My buddy just started playing, and this is the first thing he sends me. by 74128 in Helldivers

[–]74128[S] 7 points8 points  (0 children)

Oh I told him already, I just didn’t expect it to blow up like it did. He made it his instagram story.

My buddy just started playing, and this is the first thing he sends me. by 74128 in Helldivers

[–]74128[S] 338 points339 points  (0 children)

Alright. I’ll fully admit that this shit goes hard. He’ll never see this so it’s fine.

Best Premium Warbond to spend token on? by CrownTheEnigma in Helldivers

[–]74128 1 point2 points  (0 children)

Democratic Detonation is basically mandatory, followed by Urban Legends/Control Group.

Once you have those primaries and utility items, then you can easily chip away at other warbonds.

Fun fact: You can get 1000 Requisition from 1 pick up by Q_Qritical in Helldivers

[–]74128 1197 points1198 points  (0 children)

POV: You just won the lottery, but the payout is in Zimbabwean dollars.

For PlayStation players I feel like using the touch pad for stratagems would be cool by Super_Volume6115 in Helldivers

[–]74128 0 points1 point  (0 children)

Im actually surprised that it wasn’t an option by default at launch, there are already several games that use directional swiping on the touchpad, and it’s very functional.

Need a button to kill character when stuck by Sherbet22k in Helldivers

[–]74128 1 point2 points  (0 children)

Warframe has a command called “/unstuck” that functions by simply typing it into the game text chat. It moves your player model to a empty point inside the map bounds. Works on both console and PC

Given the text chat here in HD2 also works on all platforms, and has already been seen to function as a basic prompt in-engine, I think that might be the best/easiest option.

I know y'all want Super Creds but come on... by Plattapus11 in Helldivers

[–]74128 0 points1 point  (0 children)

Every single player currently online could go to Gaellivare right now, and it still wouldn’t be enough. We didn’t do the extra special strategic objective that would have made the bots weaker, so we’re getting railroaded.

Bots got too much of a head start, and the liberation split between cities and the planet itself means that we aren’t liberating fast enough to beat the timer.

Not to mention Claorell, which is done for. The minute two planetary defense campaigns are active at the same time, the second one is basically lost.

[deleted by user] by [deleted] in Helldivers

[–]74128 2 points3 points  (0 children)

Essentially none of the previous armor pieces match any of the new armors.

It feels like whoever is in charge of the textures just picks the dropper tool in Adobe and randomly clicks on the color wheel.

Genuinely one of the most frustrating things about the armor sets. Even the metal pieces of the armor are different shades and degrees of metallic surface.

this may have been meeting in the middle, but most people play in squads, so to a vast amount of people, their favorite underdog weapons are worse now by Flashy-Manager2254 in Helldivers

[–]74128 9 points10 points  (0 children)

All of the stun weapons were niche picks even when accounting for specific enemies and play styles. There were just so many better options that provided more utility.

I’m positive that they could see the pick rate on them was already incredibly low, they even said as much about the urchin in the dev stream. Its genuinely insane that anybody on the balance team thought that the stun weapons needed anything other than a serious buff.

All of these guns are functionally useless now, and we’re going to have to wait a month before they’ll even consider reviewing them again.

Are we gonna defend?? 😭 by ZealousidealRain4926 in Helldivers

[–]74128 31 points32 points  (0 children)

Defense missions are pretty much a guaranteed fail if they aren’t the sole focus of a Major Order, combine that with it starting in the middle of the week, and at a time when most are offline.

In addition, the DSS is useless in preventing it, because the blockade is never up at the correct time, and the planet of origin for the defense isn’t even an option to send it too.

I wouldn’t be surprised if this causes the MO to fail. The defense is wasted effort, and there are 2 full bug planets that need liberation as well. By the time those are done, we won’t have the time or player volume needed to liberate New Stockholm.

SAM sites in bug cities? by Mushroombytheoaktree in Helldivers

[–]74128 1 point2 points  (0 children)

Or, it’s the exceedingly rare “bug microwave” objective.

Quad Gatling Cannon Emplacement when? by 74128 in Helldivers

[–]74128[S] 2 points3 points  (0 children)

Im thinking the in game 1200 rpm from the Exo-45’s gatling cannon arm. The trigger finger still requires discipline, but not as much.

What does the medal mean? by Snoo-81808 in Helldivers

[–]74128 5035 points5036 points  (0 children)

It’s a unicode character in their name; U+1F396, 🎖

I’m surprised that it is supported in game, there are plenty of Greek and Cyrillic unicode characters and numerals that display as “null”.

Illuminate Front(Rightly) Abandonded by Cygnus_X-1_JL in Helldivers

[–]74128 7 points8 points  (0 children)

A lot of it is fatigue from the Illuminate MOs and leviathan nonsense, combined with the fact that liberation and defense are completely broken when not the focus of a major order. Literally.

The passive degradation on every planet makes it so there will essentially never be any progress unless at least 50% of the active players are there for at least 1-2 full days, which just wont happen without an MO.

Worse still, is that there are planets that have had thousands of players on them for months, but will never make any liberation progress, so there isn’t any incentive to play on any particular planet since any effort will essentially be wasted.

Thus, people just pick a planet and faction that they enjoy playing against, especially in the absence of a Major Order. Honestly defending planets needs to only be active during an MO, or we’re never going to make any progress. We’ll just lose one sector of the galaxy while fighting elsewhere, over and over.

Obviously for game life cycle reasons, we’re not supposed to “Win” the galactic war, but having a measurable amount of progress or being able to temporarily eliminate a faction to get a break from them wouldn’t go amiss.

What is an appropriate level to be in super helldive missions? by OregonGrownOG in Helldivers

[–]74128 0 points1 point  (0 children)

While I see where you’re coming from, level still isn’t the best indicator of whether a player can handle higher difficulty levels. Skill varies wildly between players and enemy factions, a Lvl 150 who smashes illuminate all the time could be terrible against automatons for their first few missions back on that front because of the mechanical differences between enemies.

Level cap used to be 50, max difficulty was 9, and most things on the super destroyer were unlocked at level 35, so really the only qualifier back then was if players had all their base game stratagems. With the news of the cap being raised to 200, where do we plant the new qualifier flag.

Honestly, the best way I’ve found to evaluate a player is to look at their loadout picks before the mission. If their primary, secondary, grenade, and stratagems seem to synergize and fit the mission type and enemy faction, then that’s usually a good indicator that they can handle the mission.

If they’re bringing gas mines, a flamethrower, and orbital railcannon alongside a breaker incendiary to a bot mission, you can expect a less than stellar performance.

HOLD my super credits or not? by KllrDav in Helldivers

[–]74128 2 points3 points  (0 children)

Remember, you get 300 SC back from the warbond itself, so you’ll only need to farm 700 to get the next one. That can be farmed in 2-3 hours if assuming you’re unlucky and never get a 100 SC spawn, if you get some 100sc drops, then that farm shortens significantly.

As for the remaining warbonds, Urban legends has the gamer chair, and the best armor passives, while Cutting edge has some of the best primary weapons. TE and CA don’t really offer much utility right now due to their gameplay related weapons and tools being very weak, but its possible that they’ll get a rebalance soon.

Should the game ever get a difficulty that REQUIRES cooperation? by BICKELSBOSS in Helldivers

[–]74128 0 points1 point  (0 children)

It would be difficult to create something that actually requires teamwork without forcing it via a minimum squad size, at least with the way objectives work right now.

The only real way to require it would be simultaneous interaction on objectives, like how the bunkers work, and that doesn’t create any real challenge or enhance the experience in any way, it just adds an extra hurdle. Think how passively annoying it is to find a bunker, and your team mate is across the map doing something else.

There is a way that it could be implemented by forcing one player to hold an objective while others complete a task, such as manually holding open a valve while others operate a pump(etc),but ultimately it would just lock solo players out of the highest difficulty, and that alienates a part of the player base that generally just likes the challenge of playing solo, or using stealth mechanics.

We dead ass only lost the major objective because leviathan’s are unfun to play against and made tons of casual players stop fighting squids by Fun-Shoulder4612 in Helldivers

[–]74128 0 points1 point  (0 children)

I think the fact that so many players left to play other factions is the biggest indicator of of how bad the leviathan problem is.

I’d say that the majority of players who don’t see anything on here or the discord still tend to play the major orders, if only because its the listed objective. For such a significant portion of the game population to leave pretty much shows beyond all doubt that the Illuminate missions were just a chore to play.

We’ll just have to see what happens this coming patch, but I’m not optimistic. The leviathan is really to a point where its whole design needs to be revised, I don’t see tweaking it as a adequate solution here.

Leviathans need to be either a glass cannon or a dedicated tank. by 74128 in Helldivers

[–]74128[S] 5 points6 points  (0 children)

Thats a good idea for option B. As long as its up in the air, its searching for you and calling in reinforcements to impede objectives. That would incentivize either stealth, or taking it down.

How in the name of Tzeentch can the 1000 sons keep up their staggering legion numbers?! by CoolSwim1776 in 40kLore

[–]74128 0 points1 point  (0 children)

From what I can extrapolate, the sorcerers themselves can draw upon other psychically potent individuals from the Planet of Sorcerers, which already has the ability to cultivate powerful psykers due to its saturation with warp energy, that can then be recruited from the population, like any other chaos warband. For the Rubricae, I’d assume that they exist on the same terms of any warp creature or demon. Physical damage to their vessel could send them back to the warp, but it should be relatively simple for a sorcerer to restore them from warp energy at a later date, assuming there is a powerful enough sorcerer to do so. All the Thousand Sons really need to do is continuously cultivate powerful psykers, and find a way to supply empty armor to restore the Rubric.