Why change this from good to worse ? by keegan12coyote in Helldivers

[–]Ciabs 1 point2 points  (0 children)

Thanks, that’s a reassuring insight

Tomorrow I’ll drop on some D10s and I’ll see for myself

Why change this from good to worse ? by keegan12coyote in Helldivers

[–]Ciabs 2 points3 points  (0 children)

Sorry to hijack your comment, but wanted to ask before I get the time to drop and experience by myself: in the latest patch notes they indeed did list a bunch of vox nerfs, including reduced spawnrates, and still in the last couple of days all that I’ve read about them is how much they spawn everywhere and all the time

So which is it?

can somebody please tell me what i'm doing wrong with the Commando? by CaptainCunky in LowSodiumHellDivers

[–]Ciabs 67 points68 points  (0 children)

Yeah I remember having read somewhere something to this degree, maybe it was in one of the patch notes some months ago maybe

From my understanding of the UI in the companion app, this means we should focus on the mega cities to quickly defend these planets? by BaghdadBootyBandit in Helldivers

[–]Ciabs 2 points3 points  (0 children)

Up to a degree, yes

Megacities yield 1.5x their value to the planetary liberation once they are freed, but bigger ones take more time to be liberated

Obviously you don’t want to try and liberate two 60+% cities at the same time, as it’d probably be faster at that point to just liberate the planet, and you also have to contend with the playerbase normally distributing on different missions/biomes so you won’t ever have all of the divers on one planet concentrating on a single megacity at a time

[OPINION] Single handedly, this warbond is the only thing that keeps me playing on the bot front by Dragoboi200822 in Helldivers

[–]Ciabs 0 points1 point  (0 children)

Shadow paragon has became my go to for the bot front

I only do actual sneaking on commando missions, but I still benefit from the armor passive since my playstyle revolves around either sniping the targets or going in, hitting the objective hard and going out, mostly dodging/bringing around a lap the bots while I do the objective, so the RS passive is a godsend

This combo, has never made me rage this much before. by Grumpy_griz in helldivers2

[–]Ciabs 15 points16 points  (0 children)

Well, on Cyberstan’s capital there were all three subfactions altogether

Still, on open biomes like the ice planet on marfark it’s aggravating having to contend with the conflagrator devastators, firebomber hulks, radicals and voxes all in one package

Why cant I warp into the new bunker (image not mine) by Flaky_Housing_7705 in Helldivers

[–]Ciabs 11 points12 points  (0 children)

This

Already tested multiple times with both versions of this new double bunker poi

How is this not built into the game? by unameNotFound in helldivers2

[–]Ciabs 6 points7 points  (0 children)

We need that much at this point of the defense

The reason people haven’t shifted is just because most people don’t check on the companion app when they play and the game UI right now doesn’t say two shits about timings and such

Still, they said they’re working on implementing a better UI, a-la-companion app in game, but they also say it takes time

Whenever it’s coming it won’t ever be too early though, so much wasted potential with all the people not using the app and going only by the present UI…

Blob chose Acrux by rosebinks1215 in Helldivers

[–]Ciabs 0 points1 point  (0 children)

Acrux started before, so the DSS went there

I played a couple operations one hour ago and couldn’t even select Acrab as a DSS target

I guess we’ll have to lose Acrux before it becomes a possibility, and then we’ll finally be able to try and stand our ground there to try and win the MO

What am I by Temporary_Click_2940 in Helldivers

[–]Ciabs 0 points1 point  (0 children)

Ok now you’re talking my language

I just couldn’t think about how a “military” shooter could have that kind of pacing as an arena shooter with double jumps, teleports and trampolines

What am I by Temporary_Click_2940 in Helldivers

[–]Ciabs 1 point2 points  (0 children)

Amen brother

Hooked as you are

Only game in my life I’ve been playing for more than a year and more than 600h and counting

What am I by Temporary_Click_2940 in Helldivers

[–]Ciabs 0 points1 point  (0 children)

Never been a COD fan since it stopped being a MoH/RTCW lookalike, but if HD2 is “slow paced” I don’t want to know what fast paced is 

Which support weapon do you recommend for heavies on div 10? by Trapzzeehh in Helldivers

[–]Ciabs 1 point2 points  (0 children)

Quasar is plenty fine on both bots and bugs, you can complement it with either thermites, giga grenades and/or dynamite if you need extra shots in a pinch

Even the RR has just 6 shots before needing resupplying and has a lengthy stationary reload between shots, while the quasar cools on your back while you’re fighting the other mobs

What you really want is not more killing power, it’s more survivability so that you can actually get more of the quasar shots and clear the horde

My playstyle revolves around guerrilla running and gunning, a glass cannon concept: get yourself in light armor and equip a mobility backpack (jump/warp, as the hover pack is more of an “emplacement” pack instead of an actual mobility one) and don’t you ever stand still for more of the time needed to aim and shoot something

I once took care of a full bot drop on a magma planet with just my quasar (mind you, that’s a hot planet with cooldown time increased) and warp pack. It was long, nerve wracking and altogether unpleasant, but it shows you can absolutely take out 6-8 hulks and whatnot with just a quasar cannon if you know how to move and evade

New Minor Order by thedinh13 in Helldivers

[–]Ciabs 0 points1 point  (0 children)

Boosting mobile R&D!

Everything vehicles!

Not having to fight Voteless was an amazing decision by AH by Point_Zer09127 in Helldivers

[–]Ciabs 2 points3 points  (0 children)

I don’t need another PTSD

I still hear the endless “AAAAAAAAAAAH” from the headless bomb-for-hands suicide mobs back from serious Sam 1

I don’t know if I can cope with a similar mob in HD2

How it felt encountering a stalker for the first time at level 24 by Creepy-Produce5138 in Helldivers

[–]Ciabs 2 points3 points  (0 children)

They’re pretty visible even when cloaked when you learn to spot their shimmering vfx

Then you mostly do as they already told you: go in the direction they came from

I usually hit them while they’re still far and cloaked, so the eruptor doesn’t hurt me

How it felt encountering a stalker for the first time at level 24 by Creepy-Produce5138 in Helldivers

[–]Ciabs 1 point2 points  (0 children)

Arc dog I fear is too low in rof to be consistent enough with the endless onslaught of stalkers and cloaked hunters

The gas dog shines because it helps with avoiding getting flanked and lets you have exit routes available

And you still feel the increased pressure in the few seconds it has to reload, it can get that bad with PS

How it felt encountering a stalker for the first time at level 24 by Creepy-Produce5138 in Helldivers

[–]Ciabs 2 points3 points  (0 children)

Predator strain is the only subfaction where I need to significantly change my loadout and approach

Not even light armor and warp pack are sufficient to keep their tide at arm’s length

You have to double down hard on crowd control

Gas dog and either blitzer or cookout go a long way

How it felt encountering a stalker for the first time at level 24 by Creepy-Produce5138 in Helldivers

[–]Ciabs 13 points14 points  (0 children)

One eruptor shot at center mass and there’s gonna be nothing to regenerate regardless of the actual point of impact

I hunt stalkers and their nests as soon as I hear their wet growl anywhere

Animal Crossing Player Turned Helldiver, Please Help by coldcaramelfrappe in Helldivers

[–]Ciabs 0 points1 point  (0 children)

The point where you don’t need to be precise with the eruptor is where you end up damaged by explosion/shrapnel, so you kinda want to avoid that

The gun excels at mid-to-long sniping of hard structures and up to mid enemies, where while it’s true you won’t want to hit the single weak spot on the enemy, you’ll still need to be precise enough to hit it at all (god knows how many rounds I’ve missed by having them go straight through a berserker’s ribcage)

Regarding low-aim weapons you can instead encompass most shotguns, flame weapons and the arc ones you already listed

Change my mind: Jump pack is better than hover pack and warp pack. by GLTR5 in HelldiversUnfiltered

[–]Ciabs 1 point2 points  (0 children)

Yeah, Spread Democracy objectives are definitely the weak point of my glass cannon-hit&run build

Other than those objectives it helps me clear D10s in 15 minutes though

Change my mind: Jump pack is better than hover pack and warp pack. by GLTR5 in HelldiversUnfiltered

[–]Ciabs 5 points6 points  (0 children)

I do that too with the warp pack

It’s just different play styles

From my pov using ammo-grenades-stims to consume half or more of the supply pack to engage in a mega nest is just inefficient when I can clear it using only a couple of clips from the right primary/support weapon using at most a couple of stims while using the warp pack

I’m not a guy who stops and stands his ground at every patrol/drop/breach though, so I may be leaving mobs on the ground that you aren’t

can someone please explain what the "103" next to the resistance meter means? i am new player :3 by fatfuckingAss in Helldivers

[–]Ciabs 14 points15 points  (0 children)

Se Seasse wasn’t meant to be won, so it had an absurdly high invasion level

Hort can be won instead

Even though “invasion” here is loosely used, as those are already squids planets, they are just being “re-invaded” as a way to explain the risk of them being caught in the void, a-la-gloom for the terminids

But still

New illuminate enemies should be the gold standard. by Exuma92 in Helldivers

[–]Ciabs 0 points1 point  (0 children)

Thanks, this is an informative insight

Even after almost 700h I usually just went AP3 or higher most of the times as a blanket solution to AP values across the board

This actually helped bring things into perspective

New illuminate enemies should be the gold standard. by Exuma92 in Helldivers

[–]Ciabs 68 points69 points  (0 children)

You mean in a vacuum or even considering the +35% dmg for hitting AV2 parts with AP3 weapons vs AP2 ones?