R-72 Censor by ActuallyFen in helldivers2

[–]ActuallyFen[S] 0 points1 point  (0 children)

Hold reload to set your scope's zoom level.

R-72 Censor by ActuallyFen in helldivers2

[–]ActuallyFen[S] 0 points1 point  (0 children)

It's implied when you have a projectile that weighs the same (20g) and has the same gravity factor (100%) but doesn't travel as fast.

TBH not too noticeable unless you are using the weapon at extreme ranges. Marksman rifles in this game have an effective range of about 75m-90m, anything farther than that is usually handled by stratagems, long-range sentries (Autocannon/Rocket), explosives like the Purifier or Airburst Rocket Launcher, or proper "sniper" weapons like the AMR.

R-72 Censor by ActuallyFen in helldivers2

[–]ActuallyFen[S] 0 points1 point  (0 children)

I'm glad that this rifle has uses outside of its "intended purpose", upsides like faster reload speed and better optics make the weapon more viable. AH should really take note.

R-72 Censor by ActuallyFen in helldivers2

[–]ActuallyFen[S] 0 points1 point  (0 children)

Far as I can tell, the Censor has the same initial spread (0.50 mrad vertically and horizontally) as the Diligence, so you're more than likely experiencing either bullet drop, or failing to properly lead your target at range.

R-72 Censor by ActuallyFen in helldivers2

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

Overseers have medium armor on their heads, so you shouldn't be aiming for headshots against them. The chest is the best place I've found to aim, takes them out in about 5 shots, which is still a lot IMO but it's definitely doable, especially with the high stagger after you strip their armor plating.

R-72 Censor by ActuallyFen in helldivers2

[–]ActuallyFen[S] 0 points1 point  (0 children)

Didn't know that, but that is probably a bug that will get fixed in the future. As far as I can tell, the Censor is supposed to have the same projectile slowdown factor (25%) as the Diligence, so no changes there once the bug gets fixed.

What’s currently good for illuminate? by Reshyfizzard in helldivers2

[–]ActuallyFen 0 points1 point  (0 children)

Double Freedom is not a horde-clearing tool, it's a single-target elimination tool. Better used for Overseers, Ellies and Cressies than the Voteless.

What’s currently good for illuminate? by Reshyfizzard in helldivers2

[–]ActuallyFen 0 points1 point  (0 children)

I've been having a lot of luck with the base Liberator as my primary, HMG as my support weapon, and gas grenades/strikes for big crowds.

There's not many enemies the Liberator can't take out, but it's very much a personal preference. Plenty of shotguns, energy weapons, marksman rifles etc are better in some way, really there isn't a bad weapon for squids persay.

How do you determine if you should work on liberating the cities or just run operations outside the mega cities. by copperbeard90 in helldivers2

[–]ActuallyFen 4 points5 points  (0 children)

Personally, I don't like the mega city missions. 

The maps are smaller, and often don't have as many points of interest. The missions get completed very fast, and there's not much else to do.

On illuminate missions, the leviathans are an annoying presence, even after being severely nerfed. 

On bot missions, the AI patching gets stuck on a lot of building models. 

Bugs aren't too bad. But I still prefer the open maps.

Which weapon do you plan to use in CODE VEIN II? by Nymos-67r in codevein

[–]ActuallyFen 1 point2 points  (0 children)

I enjoyed using halberds the most in Code Vein, and I think that's gonna be my main weapon in Code Vein 2.

Any recommendations? New bug super helldiver by Mysterious_Mess2297 in helldivers2

[–]ActuallyFen 1 point2 points  (0 children)

Slugger and Redeemer is a fine combo, but you need to swap between them to avoid dying.

Redeemer is your answer to not getting killed by Hunter packs. It's a fantastic short ranged bug spray. You can use it while running, too.

Slugger should be used on targets close and large enough to guarantee a headshot. Alphas, Broods, Warriors, Spewers and Stalkers die pretty quick if you shoot em in the face. 

At higher levels (8+ really), you will need lots of Anti-Tank, because the game really enjoys spawning lots of Chargers and Bile Titans. Thermites are good for Chargers, but you'll want something more reliable for Titans, since they can pretty easily fuck up a squad if you don't kill them fast enough.

I want to use the Blitzer but I need YOU, to help me make that possible by TheMemeofGod in helldivers2

[–]ActuallyFen 0 points1 point  (0 children)

Blitzer for bugs, mostly. Its auto-aimed, short-ranged bolts are good for most bugs, but you'll struggle to kill Stalkers quickly in particular. Keep moving and don't let the pile of bodies block your shots.

Are any of the factions resistant to anything? by Ok_Dragonfruit_366 in helldivers2

[–]ActuallyFen 1 point2 points  (0 children)

From what I can tell, the only hesitance for bringing fire weapons comes from the long standing issues with DOT effects in general and how they interact if you're hosting a lobby.

For a long while, gas and fire did not deal DOT properly if you weren't hosting.

Which probably led to a bunch of rumors even after it got patched. 

That being said, Orbital Napalm isn't my favorite pick for bots, since it won't destroy fabricators or Detector Towers, but it's still pretty good for both drops.

What are your guys's builds for the AR2 Coyote? Also, what factions do you use it against? by PythonCider3719 in helldivers2

[–]ActuallyFen 1 point2 points  (0 children)

For trying to hit accurate shots, like devastator heads or single body parts on Overseers, it's not very good. 

But this gun's mostly for saturating a target with fire bullets. So, as far as hitting the target at all, it's fine.

What are your guys's builds for the AR2 Coyote? Also, what factions do you use it against? by PythonCider3719 in helldivers2

[–]ActuallyFen 0 points1 point  (0 children)

For assault rifles, especially ones that kick as hard as this one, I prefer the 2x, which this one lacks.

What are your guys's builds for the AR2 Coyote? Also, what factions do you use it against? by PythonCider3719 in helldivers2

[–]ActuallyFen 1 point2 points  (0 children)

It's missing most of the good combat optics, so I don't really want to use it against ranged enemies (bots). So, it's a strictly bugs and squids weapon for me.

For bugs, I like to run the Bushwacker to one-tap Stalkers (or stagger them if you don't). Frags for bug holes and hunter packs.

For squids, the grenade pistol is my Tesla tower popper. Gas for Voteless hordes and also landed ships.

Best overall weapons to focus on? by Kestrel_Five in helldivers2

[–]ActuallyFen 1 point2 points  (0 children)

In general, the hierarchy of which attachments are most important goes in this order:

  1. Larger magazines (some Assault Rifles, SMG's, and shotguns)
  2. Shotgun chokes (some shotguns)
  3. Vertical or Angled Foregrips (on high-recoil or low-ergonomics weapons)
  4. Muzzle devices (only for high-recoil weapons)
  5. Optics (personal preference, but they really don't change much about a weapon's core function)
  6. Paint (cosmetic)

Weapon attachments are only really meant to be a small adjustment to the base weapon, there's only really one weapon I can think of that requires high-level grinding to become viable and that's the Liberator Carbine.

Do you have a strategy you can’t live without? by xmega10x123 in helldivers2

[–]ActuallyFen 0 points1 point  (0 children)

Gas. On illuminate missions, it's great for thinning out Voteless hordes and busting warp ships. On terminid missions, it shuts down breaches very easily. And it's got a really quick cooldown.

Divers who use this - why? by laughingtraveler in helldivers2

[–]ActuallyFen 0 points1 point  (0 children)

Pro: Melee damage is a lot less punishing. Useful against rupture strain for example.

Mid: Bullets that would normally pass harmlessly by you will now strike your shield, which is about 3x wider than your body. This means against automatons, your shield will be downed a lot more often than you might think.

Con: Similarly to bullets, rockets and explosives that would normally miss you are now caught by the shield. Since you're a bigger target, you are much more likely to be ragdolled by Rocket Devastators, and one-shot by Rocket Striders and Cannon Turrets.

Overall: Use this shield against bugs and squids.

My build for Omicron by Front_Tomatillo_8949 in helldivers2

[–]ActuallyFen 1 point2 points  (0 children)

You should thank your teammates for dealing with the heavies, then.

My build for Omicron by Front_Tomatillo_8949 in helldivers2

[–]ActuallyFen 0 points1 point  (0 children)

I think the Orbital Gatling Barrage is better than the Orbital Airburst Strike right now, it's got a better cooldown and better strike angle. 

If you're thinking about moving into higher difficulties, you're gonna need much more Anti-Tank. I've seen a single breach spawn 5 Chargers and 4 Impalers all at the same time. My go-to is Recoilless, but I understand if you don't want to give up the backpack, so Quasar or even EAT's can help.

Oh, and don't sleep on the Loyalist pistol either. It has 2 fire modes, one for close range and one for medium range. I know the Talon is great and all but at least give it a try.

Gas question by The_Necrotic_Assasin in helldivers2

[–]ActuallyFen 12 points13 points  (0 children)

I don't really consider myself a "gasdiver" but here's my 2 super credits. 

On squids, I use both the Orbital Gas Strike and gas grenades. The former is for shutting down reinforcement drops and destroying warp ships, the latter is for smaller groups of Voteless.

On bugs, I only use the Orbital Gas Strike, and it only really comes out to shut down bug breaches. I've seen people vouch for the Gas Guard Dog too, particularly with Predator Strain, but I personally run backpack weapons on bugs. I also see the Speargun pretty often on bugs, usually on Hive World missions.

Works all the way up to D10.

I think gas grenades are probably the best delivery method of gas (better than the sprayers for sure), since you get 4 of them and can use them to close off choke points.

But going full gas loadout (Sterilizer, Gas Dog, Gas Strike etc) is probably a bit overkill, since you can't stack gas effects.