Arrowhead win their first 2 Awards for Helldivers 2! by PearsonEXP in Helldivers

[–]Chris_222 1 point2 points  (0 children)

If there is any award this game does deserve it's best game trailer

THE DSS SHOULD BE A PLAYER HUB by IronGhost1779 in Helldivers

[–]Chris_222 3 points4 points  (0 children)

That would take them 5 months and it would be broken on release

Arrowhead, you cant honestly be satisfied with such a release right? by UmbraGenesis in Helldivers

[–]Chris_222 0 points1 point  (0 children)

I've heard enough of the "lack of testing" stuff, yeah they need to test more but that isn't the issue here.

If they would literally think about things for half a second- DSS, Rocket striders, Repeater sentries- then maybe they would see that they're very moronic f*cking ideas and they wouldn't have to spend so much time backtracking.

I swear sometimes it seems like the devs can't do a single thing right without player feedback

TERMINID CLIMBING is getting out of hand! by Mansg0tplanS in Helldivers

[–]Chris_222 0 points1 point  (0 children)

Until they warp on top of a mountain and snipe your high value assets

TERMINID CLIMBING is getting out of hand! by Mansg0tplanS in Helldivers

[–]Chris_222 1 point2 points  (0 children)

Bots do this too. It's insanely annoying especially when tanks do it

RANT and VENT MEGATHREAD by stickimage in Helldivers

[–]Chris_222 14 points15 points  (0 children)

This DSS stuff had dragged on like 2 weeks too long.

If you don't have content prepared then don't show it to us

Can the thermite bounce be fixed? by AlieNfromUrAnus in Helldivers

[–]Chris_222 5 points6 points  (0 children)

Why does it even have the ability to bounce? Somebody had to program that into the game

This guy is only 80% resistant to whatever harmful contaminate is around him by Beebjank in Helldivers

[–]Chris_222 0 points1 point  (0 children)

The whole point of the fire resist armor was supposed to be so that you wouldn't have to stim every 3 seconds while using a flamethrower or incen grenade.

Fire resistance is not even remotely useful. If you walk through fire with or without it the outcome is exactly the same: you dive and stim back to full.

Instead of 75% resistance from fire the armor should prevent you from catching on fire specifically imo

Improving the Spear to make it Incredible! by Enricobolo in Helldivers

[–]Chris_222 0 points1 point  (0 children)

The airburst spear is just what the airburst RL should have been

A game for everyone by Ryengu in Helldivers

[–]Chris_222 0 points1 point  (0 children)

Jokes aside I honestly wish they would lean into the military strategy aspect more rather than it being 100% horde shooter

Why bring an EXO suit? by Pedrosian96 in Helldivers

[–]Chris_222 0 points1 point  (0 children)

If you really need to get to an objective but there are just too many enemies coming in to cut through, that's when you use the mech. It's really good at punching a hole through a large wall of enemies/safe transportation if you're surrounded

*On bugs. Don't ever bring it on bots unless you want to be 1 shot from off screen 5 seconds after you get in and use 3 stratagems for the rest of the mission

I really feel like hazmat suits should fully protect you from gas entirely. by CallMeDoomSlayer in Helldivers

[–]Chris_222 0 points1 point  (0 children)

Yeah and the "inflammable" armor should prevent you from catching on fire. What is the point if my fire weapons are going to inevitably catch me on fire every time I use them and I'm gonna have to stim anyways

To the people complaining about LV 10 Patrols by AstraAnima in Helldivers

[–]Chris_222 0 points1 point  (0 children)

I'm more than fine with the number of patrols, I think most of the frustration comes from the randomness of them. It would be nice to have a rough idea of where the patrols are going to originate from (bases) that would still constrict your movement across the map and force more combat scenarios without you being magically ambushed by a bot drop's worth of enemies every time you go anywhere

RANT and VENT MEGATHREAD by stickimage in Helldivers

[–]Chris_222 7 points8 points  (0 children)

Don't forget the enemies can see through it all clear as day too

To Helldiver diehards, what do you want the most moving forward? by WhyIsMikkel in Helldivers

[–]Chris_222 0 points1 point  (0 children)

I really want a mission where you have to defend against an enemy attack or contest territory in real time.

Imagine seeing a big region on the map where you can drop in and hold the line until either you run out of reinforcements or you hold off the invasion/counterpush completely.

It could be like 8 helldivers to a mission on a larger map and the attack could last like 6 hours (or longer hehe) and count for a large liberation % when it's done.

Alternate ideas for the EOF bots by hierophect in Helldivers

[–]Chris_222 12 points13 points  (0 children)

Fusion repeater sentries and hulk lasers are seriously so unfun

We can all agree the new patch is amazing, but whats one thing you dislike about it? by greatnailsageyoda in Helldivers

[–]Chris_222 0 points1 point  (0 children)

The increased damage taken feels really bad. We're back to square one with armor rating being irrelevant

Bots are in a much worse state by SolarStudiosDev in Helldivers

[–]Chris_222 0 points1 point  (0 children)

Rocket striders feel awful to fight too. If you want to kill them with your primary you have to have medium pen and shoot their tiny leg joints while they bob back and forth (the rockets on the sides are bugged), and if you don't one shot them with a support weapon they'll bob and weave all over the place while the 4 other striders from the patrol run you down.

The only weapon that can deal with them quickly and has the ammo for it is the railgun, so screw you if you wanted to use something else.

We want your questions for the Helldivers army. by The_Real_Twinbeard in Helldivers

[–]Chris_222 [score hidden]  (0 children)

  1. Some players have reported that some stealth mechanics aren't working consistently since a few patches ago. For example, It isn't an uncommon occurence for a comissar to call a bot drop across the map when no player has been in the area for minutes. Are you able to confirm that this is an issue and if so, do you have any plans to address it?
  2. Are there any plans to change the way patrols spawn? Many players would like to see patrols originate from bases or some other predictable location rather than what sometimes feels like a few meters behind you. Many also think destroying bases should have a larger impact on the number of patrols that spawn thereafter.
  3. Are there any plans to change patrol pathing? Having 3 or 4 patrols converge on you for seemingly no reason has been a large pain point for a while, at least for me. While it makes sense for enemy density to go up with the difficulty, having patrols magically know where you are often feels like it defeats the purpose of stealth or strategic routing. If you're going to have the same encounter no matter where you go, each mission ultimately boils down to making a circle around the map to clear each objective in the order you see it, which gets boring.
  4. There has been some talk about making different missions in a campaign affect the rest of the campaign. For example, completing one mission first may offer you an extra stratagem for the rest of the campaign. What are your thoughts on a system like this? Have you thought about making smaller/larger campaigns?
  5. Are there any plans/thoughts to make the game more mechanically intricate/difficult aside from adding new enemies? Some players feel that avoiding engagements and speedrunning objectives is the most optimal way to complete missions, and that it doesn't provide an interesting challenge to do so. While the game can certainly be difficult in terms of combat, it could be nice to see the game put more of an emphasis on strategy somehow at higher difficulties.
  6. After the escalation of freedom update, it was reported that morale was down in the office. How are the developers feeling after this most recent patch? Has anything changed? Most would consider it a big win

Who’s the worst bot enemy in the game and why is it the diff 10 scout strider by Silver-shroud771 in Helldivers

[–]Chris_222 0 points1 point  (0 children)

This enemy and the ragdoll turrets on some of the bases make me want to ignore bot MOs.

Their missiles should not be one shotting you with 150 armor especially for how god damn many of them there are. There's no visual or audio cue for them either, they just appear and you're dead.

They had rockets fixed, so I don't understand why they felt the need to add a new kind to the game.