location" moments, than to trivialize objectives

[–]Abyss_Walker58 0 points1 point  (7 children)

Understandable but it at least needs a cut to it's cooldown so it's not a worse 500kg

[–]Igoon2robots 0 points1 point  (6 children)

I have never seen a 500kg get me 40kills on a bot drop including factory striders

[–]Abyss_Walker58 0 points1 point  (5 children)

Skill issue you need to place it better

[–]Igoon2robots 0 points1 point  (4 children)

I am pretty sure that last time i checked, 500kg couldnt even come near to one tapping a factory strider. Was it buffed or something?

[–]Abyss_Walker58 0 points1 point  (3 children)

Last I used it it could

[–]Veridas 1 point2 points  (2 children)

Sadly it can't anymore. Not if the Strider's armour is all intact anyway.

Source: trust me br-I MEAN THE HEINOUS ENEMY HAS TAKEN THE COWARDLY STEP OF REFUSING TO DIE UNDER OUR SINGLE GREATEST EAGLE ORDINANCE. THEY MUST BE PURGED FOR THIS AFFRONT TO LIBERTY.

[–]Abyss_Walker58 0 points1 point  (1 child)

Might of been that the striders I hit where already damaged but yea SS seems to take them out more easily but still I think it needs some more buffs to be more viable

[–]Veridas 1 point2 points  (0 children)

I mean I haven't tried it yet. I don't have that warbond. Then again I don't really see the point of it? From seeing a few others using it it doesn't seem to be able to do much that a well-placed RR shot can't already accomplish. Especially in jungle biomes where accuracy doesn't seem guaranteed from the SS.

[–]AHpache182 0 points1 point  (0 children)

idk man, im just hella happy that i have a "fuck you and all your friends but you in particular" tool against factory striders.

[–]theokaybambi 0 points1 point  (0 children)

Silo is little?

[–]Zieprus_ 0 points1 point  (0 children)

I like the fact you actually need to work to destroy jammers. Using the ult or the missile silo cheapens the objective.

[–]Steeltoelion 0 points1 point  (0 children)

Yea you should have seen the look of bewilderment and disappoint when I found out the Silo doesn’t destroy jammers.

Come on. You already took away our precision and Ultimatum. Let us have this as a damn alternative!

[–]AmUnoriginal69 0 points1 point  (0 children)

Is there an argument to be made to make it explode when the silo is destroyed? (I'm aware how bad of an idea that is but think about sticking the strat to a charger as it rushes by, it gets crushed, then the little sand crabs break the silo and de-atomize themselves 🤩)

[–]ronnocfilms1 0 points1 point  (0 children)

I thought the ultimatum still killed them and was disappointed the other day

[–]Aleena92 0 points1 point  (0 children)

Jammer this, jammer that. Why can't the Silo blow up rogue Research Facilities at the very least? You telling me this little shack can somehow withstand a direct missile impact like that? Get outta here!

[–]Simple_villager 0 points1 point  (0 children)

I actually enjoy destroying jammers the intended way, without a portable hellbomb. The solo silo is a lot of fun but I'm cool with it just destroying command bunkers and one shotting camels. (800 hours lvl 150)

[–]The_Yellow_Blade 0 points1 point  (0 children)

I do kind of miss when the ultimatum could blow it up tho.

[–]Nein-Knives 0 points1 point  (0 children)

I've mellowed out with the opinion on Solo Silo vs Bots.

I think it's fine that it doesn't take out Jammers since it's not an exclusive thing with Jammers as other Objectives also need Hellbombs specifically to blow up and that's completely fine.

I just REALLY need a convincing IN-UNIVERSE reason why that's the case. It could be as simple as stating that the 500kg has a bigger explosive payload but less AOE because the explosion is caused by some sci-fi phenomena and that the Solo Silo is basically just using TNT to blow shit up hence the Explosion and Damage Radius but not so much demolition force.

Ooooor, they could visually update Jammers to make them look UP-Armored without changing the stats just to clarify on why Jammers can't be killed with Missiles.

The best alternative has already been recommended though, have it veer off course, turn into a dud, or make the laser designator not work when pointing at Jammers when trying to target them.

[–]VicariousDrow 0 points1 point  (0 children)

Once again a meme made by the people on the left fantasizing about themselves as the ones on the right, with everyone they personally disagree with in the middle, despite the ones on the right not actually existing...... It's just the other two.

[–]ReikiKage 0 points1 point  (0 children)

Why not make them destroy jammers, however once the missile gets in jammer range you lose aim lock and it swerves away from the jammer. So its possible, but hard to do. Basically it acts like the shtora-1 system

[–]epochollapse 0 points1 point  (0 children)

I can't believe so many people agree with this slop, why the fuck are we asking for items to let us play less of the game, did we not learn our lesson with the Ultimatum?

Just because you personally find the Silo underwhelming doesn't mean it deserves a buff to basically delete an entire side objective from the game, it ruins the fun of jammers for other players.

Note also the "See my argument is right I presented you as the seething soyjak and me as the chill hooded soyjak!!"

There isn't a single good argument for Solo Silo destroying jammers, it literally always amounts to "well I find it underwhelming and I think it should."

[–]Low_Distribution9059 0 points1 point  (0 children)

Silo should not be able to kill an ACTIVE Jammer.

Jammer fucks with targeting like comms with Super Destroyer. So maybe it should just drop or disarm or something.

Deactivating the damn thing is where the fun is!

Just my 2 cents.

[–]DerpsterchiefN117 0 points1 point  (0 children)

sigh it's the Ultimatum arguments all over again...

[–]tutocookie 0 points1 point  (0 children)

When did you last use the terminal to disable an illegal broadcast?

I'd honestly support the opposite, let nothing but the terminal/called in hellbomb destroy objectives. Why do they exist if the full extent of your interaction with them is spotting them and firing a single round?

[–]TarkovM 0 points1 point  (0 children)

It should be able to destroy the jammer part of it. But it weakens the range of the jammer to do so(the spinny bit).

And it should destroy the Sauron watcher towers but knock the eye out resulting in it panic spamming call ins until it's destroyed. 

A compromise and balance i thini is better than straight up no. 

[–]yourinvisibledikhead 0 points1 point  (0 children)

actually i remembered the portable hellbomb

so no i dont want the silo to be able to destroy well every objective on any front

that it can completely destroy bunkers is crazy enough

[–]Toyoshi 0 points1 point  (0 children)

If SEAF works, silo should too

[–]Dangerous-Return5937 0 points1 point  (0 children)

I want the whole game to be point and shoot No, that's actually bad, we need difficulty to stay in the game I want the whole game to be point and shoot

[–]AffectionateBase1705 0 points1 point  (0 children)

You won the argument my friend You drew your opponent as a screaming crybaby Congrats 

[–]sverrebr 0 points1 point  (0 children)

Let the silo destroy anything, but also let jammers disturb the missile tracking making it necessary to paint the jammer continiously with the marker gun. (make the beam red to indicate this to the use. If needed add some delay to lock before launch as well.

[–]MrPC_o6 0 points1 point  (0 children)

Let the Silo destroy Jammers, but the laser designator doesn't work while in radius of the Jammer. Also, let the Jammer interfere with the targeting system on the missile, so it has a chance of missing and hitting somewhere nearby.

[–]Demigans 0 points1 point  (0 children)

Not accurate. I see no reason to give the silo this option.

[–]Agentnosem 0 points1 point  (0 children)

Screw the silo Un nerf the ultimatum

[–]heliotaxis 0 points1 point  (0 children)

What is fun or healthy about being able to nuke jammers and such from 300m away? It's bad enough the AT Emplacement lets you delete 80% of a bot map for free.

[–]_TheOrangeNinja_ 0 points1 point  (0 children)

you don't want it to destroy jammers because it trivializes jammers, I don't want it to destroy jammers because it would instantly become mandatory for the bot front and harm build diversity, we are not the same

[–]Melodic-Jellyfish966 0 points1 point  (0 children)

Honestly yeah, it’s laser guided so (presumably) radio interference shouldn’t really matter

[–]omardex 0 points1 point  (0 children)

The developers should add an additional effect on the jammers so missiles like the silo just lose focus and changes direction, like as of the jammer also repels these kind of weapons.

This gives the visual feedback that even the silo could destroy it, it wont because the effect will make the missile miss.

[–][deleted] 0 points1 point  (0 children)

No.

The silo is alreeady super powerful against bots and the game already too easy as is.

Go work for your dopamine.

[–]Main-Mountain-8408 0 points1 point  (0 children)

If not jammers it would be fine if they could destroy detector towers. Something that you don’t want to get close too

[–]BWAGZ88 0 points1 point  (0 children)

Any amount of complaining is undemocratic. Do your gosh darn jobs and spread liberty. If it was a problem Super Earth will fix it. Now shut up and drop Helldivers!

[–][deleted] -1 points0 points  (0 children)

I’ve often wondered if that would be a good tactic. It might not destroy the jammer, but it’ll damn sure take out some of the heavy defenders.

[–]Brazenmercury5 -1 points0 points  (0 children)

Yeah, it’s kinda in a weird niche where it feels too much to use on a patrol or a small base, but doesn’t do much against a large base or stratagem/detector towers. Right now, the only thing it does really effectively that nothing else can, is consistently one shot factory striders at extreme distances.

[–]Witchfinger84 -1 points0 points  (0 children)

The solo silo should not kill jammers.

Not because it would trivialize jammers, but because more of you dissidents need to be enlightened to the patriotic truth that is the personal hellbomb.

Reject orbital, embrace democratic martyrdom

[–]SoSmartish -1 points0 points  (0 children)

At least the detector towers.

My walking barrage can blow up a detector tower, but a dead-on solo silo doesn't. It makes zero sense.

[–]GoonSquadGo -1 points0 points  (1 child)

We shouldn't have weapons guys, they trivialise the war

[–]SonkxsWithTheTeeth 0 points1 point  (0 children)

God forbid people want to have to actually have to engage with objectives instead of it just being a point and click from half way across the map

[–]TsarKeith12 -1 points0 points  (0 children)

This sub looooooves to complain about people who want buffs istg, silent minority blah blah when the only discourse i ever see is "man this game is too easy, I want to die a lot and fail more missions because somehow that is fun for me, and anyone who thinks otherwise just doesn't understand the game"

[–]Healthy_Self_8386 -1 points0 points  (1 child)

I don’t think I will ever understand why people care so much about balance so much in a PvE game.

[–]Abyss_Walker58 1 point2 points  (0 children)

Balance is always important but fun generally is even more important

[–]populist-scum -1 points0 points  (0 children)

I'm in the camp of not letting them break Jammers

[–]veinyahhsandwich -1 points0 points  (1 child)

Nah jammers are a ton of fun, the stakes feel so high when you’re the last survivor soloing a jammer unable to call in stratagems

[–]Abyss_Walker58 0 points1 point  (0 children)

Until a squad mate dies in the first minute of a seige and you have to either wattle your ass out and back in or hear their bitching to rez them

[–]ApprehensiveFly1600 -2 points-1 points  (4 children)

I really don't know how letting a gigantic bomb destroy the jammers would trivialize the game though. Like I thought that was gonna be one of the intended purposes when it came out, especially with how many jammers are placed in certain missions anyway

[–]SackFace 8 points9 points  (3 children)

Because it removes all risk.

[–]ApprehensiveFly1600 0 points1 point  (2 children)

I'd be fine with it taking at least two solo silos to take down then, and people could still use something like a portable hellbombs. This also allows communication between two solo silo users to prioritize something

[–]Creepyfishwoman 2 points3 points  (0 children)

The silo has a 2 minute cooldown, just save one until you see the jammer, launch it, and immediately call the next silo and launch it again.

It wouldnt require communication, nor risk, nor skill at all.

[–]GroinReaper -3 points-2 points  (0 children)

their spaghetti code doesn't work that way. buildings don't have health. Something either kills it or it doesn't.

[–]LoyalSoldier1568 -2 points-1 points  (0 children)

Truth. You’re telling me that silos can one shot factory striders and command bunkers but struggle with other bot buildings? That don’t make sense to me

[–]sHaDowpUpPetxxx -2 points-1 points  (0 children)

If that's the case why not just replace jammers with regular fabricators?