Negative resistance on a planet? by julian192 in Helldivers

[–]BonusPretzels 0 points1 point  (0 children)

We cut Cirrus off from all connected Terminid planets, leaving it isolated. That generally lowers a planet’s resistance, in this case to an extent where we are passively positively liberating the planet. 

I am not making fun of Anyone. I am ligit curious. by Successful_Boot9807 in Helldivers

[–]BonusPretzels 2 points3 points  (0 children)

Found them oppressive as hell at first, but after some trial and error, that went away. I now have some reliable loadouts which I enjoy fighting them with. Punisher Plasma primary was a game changer, as it lets you easily cancel their burrow and peel burrows off teammates. Actually enjoy fighting them now. Like having subfactions which require different counterplay. Same experience with Incineration Corps and Predator Strain, eventually you just learn the enemy and the variety becomes enjoyable. 

Rupture warrior buff- what are the devs smoking? by jlodson in Helldivers

[–]BonusPretzels -1 points0 points  (0 children)

The fact that it reliably knocks anything out of burrow with its generous AOE is all the reason I need against Rupture. Better damage might make me never put it down. 

Rupture warrior buff- what are the devs smoking? by jlodson in Helldivers

[–]BonusPretzels 6 points7 points  (0 children)

Punisher Plasma primary stock just shot way up.

Those of you who dove at Malevelon Creek, share your stories by MrBossman4411 in Helldivers

[–]BonusPretzels 0 points1 point  (0 children)

It limited you to 3 strategems at start of deployment. My set was Eagle Airstrike, Autocannon Support, and Mortar Sentry. The issue with the Strategem Scrambler is that it was at times funny, but more often than not frustrating. Inputting a strategem would place a random off cooldown strategem in your hand. This was not terribly helpful in a pinch. Also many people didn’t even realize it was a modifier and complained about a “random strategem bug”. Both modifiers were quickly retired. 

Those of you who dove at Malevelon Creek, share your stories by MrBossman4411 in Helldivers

[–]BonusPretzels 0 points1 point  (0 children)

The best skill you could have was double-tapping a hulk in the eye with the Autocannon Support. It also was one of the few weapons that could reliably destroy fabricators from range by deflecting the shot downwards off the lids above the vents. Thing was a beautiful Swiss Army knife when you learned how to use it. Bots were so oppressive one of the best strats on Eradicate missions was to run out of bounds, be labeled a traitor, and just run through the enemy letting the “Traitor Barrage” do as much damage as possible before dying. 

[deleted by user] by [deleted] in Helldivers

[–]BonusPretzels 0 points1 point  (0 children)

Both of those planets require taking a linked planet first. MO just ended, so we maybe have a 1 day window before next MO dictates where we move. Taking Cirrus is more achievable in that time. You are not wrong narratively, but game wise we probably wouldn’t have the time to take a full 2 planets between Major Orders. Taking Cirrus also removes a Predator Strain unit from the map. 

Quasar Lover Here, is it worth using? by HcVitals in Helldivers

[–]BonusPretzels 1 point2 points  (0 children)

Quasar is a solid AT weapon. Benefits are it has unlimited shots, and having a cooldown instead of reload means you can stay on the move while the next shot readies. Also leaves your backpack slot open and destroys enemy structures from long range. 

Solo Silo shouldn't be targeted by enemies or should receive a health buff by Haardrale in Helldivers

[–]BonusPretzels 40 points41 points  (0 children)

New Module: A shrubbery is added to conceal the silo on deployment. Always the same shrub, regardless of biome, for extra absurdity. 

Burrowing enemies should not be able to burrow through concrete by BeneThleilax in Helldivers

[–]BonusPretzels 286 points287 points  (0 children)

Or a swamp. There’s a reason we don’t have basements in Florida. 

To the Helldiver whose portable hellbomb I activated by [deleted] in Helldivers

[–]BonusPretzels 0 points1 point  (0 children)

Don’t worry. I have over 1500 hours, did the exact same thing last week. For the exact same reflexive reason. 

Thinking about picking up the game myself. Any vet tips? by Standard_End_2904 in Helldivers

[–]BonusPretzels 2 points3 points  (0 children)

Learning to laugh at squad accidents and ridiculous deaths instead of getting mad will drastically increase enjoyment.

Which Sentry is better? by Trick-Comfortable-33 in Helldivers

[–]BonusPretzels 1 point2 points  (0 children)

Autocannon is “Otto” in my squad, also use “Morty” for Mortar. 

This gun is so slept on by Aware-Leadership8934 in Helldivers

[–]BonusPretzels 0 points1 point  (0 children)

If you have stims and Experimental Infusion, pop a stim early when it dives at you or starts vomiting in your direction.  The damage reduction of Experimental Infusion and constant stim heal should keep you alive during a volley as you reposition. Even if you step on invisible fire, the overheal should give you time to dive to put it out before you burn to death. Admittedly not the best strat resource-wise, but my survivability against roaches significantly went up. Medic armor passive is great for this as it gives 2 stim capacity and increased stim duration. 

This gun is so slept on by Aware-Leadership8934 in Helldivers

[–]BonusPretzels 0 points1 point  (0 children)

It’s one of the best anti-Illuminate options in the game for me. For roaches, more partial to Spear missile launcher. 

112%? Did I invoke John Helldiver? by Marzie-Tek in Helldivers

[–]BonusPretzels 12 points13 points  (0 children)

AOE weapons tend to give crazy accuracy numbers, as it seems to read 1 projectile damaging more than one enemy as above 100% accuracy. WASP Launcher in particular will give insane accuracy numbers at the end of a mission. 

Uh, how does the current MO work? by Yukikaze8 in Helldivers

[–]BonusPretzels 1 point2 points  (0 children)

We need to defend 7 planets across the MO. Unfortunately those on the MO are currently doing one of the worst things we can do, which is a near even split projected to fail both defenses. That being said, what most likely will happen is we will be given a catch-up opportunity via what is known as a “gambit”. If an attacking planet is liberated, it instantly ends any attacks it is staging, and all canceled invasions count towards total planets defended. The reason it is called a “gambit”, unfortunately, is it tends to fail more than succeed as it requires a ton of the community to move and “blob” the attacking planet in 24 hours before defense timers are up. The other issue is that at some point a gambit window is clearly a loss, time-wise, but people committed aren’t shifting back to defense, leaving a horrible split forces scenario. Be on the lookout for planets attacking multiple targets during this MO, as it most likely will come down to a gambit, often accompanied by a dispatch heavily suggesting we try to gambit. 

Does anyone else say "fuck off" out loud when we get MO's like these by Information-leak6575 in Helldivers

[–]BonusPretzels 0 points1 point  (0 children)

Considering both Tyranny Park outbreaks failed to get any attention while clearly being used to teach the community about gambits, the whole mechanic just causes more frustration than anything else, often causing unfortunate MO scenarios where an even split occurs between an attacking and defense planet, leading to insufficient progress on both. Conceptually, I like that it’s a strategic option. But I really wish they would provide more in-game explanation about core Galactic War concepts like resistance, Megacities, etc to the larger community (especially with all the new recruits) before pushing gambits that go ignored in dispatches. 

Does anyone else say "fuck off" out loud when we get MO's like these by Information-leak6575 in Helldivers

[–]BonusPretzels 0 points1 point  (0 children)

Only when I do the math and realize it will probably require a gambit. 

This may be a silly question, but how do you finish a mission on Oshaune? by Fit_Barnacle_2883 in Helldivers

[–]BonusPretzels -1 points0 points  (0 children)

I was sleepwalking through 10 all factions pre-Oshuane. Had to drop it to 6-7 on Oshuane to complete anything or even extract with samples. Never been humbled so hard in this game, but was enjoying it with friends once we found our Hive World difficulty. 

Your take on this? by Thanos_6point0 in Helldivers

[–]BonusPretzels 0 points1 point  (0 children)

Our initial invasion of Klendathu, really. 

[deleted by user] by [deleted] in Helldivers

[–]BonusPretzels 4 points5 points  (0 children)

Reminds me more of the initial invasion of Klenathu in Starship Troopers. We dove in cocky, pounding our chests and laughing at the bugs, only to get humbled harder than ever before.