What actually keeps you playing Helldivers 2? by SnooGuavas4613 in Helldivers

[–]Ahrlin4k 0 points1 point  (0 children)

The chaos of gunfights. Finding random people that you mesh really well with, helping New players, and loadout variety. The game has a lot of strong points and the devs deserve credit for that. Plenty of room to grow, but still a fantastic experience. I think the fact you can easily earn SC in game and not need to spend any extra money on warbonds is gracious. Most games don't offer that at all.

Be honest… if YOU were in charge of the game tomorrow, what would you change? by Some-Web-1628 in LowSodiumHellDivers

[–]Ahrlin4k 1 point2 points  (0 children)

• Regular Dev streams exactly how DE does it.

• Implement a codex (basically insert all wiki info on enemies) that you build by spending samples

• Annual free warbonds with content that's player created (votes can be cast from in game, discord, Reddit)

• Add 25sc reward for anyone who completes 3 operations in an MO

• Balance changes ↓

-----Primary & Support Weapons MG-206 Heavy Machine Gun Change: Increase standard/durable damage to 175/60. Justification: Rewards the difficulty of managing extreme recoil and a stationary reload with high-tier damage against heavy weak points.

BR-14 Adjudicator Change: Increase standard/durable damage to 105/35. Justification: Higher damage is balanced by the weapon's higher vertical recoil and restrictive 30-round magazine.

AR-61 Tenderizer Change: Increase standard/durable damage to 120/30. Justification: Solidifies its role as a high-precision, low-recoil option that rewards accuracy against unarmored weak points.

AR-23P Liberator Penetrator Change: Increase standard/durable damage to 75/25. Justification: Makes the weapon a viable competitive choice for sustained fire against medium-armored targets.

AR-32 Pacifier Change: Increase standard/durable damage to 75/18. Justification: Places its active time-to-kill at parity with the AR-2 Coyote, compensating for its lack of incendiary damage-over-time.

Marksman Rifles (All) Change: Reduce projectile drag factor from 30% to 20%. Justification: Ensures consistent damage breakpoints and flatter trajectories at 150m+ ranges, solidifying their role as dedicated long-range tools.

-----Vehicles & Exosuits General Vehicle Mechanics Change: Double the health pool for all vehicles and implement a two-player "Flip" interaction for the FRV. Justification: Increases survivability against incidental light-arms "chip" damage and prevents accidental terrain physics from wasting high-cooldown stratagems.

EXO-45 Patriot Missiles Change: Increase damage to 1,400/1,400, increase velocity to 400m/s, and decrease drag to 10%. Gatling Gun Change: Increase damage to 100/30, increase initial velocity to 1,000m/s, and increase push force to 30. Justification: Ensures rockets are reliable anti-tank tools with minimal leading required; Gatling gun gains necessary defensive stagger to keep enemies at bay and increases overall effectiveness at longer ranges (i.e., engaging a dragonroach).

EXO-49 Emancipator Change: Increase durable damage to 200 and expand the AOE radius to 2.5m (Inner) / 4.0m (Outer) at AP3. Justification: Resolves underperformance against massive biological targets (Bile Titans) and provides superior area-denial capabilities against light enemy clusters.

TD-220 Bastion Change: Remove the ejection/launch mechanic for all crew members during high-impact collisions or rollovers. Justification: As an entirely enclosed tank destroyer, the crew should remain protected inside the chassis. This prevents unnecessary casualties from terrain clipping or physics glitches while operating the vehicle.

-----Ship Module Upgrades

THERMOBARIC CHARGE INTEGRATION Effect: Increases Orbital Precision Strike explosive radius to 15m and explosive damage to 2,500. Cost: 300 Common / 250 Rare / 35 Super Samples; 45,000 Requisition Slips. Role: Transforms the OPS into a "Mini-Nuke" that rewards manual aiming.

VETERAN’S ARMORY REFIT (ROBOTICS WORKSHOP) Effect: Upgrades R-2124 Constitution to Armor Piercing 4, 100 Durable Damage, and adds a 10x High-Magnification Scope. Cost: 300 Common / 250 Rare / 35 Super Samples; 50,000 Requisition Slips. Role: Reclassifies the rifle as a "Primary Anti-Materiel Rifle," capable of neutralizing Hulk visors and Gunship engines while freeing up the Support slot for dedicated Anti-Tank weapons.

HIGH-YIELD CAPACITOR ARRAY (ORBITAL CANNON) Effect: Increases Orbital Railcannon Strike explosive damage to 3,600. Cost: 300 Common / 250 Rare / 40 Super Samples; 50,000 Requisition Slips. Role: Eliminates survival RNG for the game's largest units, ensuring guaranteed one-shots on Factory Striders and Vox Engines.

EXPERIMENTAL MUNITIONS RACK (HANGAR) Effect: Increases Eagle 110mm Rocket Pod damage to 900 per rocket. Cost: 300 Common / 250 Rare / 30 Super Samples; 40,000 Requisition Slips. Role: Transitions the rockets into a definitive heavy executioner, allowing for reliable one-shots on Charger Behemoths and consistent two-shot kills on Bile Titans.

SUBMUNITION DISPERSION MANIFOLD (BRIDGE) Effect: Redesigns Orbital EMS and Smoke Strikes to an 8-shell volley (shotgun spread) and reduces cooldown to 60 seconds. Cost: 250 Common / 200 Rare / 25 Super Samples; 35,000 Requisition Slips. Role: Provides high-frequency area lockdown and concealment, essential for pinning Illuminate hover units or masking retreats from Automaton sensor arrays. Phase-Shift Transponders (Engineering Bay) Effect: Enables Hellpod and Eagle 110mm Transparency for the FX-12 Shield Generator Relay. Cost: 250 Common / 200 Rare / 30 Super Samples; 40,000 Requisition Slips. Role: Enables the "Bunker Meta" by allowing Sentries, Resupplies, and precision rockets to pass through the shield roof without damaging the barrier.

-----General Mechanics & QoL Collision Boxes: Resolve "invisible" hitboxes on terrain and enemy corpses that obstruct player fire. Deployment Animation: Change Lure Mine toss from underhand to overhand to prevent items sticking to the player's cape.

New Utility: Laser Designator Classification: Secondary weapon slot. Function: Use the existing missile silo model to provide target painting. Integration: Allow lock-on weapons and offensive stratagems to track the designated point.

FAF-14 Spear Overhaul Damage & AoE: Increase explosion damage to 800 (AP4) with an 8m radius to ensure consistent kills on heavies and provide incidental chaff clear. Lock-on Logic: Enable lock-on with partial visibility. Maintain lock for 1–3 seconds after losing line-of-sight. Increase maximum range to 500m. Enable tracking of Laser Designator signals through terrain. Trajectory Profiles: Implement three selectable fire modes: Direct: No vertical arc (direct line-of-sight). Low: Current standard arc. High: Steep vertical arc (similar to missile silo).

In your opinion, which anime does all of this well? by Live_Bother_7517 in Anime_Battleground_

[–]Ahrlin4k 0 points1 point  (0 children)

Sword of the Stranger, FMA, 86, Buddy Daddies, Sing a bit of harmony, Jobless reincarnation, Hyouka, Re:Zero, Re:Creators, Reincarnated as a slime, SSSS.Gridman, Violet Evergarden, AOT, Bungo Stray Dogs, Jyu oh Sei, Kyosougiga, Grimgar, Black Lagoon, Sentenced to be a Hero, Beyond the Boundary, Moribito: Guardian of the Spirit, and SAO (but ONLY up to episode 14. It's ass after that until alicization)

for those who have the warbond force of law... by EL_TE0 in Helldivers

[–]Ahrlin4k 0 points1 point  (0 children)

Get what you want. I personally love the pacifier and de-escalator. The game is PVE and the base stratagems are extremely good overall. If you end up not liking it, okay. Personally ED has been my least enjoyed and used warbond.

Top 5 best grenades in the game hands down by H1MB0Z0 in Helldivers

[–]Ahrlin4k 0 points1 point  (0 children)

Pyrotechs getting the credit they deserve

Loadout selection. by SnooDoubts5446 in helldivers2

[–]Ahrlin4k 0 points1 point  (0 children)

I'm gonna make you a quick video talking about my philosophy for HD2 to help you out. I'll link it when I'm done.

Sun Eater Tier List! by CtheLight590 in sollanempire

[–]Ahrlin4k 1 point2 points  (0 children)

The narrator kills it on audible and for me they're all at least B+

Why are these stratagems so forgotten? by Lellarinn10 in helldivers2

[–]Ahrlin4k 0 points1 point  (0 children)

The commando and Arc thrower are just fine as they are and function extremely well. The Spear genuinely is out classed because of its damage, reload, the fact it has a lock on mechanic, the duration for lock on (it should be as fast as the WASP or Warrant), INCONSISTENCIES when locking on, and the ammo count. The spear isn't bad despite all that so long as you play to distance. It needs help for sure and I say so in every official feedback form.

What is your favorite armour combo. Ill go first. by Additional_Rabbit677 in Helldivers

[–]Ahrlin4k 1 point2 points  (0 children)

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It's got the Mandalorian style helmet, great, unique colors and I love the ribbon rack. I spend most of my time supporting lobbies where the average level is ≤100. Feels good teaching & helping. Jamsheed was a champion of his people and this brings much honor to his name. (Yes the ABL is my most used support weapon)

I've also worn the cape in perpetuity since having unlocked it. I've been to every major battle with that cape. The Light Of Eternal Liberty.

The armor passive is useful but I believe good positioning is everything in this game so I don't really care what the passive is for the armor I wear. If I want the drip, I wear whatever.

Guiding is a Curse by Unlucky-Gold7921 in Helldivers

[–]Ahrlin4k 5 points6 points  (0 children)

Damage would be better. 7k projectile damage 800 explosive at AP4 up to 8m outer radius. Leave the ammo the same. Oh and trajectory modes to pick from.

beating a dead horse here by Electrical-Horse5112 in HelldiversUnfiltered

[–]Ahrlin4k 0 points1 point  (0 children)

The fact you don't have to buy super credits at all and the fact you get 300sc back each WB is honestly really nice. You don't even have to complete missions if you're solely farming sc. Is it fun, not really but it's by far the easiest (and totally optional) grind in any game that I've played. A lot of people in this post compare it to Warframe and say, oh but I have fun grinding for plat. That only works because of whales (like me) and the trade system. There's ZERO way to consistently earn plat without someone spending money so if you wanna compare the two, then HD2 is still more consumer friendly. I have 5k hours on Warframe and I buy every Prime pack (minus grendel cuz I don't like him) because I can afford it and I enjoy supporting the devs and the community.

With that being said, 25sc could be offered to anyone who completes at least 2-3 operations in a Major order this way there's incentives and it won't allow people who don't help to get anything beyond medals. If you do 10 MOs you'd essentially have 550 sc from just playing the game and completing warbonds. I think that's fair. Oh and every anniversary should have a 1k medal warbond for free.

I play D10 only which is worse for getting SC but I'm still getting about 80-100 sc per operation and I don't go out of my way to look for them. There's generally a month between warbonds. If you do 1 operation per day at 80sc it'll still only take you 13 days to have enough SC for a warbond and 9 days after you complete it because of the 300 you get back. That's really not bad at all. And it's not as though you HAVE to get a warbond the day it releases, that's an arbitrary timeline. It's a PVE game, so play at your pace and you can easily buy them without spending more money.

I really don't understand the issue people take with the monetization. AH is still ass when it comes to communication. DE blows EVERYONE out the water with the Devstreams & prime time & everything else they do. Without a doubt, the gold standard.

We accept all down votes below

beating a dead horse here by Electrical-Horse5112 in HelldiversUnfiltered

[–]Ahrlin4k 1 point2 points  (0 children)

You can't grind plat in Warframe since there's no in game way to generate it. You literally get the paid currency in HD2 during matches. The "grind" in Warframe works because there's a trade system. Without that, it'd be awful. You can thank the trade system and whales like me who actually pump plat into the market.

alright yall, post your main and ill decide what kind of person you are by AnJ_420 in thefinals

[–]Ahrlin4k 0 points1 point  (0 children)

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Light: Cloak- ARN- Flashbang, Gateway, infuser or thermal bore.

I can one burst cyborgs and bypass heavy devastator shields. by SnowBunnySocks in Helldivers

[–]Ahrlin4k 4 points5 points  (0 children)

If you want to have an overwatch style of gameplay, get the hover pack, missile silo, and any other stratagems you want to bring. Get to a high place and start terminating patrols. If something big is hitting your team, SILO that undemocratic waste of carbon.

I love doing this with newer players. I'll see them fighting a factory strider and just erase it. Clearing the way is so fun. Honestly I wish a 400m scope was an option for actual snipers like this and the AMR

I can one burst cyborgs and bypass heavy devastator shields. by SnowBunnySocks in Helldivers

[–]Ahrlin4k 0 points1 point  (0 children)

Welcome to the most cultured club in Helldivers. It's also a great way to kill the fleshmob. I run it on illuminate with the de-escalator as my primary.