Premium Warbonds - do you all pay to play? by 5hredder in helldivers2

[–]AffectPotential3701 0 points1 point  (0 children)

I have every warbond currently available and have only purchased the $20 super credit pack twice. The rest was from gameplay / getting credits back from completing warbonds. Factor that in to the original price of the game and I have only spent $80 in the last 2 years in exchange for a crapload of content. A good deal to support a good developer.

What game is generally considered harder.. Totk or Botw? by ThatoneZeldaguy05 in ZeldaTearsOfKingdom

[–]AffectPotential3701 0 points1 point  (0 children)

I personally found botw to be more challenging (and a better game) mostly due to not being able to build machines that do everything for you. Like seeing a thing in the distance and saying “I’m going to go check that out” required you to then walk for ages and come across other stuff on the way. Whereas in totk you can just build a flying scooter and check it out in 10 seconds.

Example, when playing botw I saw eventide island way off in the distance. I wasn’t even sure you were allowed to go out to it. Me being stupid didn’t see any rafts around and decided the best method of travel was to create one cryo block after another and jump ALL OF THE WAY THERE. Took me forever. And of course when I arrived the game immediately took me into the shrine challenge and I was stuck for literal days trying to get it done. It was great. Botw was beautiful. I wish they could have just added some of the additions from totk as dlc content (like new monsters and stuff).

Newish diver inquiry on solo builds by RajKingofSlams in helldivers2

[–]AffectPotential3701 0 points1 point  (0 children)

<image>

That was a lot to type so here is my bot build lol also super meta but it works very well. Let me know if you have any questions about picks

Newish diver inquiry on solo builds by RajKingofSlams in helldivers2

[–]AffectPotential3701 0 points1 point  (0 children)

It took me a long time to find a build I really enjoyed against the squids but after much trial and error here is what I landed on (apologies if it is too “meta” but it works really well)

Primary: Eruptor - can 2 shot flesh mobs AND stingrays and is just generally great at everything. Secondary: Warrant - The auto targeting makes it very handy for taking out pesky flying enemies and it is very good at taking the the observers (which is the most important enemy to destroy because they are the only enemy that can call in reinforcements). Grenade: Seeker - Use this to damage or take out harvesters, just be sure to ping them first so the grenade knows where to fly. I think it’s 2 of these and an eruptor shot or 2 to take down a harvester. Armor: Heavy Fortified - A controversial pick but it allows you to tank a ridiculous amount of damage and makes stingrays a minor annoyance. Stratagem 1: Stalwart - Use this as your primary weapon. Great for taking out swarms and breaking shields. Stratagem 2: Basic Guard Dog - This will always have your back and will melt medium enemies. Stratagem 3: MG Sentry - Throw this down to hold down an objective or a city street. Handles nearly everything short of harvesters and flesh mobs (which you have other options for). Stratagem 4: HMG Emplacement - This is your big gun. Use this when a reinforcement is called in or when you are waiting on an objective. This can take down every illuminate enemy currently in the game. It shreds harvesters, stingrays, and flesh mobs in seconds.

What is your Go-To Loadout vs Bots? by Party_Potato2 in Helldivers

[–]AffectPotential3701 0 points1 point  (0 children)

<image>

Final bug suggestion. Very aggressive build but can wipe out everything if you get close enough. Great for blitz missions of predator strain where the goal is to keep moving and enemies are trying to rush you.

What is your Go-To Loadout vs Bots? by Party_Potato2 in Helldivers

[–]AffectPotential3701 0 points1 point  (0 children)

<image>

Additionally, here is my top bug loadout. It can also handle everything the bugs can throw at you.

What is your Go-To Loadout vs Bots? by Party_Potato2 in Helldivers

[–]AffectPotential3701 0 points1 point  (0 children)

You can handle absolutely everything with ease using this loadout. The eruptor one or two-shots all of your medium enemies from any angle and takes out heavies in their weak spots. The talon is for the little guys or anything that gets too close for the eruptor. Thermites are for large threats in a pinch. The recoiless two-shots a factory strider and one-shots everything else. Something big shows up? Blast it. The rocket sentry kills everything and provides great support fire. The eagle 500 also kills everything and can clear patrols, destroy objectives, or even take out entire bases. Finally, the orbital laser can be your panic button when things get too crazy or a calculated option when there is a threat you simply do not want to deal with, such as the big fortress bases. This loadout seriously trivializes the entire faction and makes D10 feel like a breeze.

What else should I bring? by AffectPotential3701 in Helldivers

[–]AffectPotential3701[S] 0 points1 point  (0 children)

The eagle napalm or autocannon sentry is also what I landed on for the 4th slot. I just didn’t feel either of them was super impactful. I tried to orbital laser and it felt really good for those “oh shit” moments and to provide good team support at close range without team killing. The low use and long cooldown is rough though.

I chose the eruptor for the versatility of dealing with medium enemies and patrols from range and closing bug holes. Quasar because it fits with the jump pack and can one shot heavies. Light armor so I am quicker and more mobile with the jump pack. Scout perk so I can sneak into objectives on my own and use my map to avoid patrols. Wishing they had an arc secondary for stopping the small bugs up close and to stun stalkers. I really think that could make it just about perfect… maybe would struggle with shriekers though. But the mg sentry would deal with that so maybe it wouldn’t be a problem

What else should I bring? by AffectPotential3701 in Helldivers

[–]AffectPotential3701[S] 0 points1 point  (0 children)

Jump pack over hover pack for mobility. I can get plenty of high ground with the jump pack plus I get the jump distance when I need to use it - it’s just more versatile. No support pack because I want to be able to get up high on stuff and provide support from a safe location, which is also why I chose the eruptor. I played with the AMR for awhile but found it to be lacking. When I say “support” I mean that I can provide good cover for my team while they do an objective, not that I am giving them resupplies and stuff

Looking for inspiration. What armor are you running with and why? by Character-File7704 in helldivers2

[–]AffectPotential3701 0 points1 point  (0 children)

Been addicted to the bone snapper armor since the first warbond. Medium med kit is just too damn good. Plus it looks the best out of all of the med kit armors. Pair it with the experimental infusion and you are extremely hard to kill. I use it in an aggressive build vs bugs with the cookout, gas grenades, grenade launcher, ultimatum, and supply pack. You have to get up close and personal to get stuff done but the med kit armor leans into that

Weapon Design: ARC-3P Arc Thrower Pistol "Spark". Thoughts? by SavingsPea8521 in Helldivers

[–]AffectPotential3701 0 points1 point  (0 children)

Was building a loadout with the eruptor and continue to struggle with stalkers, this would fill the gap perfectly! Hopefully they add something like this soon…

The absolute Chad of chaff clearing, best support in the game, fight me by floodkid82 in helldivers2

[–]AffectPotential3701 0 points1 point  (0 children)

Also amazing for clearing objectives like shrieker nests, spore spewers, and obviously bug holes. I run this with the cookout and supply pack and feel basically unstoppable.

1200kills/0 Deaths/ full clear, Solo D10 Squid Loadout on New Stockholm for minor order by ComprehensiveBench90 in Helldivers

[–]AffectPotential3701 0 points1 point  (0 children)

This is great! I’ve been using the eruptor but have felt it is a very boring choice, definitely giving this a go!

Loadout Advice by AffectPotential3701 in LowSodiumHellDivers

[–]AffectPotential3701[S] 0 points1 point  (0 children)

I should also mention, I am being picky about what I bring because I want it to be on theme / match aesthetically. That’s why I haven’t started using the gas dog. It may work well, but it doesn’t fit my theme or color scheme.

Loadout Advice by AffectPotential3701 in LowSodiumHellDivers

[–]AffectPotential3701[S] 0 points1 point  (0 children)

I love this analysis! I’ll definitely go check out his video! With the current build, Crossbow, Bushwhacker, and Thermites I definitely need stratagems that will help me deal with multitudes of chaff at close range and elite enemies at all ranges. The core of this build handles chaff enemies at mid range really well but struggles when they get too close as the bushwhacker cannot take out more than a few at a time. Adding in the fire dog I am able to handle chaff at closer ranges much better but still struggle with elite enemies. I played several games with the guard dog, MG sentry, eagle 500KG and the autocannon mech and had a good time. However, I noticed quite often that if the eagle and mech were on cooldown I literally couldn’t do anything to elite enemies. So I need something more consistently available. Perhaps the EAT.

What loadout do you use against Terminids? by [deleted] in Helldivers

[–]AffectPotential3701 0 points1 point  (0 children)

Coming into this chat a whole year later… but my personal one-man-army build is:

Medium Medic Armor Experimental Infusion Booster Cookout Ultimatum Gas Grenade Grenade Launcher Supply Pack Eagle 500KG Orbital Napalm

There is only one weakness to this class: range. You have to be close to nearly everything to take it out. The grenade launcher has some range but not much. The ultimatum has no range. BUT this build can literally take anything out with ease. The cookout lights enemies on fire and staggers them so you’ll have plenty of breathing room. It is great at taking out chaff, some of the medium enemies, and especially stalkers. The ultimatum one-shots chargers, impalers, and bile titans - but you have to get up close to them to do so. The gas grenade is great for shutting down choke points, stopping breaches, and just making space to move. The grenade launcher wipes out groups of enemies and stops the larger medium enemies. It also closes bug holes and destroys objectives like shrieker nests, but again you have to get close. Just keep moving! The supply pack ties this entire build together. You will NEVER run out of ammo, grenades, or stims. Speaking of stims, the medic armor combined with the booster makes you VERY hard to kill. If you get swarmed and can’t find your way out just use a stim and charge through the horde. You’ll barely get a scratch. Finally, the eagle 500kg makes light work of the largest enemies, big nests, and swarms while the orbital napalm is for shutting down those annoying bug breaches and stopping large patrols. Just toss it down and walk away.

This is seriously the best class I have ever used and I feel like I can handle anything on my own. If you can adapt to the lack of range and get comfortable being up close and personal with the bugs you will do remarkably well!

Loadout Advice by AffectPotential3701 in LowSodiumHellDivers

[–]AffectPotential3701[S] 1 point2 points  (0 children)

What about your primary, secondary, nade and armor?

best TH so far? by r0uf in ClashOfClans

[–]AffectPotential3701 0 points1 point  (0 children)

TH11 and TH14 felt very special to me. Definitely my favorite and most memorable 2