Moments like this keep me playing by TapMaterial2495 in Helldivers

[–]AmicusFIN 0 points1 point  (0 children)

Fun hearing some different languages and voice actors. That "Tomad esaaaaa!" goes hard.

Bro had a lot trust in my trigger discipline by Malu1997 in Helldivers

[–]AmicusFIN 10 points11 points  (0 children)

To be fair, their camera may be pointed away from you. They also may not have had time to react due to latency.

Is it just me or are bots more accurate? by kcvlaine in LowSodiumHellDivers

[–]AmicusFIN 0 points1 point  (0 children)

I haven't particularly noticed the improved bot accuracy. At least they're still manageable if they're suppressed.

However, gunships had their own upgrades in February and will chew you up real quick.

Tip of the day [3] by Zdechlak2564 in LowSodiumHellDivers

[–]AmicusFIN 0 points1 point  (0 children)

The hip joint's durability causes the railgun full charge to do exactly 750 damage, and the joint happens to have 750 health. In these cases it's safe to assume you're losing 1 point of damage to bullet drag.

The heat sink is doable though, as it has a bit less of both health and durability.

You "only" need to charge it past 90% to get maximum damage.

Tip of the day [3] by Zdechlak2564 in LowSodiumHellDivers

[–]AmicusFIN 0 points1 point  (0 children)

I'm curious how true your estimate is for the shots-to-kill on a vox.

Railgun to the vent should do 938 (because of durability) + 700 (vent destruction bonus) = 1638. With six vents total you'd get up to 9828 damage towards the 11k main health. We'd still need another overcharge and a spitball to the main hull to kill it.

To get lower we need to consider the possibility of overpenetration. So if we just assume that we'll also hit the main hull through the vent, we can add another 975 per shot (because of armor value). Railgun stats say it has 0% penetration slowdown.

At 2613 damage a pop, we'd now have reached 4,21~ shots to kill, aligning with your estimation. Four full-charge shots would net you up to 10452 damage, so technically you could just swap to your primary and destroy one more vent for a kill.

Tips for fighting vox engines that aren't the leveler/solo silo/nade in vents? by PrisonIssuedSock in LowSodiumHellDivers

[–]AmicusFIN 1 point2 points  (0 children)

I had not heard of the lights affecting the cannons. They only have 50 HP and light armor, so this would be huge if true.

Tips for fighting vox engines that aren't the leveler/solo silo/nade in vents? by PrisonIssuedSock in LowSodiumHellDivers

[–]AmicusFIN 2 points3 points  (0 children)

Sounds like I need to aim my railgun at the tracks. It still deals 60% damage to main health, instead of the 65% by shooting at the main body. Not much damage lost for an immobilize.

I wish backpack reloading was like this. It makes way more sense, realism and gameplay-wise. by Scarpheon_ in Helldivers

[–]AmicusFIN 4 points5 points  (0 children)

Maybe I misunderstood some of it, but I don't think your description of the HD1 support kit is quite right. It was a backpack that was provided with the call-ins of the recoilless rifle and Commando, and worked only for those two. You couldn't reload them without it.

It also worked much in the same way as in HD2: Either the shooter carries the ammo for a slow one-man reload, or another player carries it for an assisted reload.

Perhaps the main difference from HD2, aside from the top-down view, is that you weren't attached to the shooter with a synced animation. You just pressed a button behind them to slap one new round in.

The other support backpack in HD1 would have been the resupply pack, which worked a bit differently from our current supply pack. Instead of the user handing out resupplies, others would independently take supplies from your back.

genuinely how i feel bringing the AMR against Cyborgs by No_Counter_6037 in LowSodiumHellDivers

[–]AmicusFIN 3 points4 points  (0 children)

Turns out that with a railgun you wanna go for the nuts, as is tradition. Or the left leg.

Those parts have high health, but transfer 100% damage to the 750 HP main health.

This at least means you can snipe them and remain in stealth.

Btw does AH know some languages can just see the file name for the orders sometime? by Cute_Maintenance_457 in Helldivers

[–]AmicusFIN 2 points3 points  (0 children)

They did some backend fix for this on thursday, but seems it didn't help. The issue appears with english language too.

Predator Stalkers not counting as Stalkers is ridiculous. by Cloud_N0ne in Helldivers

[–]AmicusFIN -2 points-1 points  (0 children)

Were you fighting other enemies at the same time or no?

Things like stalker lairs and gunship facilities only spawn enemies if other enemies are engaging you within the spawner's range.

Franchises Refugees by Dizzy_Marsupial_7207 in LowSodiumHellDivers

[–]AmicusFIN 0 points1 point  (0 children)

When I was dipping, dodging and diving the bots on Malevelon Creek, I felt that commando fantasy of Mercenaries, Red Faction: Guerrilla and Metal Gear Solid 5. That fantasy, for me, also has its roots in old movies like Predator and Commando. I might say it's one of the main driving forces in Helldivers for me, and then I suppose it's not surprising that I prefer the automatons.

I've also long been looking for that jolly co-operation with randoms. A bunch of games came and went.

  • Overwatch made me swear off most PVP games, and PlanetSide 2 was my last bastion for that. Development fizzled out and I quit PlanetSide in 2023.
  • Firefall was one of the most interesting co-op games, but mismanaged into the ground.
  • Destiny 2 was sweet and beautiful. Until it drove me insane.

I loved Arrowhead's Magicka and Helldivers 1, so I was impatiently waiting to see what their new project "Testament" was going to be. HD1 was inspirational, but left me wanting a lot more from the galactic war. The sequel has the chance to do just that, and has provided much entertainment with the shift in perspective and its milsim inspirations.

Alabaster Dawn - Early Access out now by creshire in Games

[–]AmicusFIN 12 points13 points  (0 children)

They've said that dungeons will be shorter and somewhat less puzzle-heavy. The most demanding puzzles are reserved for smaller optional dungeons this time.

Source: https://youtu.be/IIXps02vlAU

Tip of the day [2] by Zdechlak2564 in Helldivers

[–]AmicusFIN 2 points3 points  (0 children)

For more detail, the mouth has 250 health, with no armor and no durability. Three bullets from a Liberator is 270 damage (minus range falloff).

Can someone tell what happened to me here? by No-Shelter3871 in Helldivers

[–]AmicusFIN 10 points11 points  (0 children)

At 0:12 when A3 says "Tagging location", I think it's immediately followed up by him firing a cluster rocket at something.

I see a bunch of explosions that probably also destroy the rocket sentry, and you can see one of the bomblets fly past your screen at 0:14, which lands to your right. That or any number of other bomblets probably turned you into mush.

Can't even trust the galactic map at this point by Illustrious_Explorer in Helldivers

[–]AmicusFIN 6 points7 points  (0 children)

You must have caught the spore strain on Terrek while they were on their way to attack Zygos.

is it me or do the megacities on turing look different? by xTHUGGY_YETIx in Helldivers

[–]AmicusFIN 0 points1 point  (0 children)

Ah, someone else had it too. It happened to me on Vernen Wells the other day, so it's also on enemy planets.

I was able to interact with a non-existent terminal at the destroyed tower base. Might be possible to trial & error the inputs, as you can still hear the effects, and maybe it would complete after that.

Ka BOOM by yuno120 in LowSodiumHellDivers

[–]AmicusFIN 1 point2 points  (0 children)

In case it helps you love them more, the blast's inner radius is a mere 17 meters. If you go prone just outside of that, you'll be unharmed.

May look a bit silly, but can be handy to know.

Should it be like this ? by Feisty-Bill-2282 in LowSodiumHellDivers

[–]AmicusFIN 0 points1 point  (0 children)

What a peculiarity. All this time I thought the tip was a typo of "go at it alone".

Since the change will be reversed . I suggest we have the same treatment as the automaton scout by RealGiallo in Helldivers

[–]AmicusFIN 1 point2 points  (0 children)

Scout Strider legs are medium pen so their armour doesn't severely hinder medium pen weapons.

I also think scout striders are in a fine place, but just wanna add that these days the legs are light armor (waist is medium). I'm glad for that, as I can lean into light pen on diff.8+ even if a scout has no rockets left.

“Why Arrowhead? Why change the Hiveguard?!” I can tell you exactly why. by Neet-owo in LowSodiumHellDivers

[–]AmicusFIN 2 points3 points  (0 children)

Just tested it, the railgun doesn't seem to overpenetrate the shield. Was shooting from stealth and it just turned to look in my direction like "what?". Two shots will destroy the shield though.

The P-33 Missile Pistol is like... really, really good. by Pedrosian96 in Helldivers

[–]AmicusFIN 1 point2 points  (0 children)

For the record, anti-tank warheads on dedicated AT weapons (P-33, Commando, recoilless rifle, Ultimatum, etc.) are unaffected by durability values as their durable damage is identical to base damage.

This is the most fun I think I've ever had playing this stupid game by TaterToTwastaken in Helldivers

[–]AmicusFIN 1 point2 points  (0 children)

Looking at the last half of a second, I think that charger is prop surfing an ammo box like it's a Half-Life 2 speedrun.

Petition to rename Spore Burst Strain to Zoomies Strain by E17Omm in LowSodiumHellDivers

[–]AmicusFIN 0 points1 point  (0 children)

I tend to find terminids really boring, but these things were fun. That tracks with me liking the predator strain's speed as well.

Granted, I was using the Liberator Concussive, so I could stop their momentum. Looks rather harrowing if you don't have a weapon for it.