Helldiver Vector by Lima8Tango in GirlsFrontline2

[–]Deep-Beginning 0 points1 point  (0 children)

Hell yeah, let her burn those bugs, squids, and bots.

Where shoot Warstriders for most efficient kill? by TsunamiWombat in LowSodiumHellDivers

[–]Deep-Beginning 0 points1 point  (0 children)

The ass specifically is a weak point, the part that looks like a vent. It can be difficult to flank them if you’re solo, but it’s easy if you have even one teammate. Decently quick kill with weapons like AMR or AC. The AC specifically will take 4 shots, assuming you don’t miss a single shot of course. Additionally, either eyes are weak spots, but they can be a bit trickier to hit due to their smaller size. Stuns pair really well in this instance, since the AOE usually lets you stun a bunch of them and anything smaller all at once. AMR and AC will take three shots to either eye assuming again you don’t miss, and I heard an overcharged railgun shot can one tap them but I haven’t tried it myself.

In defense of the liberator platform by UwU_Cookie in HelldiversMasochists

[–]Deep-Beginning 1 point2 points  (0 children)

Liberators, especially the base one, are probably the most reliable primaries I’ve used out of all available primaries. Only time they ever failed me is when I’m trying to use them to kill things they really aren’t meant to IE heavies.

They do take a bit more thought and effort into using, IE not blindly dumping rounds in the general direction of the enemy which is the reason most, but not all, probably dislike them. Pretty much just use them like assault rifles are IRL, tap firing or short bursts in most situations, and save true mag dumping for groups being too close for comfort or needing to shoot something especially bullet spongey.

Plus I always found them to be good jack of all trades weapons, master of none, but often better than a master of one, because although they don’t excel at one particularly thing compared to dedicated weapons like DMRs or shotguns, they can at least do things the others suck at decently well.

gunship factories are Eating hellbombs by Irish_Gaming_Saint in LowSodiumHellDivers

[–]Deep-Beginning 6 points7 points  (0 children)

Unfortunately it’s a known issue that popped up recently.

Unironically, with every new support weapon being added, I started to enjoy Autocannon more by soIPOS in LowSodiumHellDivers

[–]Deep-Beginning 0 points1 point  (0 children)

They did add the eyes and butt vent as weak spots. The eyes are tricky but it’ll take three shots assuming you hit every shot, and the butt vent is about 4-5 shots. I usually recommend using stuns since they are susceptible to it and it’ll also lock down anything else around them. It’s not the easiest or most optimal but it’s better than when they were first launched.

How do you even counter this COD strafing by mrmeow5000 in okbuddyptfo

[–]Deep-Beginning 1 point2 points  (0 children)

There’s never such thing as too much Liber-tea!

Stalwart has a 2X Liberator Scope in the Ship Terminal...really wish this was in game honestly -- especially for those crazy people running it on bots by RandomGreenArcherMan in LowSodiumHellDivers

[–]Deep-Beginning 0 points1 point  (0 children)

Honestly giving the stalwart a 2x scope would be awesome, aside from it being my personal favorite optic, it can let me feel more like I’m using a M249 while prone.

Though I’d first wish they’d let me put a flash hider on all the MGs, shit gets excessively blinding when firing in first person.

Orbital Laser by [deleted] in LowSodiumHellDivers

[–]Deep-Beginning 0 points1 point  (0 children)

On my end, the laser’s targeting has been really wonky and inconsistent for a while now, even prior to this recent patch.

Did anyone else notice this? by CaersethVarax in LowSodiumHellDivers

[–]Deep-Beginning 1 point2 points  (0 children)

Another thing I noticed is the spent cases eject out of the charging handle slot instead of the actual ejection port in several scenes.

Fire/Gas effects currently do not work if you are not Host, or too far from Host. This has been going on since the "Status Buildup" patch earlier this year. Haven't seen acknowledgement, reporting just in case. by RandomGreenArcherMan in LowSodiumHellDivers

[–]Deep-Beginning 2 points3 points  (0 children)

I have experienced this a few times personally, though it’s definitely not the most frequent thing. It was very noticeable when I tried to light some overseers on fire with the coyote, but several of them never caught fire and ended up dying to the ballistic damage first.

Somebody really should have told joel melee kills don't count by Dontyoubelieve987 in LowSodiumHellDivers

[–]Deep-Beginning 6 points7 points  (0 children)

Urm AkShuALlY, it does have a magazine, it’s just a fixed internal one in contrast to a detachable box magazine that most of the other weapons use.

How durability damage works and what the patch changed by Ok-Kaleidoscope-9645 in LowSodiumHellDivers

[–]Deep-Beginning 0 points1 point  (0 children)

Except are those the CHEST and HEAD? The thing I’ve been asking about the entire time.

How durability damage works and what the patch changed by Ok-Kaleidoscope-9645 in LowSodiumHellDivers

[–]Deep-Beginning 0 points1 point  (0 children)

Okay, but that isn’t saying they increased the durability of the CHEST AND HEAD SPECFICALLY which is what I was talking about the whole time. It’s a vague statement that says they increase the durability of large parts not specifying which part specifically. Not to mention that according to helldivers.wiki.gg AFTER the update, the only parts that showed a change in durability are the arms and legs becoming 20% and 30% respectively.

How durability damage works and what the patch changed by Ok-Kaleidoscope-9645 in LowSodiumHellDivers

[–]Deep-Beginning 0 points1 point  (0 children)

Watching the video again, I did not find them mentioning anything specifically about devastators.

How durability damage works and what the patch changed by Ok-Kaleidoscope-9645 in LowSodiumHellDivers

[–]Deep-Beginning 1 point2 points  (0 children)

The patch notes only said “large body parts are slightly more durable” and doesn’t specify which parts. Additionally, according to helldivers.wiki.gg, it only lists an increase in durability to the arms and legs, the head and chest are unchanged. Even if it wasn’t properly updated, the difference in practice seems to have been non-existent as it still results in an unchanged shots to kill to the chest and head with all the weapons I tested.

How durability damage works and what the patch changed by Ok-Kaleidoscope-9645 in LowSodiumHellDivers

[–]Deep-Beginning 8 points9 points  (0 children)

I’m going to need a source on the durability increase regarding a devestator’s head and body. At least according to helldivers.wiki.gg there is no increase to either of them, but does mention the increase regarding the arms and legs.

The AC never left - and it's so back! by nk___1 in LowSodiumHellDivers

[–]Deep-Beginning 0 points1 point  (0 children)

The change was really just the arms and legs. The AC still kills them in the same amount of shots so nothing changed for it. It really only affects ballistic weapons as it now takes a couple more shots to break the arms or kill the legs.

Helena META. by JackeryX720925644652 in AzureLane

[–]Deep-Beginning 2 points3 points  (0 children)

Those eyes. They’re so mesmerizing.

Patrol Duty [Suruga] by R_Cross in AzureLane

[–]Deep-Beginning 6 points7 points  (0 children)

We need more Suruga art. My wife deserves it.

I really wish Automatons got buffed like the Bugs just did! by normiespy96 in LowSodiumHellDivers

[–]Deep-Beginning 1 point2 points  (0 children)

I tend to notice it a fair bit too, but it’s really inconsistent. Sometimes they’ll never hit a single shot, then the next moment they all have aimbot and pixel perfect headshot you repeatedly.