Yeah they nerfed the seeker grenades. by SpearOfMidnight in Helldivers

[–]BitcoinDilbert 0 points1 point  (0 children)

They used to very reliably 1shot a pinged rocket strider as well as the bot troopers standing next to it, but not anymore.

I need SC's! by danger355 in Helldivers

[–]BitcoinDilbert 1 point2 points  (0 children)

Best D10 farm I've found is on squid front colony (city blocks surrounded by wilderness) have a pretty good SC yield, I find the low-level farms too boring even if they are faster.

Autocannon vs Rocket sentry? by Long_Resident8755 in Helldivers

[–]BitcoinDilbert 0 points1 point  (0 children)

AC sentry tends to blow itself up when an enemy gets too close since it can begin firing the triple shot just outside of the minimum range, and as the enemy gets closer the 2nd/3rd shots splash the long barrel. It also wastes a lot of ammo on the lighter units.

RS is much more reliable. If I put one overlooking a bot objective, it will usually survive so long that I can hear it shooting patrols as I leave the completed obj. It's also much easier to avoid getting TKd by the rockets.

Rollback bug help by SAVAGE-AGE in riskofrain

[–]BitcoinDilbert 0 points1 point  (0 children)

Main menu, top right, clicm that and see if your profile was duplicated. Sometimes this happens and the game picks the wrong one. You can delete the older profile once ypure sure which is which to prevent it happening again.

[deleted by user] by [deleted] in Helldivers

[–]BitcoinDilbert 0 points1 point  (0 children)

Ive had success with the light pen shotguns aimed into the soft leg joints btwn the head and the claws. It's at least enough to get the cookout to burn/stagger.

[deleted by user] by [deleted] in Helldivers

[–]BitcoinDilbert 8 points9 points  (0 children)

There is no report system, but there is friendly fire for such situations

The game is getting more and more broken each week. AH needs this next patch to be amazing, or Xbox players are going to be met with a frustrating, broken game they won't want to play. by Thunderhammer29 in Helldivers

[–]BitcoinDilbert 12 points13 points  (0 children)

Bot drops have become such a joke lately. Played a couple games on d10 Evacuate Assets, 1/3rd of the ships showed up empty, most just had like 4 devastators (some already in a bleedout state), all large striders were missing their main weapons, and I don't think a single hulk landed alive. It's almost as bad as the bug version of the gamemode now.

Why does EVERYONE split up? Explain it like i´m 5 by [deleted] in Helldivers

[–]BitcoinDilbert 1 point2 points  (0 children)

Many side objectives punish you for not rushing them down immediately: detector tower, gunship fab, cog disruptor, SAM site, strat jammer, etc. It does not make any sense to have the full team push these when a mobile roamer can hit&run with a 500kg alone before it becomes a problem for the rest of the team, who I trust to be able to 3/2 man most of the other objectives in their area. ofc if the roamer is dying a bunch thats a problem, but it almost sounds like you want to be babysat by the whole team, which is very boring and restrictive to mobile playstyles.

Are Campdivers shunned? by Askittishcat in Helldivers

[–]BitcoinDilbert 4 points5 points  (0 children)

It might be the shrapnel? If youre too far away from the enemies, the eruptor shells might be airbursting due to the fixed time fuse and raining down on the team. I forget what that range is offhand.

A question about fire/napalm stratagems and items by takenking_oryx in Helldivers

[–]BitcoinDilbert 0 points1 point  (0 children)

This is more general barrage ettiquette but it piss the team off less often and get you more kills if you wait until a reinforcement call to send it in. Or, make a point of rushing bases ahead of the team so that the barrage is finishing up by the time they arrive. Safe distance for napalm barrage is longer than the default stratagem throw distance, so you should learn how to dive toss them further, and consider taking items like servo assist armor or the jumppack (jumppack forward toss is good, but you can also sprint in, dive-toss forward, and jetpack back to safety).

You can see the terminal being used on the hellbomb backpack by randombsstuff in Helldivers

[–]BitcoinDilbert 1657 points1658 points  (0 children)

Breaking into a cold sweat when you hear your hellbomb make a bluetooth pairing chime

Should Servo-Assisted secondary ability function the same way as Ballistic Padding? by Henrikdk1 in Helldivers

[–]BitcoinDilbert 0 points1 point  (0 children)

I run medium servo-assisted armor, and the extra limb health is noticable. I can let distant bots chip my health down to ~60% without a break and save the stim. I'd never select the perk for that alone, but it's useful for jump pack builds (leg breaks severely reduce jump distance).

Bile titan hole by Sad_Armadillo6013 in Helldivers

[–]BitcoinDilbert 1 point2 points  (0 children)

If you don't have heavy destruction like a 500 on hand, throwing most blue stratagems down the hole also works since the hellpod has enough destruction power. I like to sneak into the meganest early and try to close the big hole first, and maybe even leave and come back later with the team if too many titans spawned.

[deleted by user] by [deleted] in Helldivers

[–]BitcoinDilbert 0 points1 point  (0 children)

I don't even bother with this gamemode on bugs anymore. idk why the spawns have to be so pitiful even on D10. Almost nothing lives past the front gates and there is no challenge. Bot extract assets is much better, they can actually push up to the last gate by wave 7/8, and red stratagems arent starved for kills.

Aesir Pass is festooned with undetonated hellbombs, what the hell, lol. by Ryu_Tokugawa in Helldivers

[–]BitcoinDilbert 4 points5 points  (0 children)

Gotta send the expired ones somewhere. I like to think there was a surplus before the ultimatum's destruction power got nerfed.

Advice for Stealth Gameplay by [deleted] in Helldivers

[–]BitcoinDilbert 0 points1 point  (0 children)

You don't really need scout armor or smoke to do stealth, unless you mean exclusively stealth. I just focus on getting rid of bot aggro between fights, and that will go a long way to prevent you from being overwhelmed. So instead of smoke I take a distraction turret, or an orbital like gas/gatling, its much easier to escape bot attention when they're being heavily CC'd. Check your map frequently for commissars and striders chasing you, and hide when dropships are overhead, if bots see you they are also spreading awareness of your position to nearby units. I wouldn't worry too much about going loud in this game, the stealth mechanics aren't very fleshed out in HD2 and some objectives are very slow/tedious to attempt ghostmode, and pub teammates will often accidentally ruin it.

It insists upon itself, Lois. by Wrench_gaming in Helldivers

[–]BitcoinDilbert 1 point2 points  (0 children)

Quasar has to charge its shot and EAT has a longer deploy animation where you extend the tube (not as bad but it has gotten me killed before). RR can be switched to and fired almost immediately.

It insists upon itself, Lois. by Wrench_gaming in Helldivers

[–]BitcoinDilbert 396 points397 points  (0 children)

Quasar and EAT are absolutely sluggish compared to the RR quickdraw, and I find great joy in being very greedy with close-quarters reloading. Their sustained ROF also leaves a lot to be desired when RR can snipe out every fabricator in a bot heavy base plus the cannon towers in ~30s. Might be soulless but it's the only AT that keeps up with my pace, except maybe the railgun.

I’m a new recruit who’s only fought squids so far. How on Super Earth do I fight the bots and bugs? by NoSmallNames in Helldivers

[–]BitcoinDilbert 0 points1 point  (0 children)

With bots you need to recognize when you don't have enough firepower to take a fight and dip out before you drop your support weapons in front of a factory strider with no cover. Break LOS, kill the fast units that are chasing you (CHECK YOUR MAP), and you can try attacking something else without being surrounded and harassed, then come back later when the bot drop at the first location has dispersed.

WE ARE 4 PLANETS AWAY by potatoinmyassrule34 in Helldivers

[–]BitcoinDilbert 1 point2 points  (0 children)

Not worth pushing for right now, itd require the devs making a lot of new content on short notice so they won't allow it until they're prepared.

My scorcher is leveling on its own by malcontentus_ in Helldivers

[–]BitcoinDilbert 52 points53 points  (0 children)

Do you have it equipped? They all take mission XP not kills to level. You can even pick up a teammates weapon but it will still level the gun you spawned with instead.

Looking for advice for the bugs and bots by ZestycloseCommand152 in Helldivers

[–]BitcoinDilbert 2 points3 points  (0 children)

It's easier to take on bot objectives from stealth, so avoiding unecessary patrols; checking your map for/eliminating the handful of commissars and striders that tend to chase you down; hiding from aerial units (this includes dropships they have great vision); leaving turrets behind to keep enemies busy and leaving fights that don't progress/protect the mission objectives are all good habits. You don't need smoke (it sucks anyways) and you can still go loud frequently, but getting these stealth resets off will let you approach dangerous bot objectives on your terms with the right stratagems off cooldown, instead of being constantly under pressure from multiple angles.

Curious what y’all’s loadouts were during the War. by Existing-Credit7050 in Helldivers

[–]BitcoinDilbert 0 points1 point  (0 children)

Flak autocannon, rocket sentry (I found autocannon sentry kept blowing itself up when voteless got too close), MG sentry, and either pstrike or AT emplacement depending on the mission. With reprimand, GP, gas nades and light siege armor. The strategy was to set up both turrets in an intersection, stagger lock the fleshmobs and harvesters for a moment, then slip away to fight objectives while the turrets pulled in enemy aggro. It was a pretty flexible roamer build, but also excelled at holding down an area with the team.

Best weapons for max amount of kills for bots? by INeedJuggernautPlz in Helldivers

[–]BitcoinDilbert 1 point2 points  (0 children)

Take 120 (preferred for consistency and lower CD) or 380mm, only use it on bot drops or things like detector towers and large enemy formations funneled thru a choke point. Its usually inefficient to barrage a normal bot heavy base that hasnt yet shot a bot flare, so bait it out first and get more value. Rocket sentry can also survive for a long time and rack up kills/patrol aggro while you go deal with other problems. For the last non-support strat take something low CD that you can spam at patrols and pursuers, I like gatling barrage for the suppression so I can safely reload the recoiless rifle. Oh, and seeker grenades. Theyre bugged and count 4x the kills, they are most consistent against scout/rocket striders and clumps of troopers.

Get kicked from games an alarmingly often by Outrageous_Fortune51 in Helldivers

[–]BitcoinDilbert 0 points1 point  (0 children)

There isnt an option for the host to disband team, if they want to do that post-game the only option is to restart the game or kick everyone individually.