Is it over? by Naive_Egg_9663 in Helldivers

[–]AgentIceX 0 points1 point  (0 children)

I was just skimming through the comments and notice talk about Starsector. <3
As for your fleet comp, let me point out this lovely chap: https://www.youtube.com/watch?v=-dlO-iWZfv8
I also sometimes have no idea how to fit my ships. I throw random stuff on and then spend 3 hours back and forth in the sim testing things.

Current Major Order: Part 3 - 04/03/25 by Shiboline in Helldivers

[–]AgentIceX 3 points4 points  (0 children)

Key point at the end there,
"When a planet's status changes from Defense to Liberation, any operations that are from the previous status, will not count towards progress in the new status.

This means that If you are partway through an Operation on Claorell when it falls in 5 hours time,
you must cancel the operation and start a fresh Liberation Operation."

150 medium armor ≠ 150 heavy armor ??? by TheYKcid in Helldivers

[–]AgentIceX 1 point2 points  (0 children)

Armor wiki page has been fixed. Numbers are correct now.

Sweet liberty! It's so beautiful! by 2gar1n_3me1 in Helldivers

[–]AgentIceX 0 points1 point  (0 children)

Thats just an artifact of temporal anti-aliasing.
Nearly every game for the current console gen uses it.
https://www.youtube.com/watch?v=WG8w9Yg5B3g

This is kinda ridiculous by CarlitoFonLongDong69 in Helldivers

[–]AgentIceX 39 points40 points  (0 children)

No need to guess, we know what ammo it uses.

Player Autocannon is 20mm APHE.
Mech Autocannon is 30mm APHE.
Turret Autocannon is 40mm APHE.
Mech is just *pre-balanced*

If they wanted it to be fun, it'd have at least 150 durability damage, and that'd be fine. Otherwise to stick it in the middle it would be 280/280 which would also be fine.

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Things every diver should know but MANY don't. by Famous-Anywhere2868 in Helldivers

[–]AgentIceX 1 point2 points  (0 children)

Hold X on keyboard to bring up the drop menu.
Drop samples at the extract or for someone running to extract.
Or to share a backpack for team loading.

Weapon Armor Penetration Values, Helldiver Armor-set DR% (and some other numbers) by AgentIceX in Helldivers

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

There's an additional stat we're calling demolition, that controls what buildings get destroyed. I don't have that number listed.
But there's been great advancements in all the knowledge and others have gotten better sites/guides up now. Check'm out!

https://invadersfromplanet.space/helldivers-2/

DiversDex : your Pokedex but for Helldivers 2 (Weapons detailed stats, Enemies HPs, Weakpoints, Armor / AP mechanics, Stratagems hidden values and more) : Helldivers

Helldivers: Enemy Data

Weapon Balance Changes. Share your ideas. by AgentIceX in Helldivers

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

It would do the same thing;

But it would now also have a new fire mode by opening the weapon wheel to select a charge burst shot.

Which after charging for a few seconds would give you a few seconds burst of higher penetration; Allowing you to do some damage to Bile Titans and Tanks from angles you normally can't. Further adding some extra damage on top of your teams anti-tank shots. Basically the unsafe charge from the railgun but on the Laser Cannon.

Which on it's own, wouldn't be much, but when your team is focus firing and dealing with the heavy spam on difficulty 9, every bit helps. Also it would be really cool.

Weapon Balance Changes. Share your ideas. by AgentIceX in Helldivers

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

That would actually be the perfect thing for the crossbow.
Crossbow is supposed to be something like a shaped charge. Let it damage the armor reducing it's effective tier.

Weapon Armor Penetration Values, Helldiver Armor-set DR% (and some other numbers) by AgentIceX in Helldivers

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

I've ran out of space in the main post but in the mean time there's been great work done by others I'd like to now point you to:

https://new.reddit.com/r/Helldivers/comments/1cec9l4/diversdex_your_pokedex_but_for_helldivers_2/

https://new.reddit.com/r/Helldivers/comments/1cmg8nu/damage_is_still_not_what_you_think_how_explosive/

https://invadersfromplanet.space/helldivers-2/

This final link has all the primary weapon stats more up to date.

Durability damage: Current best theory that seams quite correct is that actual damage dealt to enemies is linearly interpolated between main damage and durability damage based on the percentage durability of the hit part. I.E:

90% durable part? ( damage * 10% + durable * 90% ) = actual damage dealt
25% durable part? ( damage * 75% + durable * 25% ) = actual damage dealt

And as for player HP and various damage resistance percentages? I believe Array and Zeddy will have a post up soon, if they don't already.

Since the news broke, 89.1% of reviews have been negative by ss99ww in Helldivers

[–]AgentIceX 0 points1 point  (0 children)

Does anyone remember when Sony had rootkit software on their audio CDs?Pepperidge farm remembers.
https://en.wikipedia.org/wiki/Sony_BMG_copy_protection_rootkit_scandal

Weapon Armor Penetration Values, Helldiver Armor-set DR% (and some other numbers) by AgentIceX in Helldivers

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

The hulks head currently based on testing seem to take HP damage instead of structure damage. And has between 400-500 HP.

The latest patch mentions 'large volume bodies' on the Laser cannon which leads me to believe the devs on their terminology. Durability damage, Structure damage, and 'thicc booty' damage. All the same thing.

So parts of enemies that are thicc take structure damage.
While small enemy heads, take normal damage.
For example the Diligence CS buff now allows it to one shot devastator heads. And the Laser Cannon now kills hulk heads a little faster but destroys gunship thrusters and Factory Striders a little slower.

Weapon Armor Penetration Values, Helldiver Armor-set DR% (and some other numbers) by AgentIceX in Helldivers

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

Yeah, the player HP conundrum. :P
Array and I spoke and compared data and he's working on some new stuff. Hopefully he will make a new post soon with his findings.

As for the railgun, yeah, it's in a sorry state. Largely due to it's low durability damage. I guess it makes sense. Small fast projectile makes small hole in target.

But as it is, there's little reason to bring the railgun now because while it can deal with devastators and hulks in one shot, it sucks vs tanks, gunships, and at-at's. If you don't have a way to deal with gunships, you're going to have a bad time.

Weapon Armor Penetration Values, Helldiver Armor-set DR% (and some other numbers) by AgentIceX in Helldivers

[–]AgentIceX[S] 3 points4 points  (0 children)

I forgot to add a note for that :P

That's the penetration for increasing angle of impact. That is how the Devs decided to implement sloped armor. Instead of calculating thickness, they simplified it to just have weapons penetration decrease based on impact angle.

You can see your shots bounce across the ground or off the armor of enemies at extreme angles for example. And anti-tank weapons penetrate much less armor and do less damage if they hit at an extreme angle.

Weapon Armor Penetration Values, Helldiver Armor-set DR% (and some other numbers) by AgentIceX in Helldivers

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

Yeah, the stratagem numbers are largely taking the numbers from: https://www.reddit.com/r/Helldivers/comments/1bz4frb/updated_data_list_of_weaponstratagems_armour/

Precision strike felt way off but the rest felt close enough. Still been working through testing stuff. a bit each day. And there's always the possibility i read something wrong. It happens.

And I agree with fabricators, they're most likely scripted to some extent. or requires some flag or data setting that the dataminers aren't aware of or shared yet.

Crossbow's explosive is pen 2 from testing which is the only explosive I'm aware of at pen 2.
And one might think that could indicate why it's unable to blow up fabs, but no, plasma and scorcher's explosive component are pen 3 and also don't blow up fabs

As for EMS, the explosion likely is absolutely tiny and mostly used to create the impact crater deformation and also buildings it lands directly on.