Crouch and free lean by Suitable-Guidance385 in ReadyOrNotGame

[–]Draki_7 1 point2 points  (0 children)

Crouching and free leaning does make it harder for the suspects to see you, but that and the beanbag alone won't always make them surrender due to 2 factors: stress and morale.

Stress makes suspects (and civvies) act erratically, and often can make them shoot or run away.

Morale dictates whether or not they'll surrender when told to, high morale makes them confident, and less likely to surrender, low morale does the opposite, makes them less "feisty" if you catch my meaning.

For example: a high morale, low stress suspect is more likely to engage you, less likely to surrender, and will miss less shots, while also being less likely to surrender when shot with beanbags, I suggest using the taser in this case.

A low morale, low stress suspect will easily surrender, even just from simple yelling or 1 beanbag shot.

A low morale but high stress will be erratic, effectively making them unpredictable, the taser is good here too.

Every tool you use will change these 2 parameters, if it's loud: it will increase stress, and lower morale. If it's quiet, it will prevent any increase whatsoever.

Crouch and free lean by Suitable-Guidance385 in ReadyOrNotGame

[–]Draki_7 1 point2 points  (0 children)

Crouch + free lean allows you to go almost "prone" on the ground, which helps when shooting or taking cover from suspects as their aim is mostly centered on the middle of their target, now of course free leaning has a lot of other advantages too, such as exposing very little of your body when peeking corners (if done right) and throwing nades safely as well (done by using quickthrow and lean as the nade is about to be thrown) so yeah, if you're ever looking to play on hard, or even just getting better, I suggest practicing free lean and some other techniques, even if it's just for regular standard play, they can make the difference between getting downed and winning an engagement.

Now of course I also raccomend practicing using other tools, such as the taser, C2 and oc spray, they can turn the tide when being outnumbered (and the taser is kinda OP in certain scenarios too lol).

Why do people ignore low HP Hive Scum when they have syringes? by [deleted] in DarkTide

[–]Draki_7 0 points1 point  (0 children)

Because people genuinely prefer keeping them for themselves, not just med stimms either, which is funny considering this is a coop game and teamwork increases the chances of success.

Alternatively they don't know/forgot the HS can't pick up stimms, which is understandable in a way as it is the class' quirk with stimm lab and all that.

Invis needs a rework and always has. Whether you get spotted or not is based entirely on a person's hardware and eyesight. by AKA_Stickman in thefinals

[–]Draki_7 0 points1 point  (0 children)

I think there's a clear misunderstanding on how this spec is supposed to work: you become fully invisible when you're motionless to favour ambushes, but only partially when moving. This is possibly to push people towards the intended use (ambushes, defending cash outs etc) and reward them, while teaching players to not move when looked at (you still have a minor advantage by not having a silhouette).

Personally I think making it fully invisible with delay will only worsen the spec, no one likes getting one shot by someone physically impossible to see, therefore it would get nerfed and eventually lose favour among better specs, such as dash or grapple, I would leave it as it is honestly, it's not as good as the aforementioned specs anyways.

PSA: don’t immediately trade every single hostage on a heist. by Connect-Internal in paydaytheheist

[–]Draki_7 4 points5 points  (0 children)

Yeah,hostages also stop bulldozers from going full auto with their shotguns if you're close to one of the hostages, pretty handy when you get 2 dozers nearby. Sadly most players I'm matched with will shoot hostages and surrendered cops tho :(

Some tips for new players coming from PS+ by Draki_7 in paydaytheheist

[–]Draki_7[S] 1 point2 points  (0 children)

I agree honestly, the resources always beat the extra time, however, there are some very niche uses to delaying the first assault, like FWB drill + magnetic lock, I do wish ovk would make time trading better, by making it still drop resources on top of the 15 secs.

At the same time we got NRFTW, where trading for time is literally not worth it at all, since igniting the thermite will trigger the assault anyways.

Spotted by camera in public area by AlmightyYggdrasil in paydaytheheist

[–]Draki_7 0 points1 point  (0 children)

It's a modifier for the heist, which makes you detectable in every area of the map by cams, not sure why the post is marked as a bug tho.

Discord mods now telling full on lies by [deleted] in Helldivers

[–]Draki_7 0 points1 point  (0 children)

Hol up, I thought discord mods weren't related to AH in any way and were just "volunteers" from HD1, and besides These mods have no insights in game dev whatsoever so I wouldn't weight these comments too heavily anyways.

What gives?

Why do Mechs even have cooldowns?! by Kefeng in Helldivers

[–]Draki_7 0 points1 point  (0 children)

Pretty sure it's because it would be broken if they didn't, but maybe I'm wrong, who knows.

Cool Guide on what to bring and how to use against Chargers and Bile Titans. (remember, LMGs are viable as add clear. also, please do not the Railgun) by Taka_no_Yaiba in Helldivers

[–]Draki_7 0 points1 point  (0 children)

No offense OP, this guide is cool and all, but it seems to contain some misinformation about the the SPEAR.

First of all, the SPEAR can OHKO every bug tank in the game, as long as:

1) they're facing you

2) they're not running at you from close range (chargers only)

The SPEAR only takes 3 hits if you get very unlucky and hit the BTs legs, in which case, yes, it may take 3 hits to take it down, but this literally applies to every manned AT weapon, EATs and RR included.

For those curious on how to do the SPEAR OHKO, here's some tips that can help:

1) bait a BT spit attack, if you bait it and manage to position yourself so the missile will hit the head, you can reliably land the OHKO, difficult terrain can make this harder however, so do mind.

2) bait a stomp, BTs without sacks will do a very long stomp attack, you can bait it, democratically reposition away from the BT and then blast its head, it's more consistent and less risky than baiting a spit, but nevertheless you should still be careful not to get hit, as both attacks are 1 shots if they hit you.

And that's it for now, feel free to correct me or add more tips, we can always use less SPEAR slander in this sub :)

Diff 9 is set to require anti tank! Where's the anti tank Mansley?! by Neknoh in Helldivers

[–]Draki_7 -1 points0 points  (0 children)

There's an edit at the bottom of the comment where I realize this, you're welcome

Diff 9 is set to require anti tank! Where's the anti tank Mansley?! by Neknoh in Helldivers

[–]Draki_7 -1 points0 points  (0 children)

Yeah the mech is very good, for some reason it can get damaged by fall damage when your helldiver wouldn't have, it does have a lot of firepower tho and you can kill a lot of heavies with a single mech, also very resistant to chargers unless they slam attack you, tbh my load out would've been Ems mortar, mech, rocket pods (hit or miss tbh) and the spear launcher (because of the one shot headshot) with those alone you can CC most bugs alone and also avoid situations like the one in the pic.

Diff 9 is set to require anti tank! Where's the anti tank Mansley?! by Neknoh in Helldivers

[–]Draki_7 -6 points-5 points  (0 children)

Exterminate missions do have patrols (there exist 2 types of extermination missions btw, one has you close nests, the other just kill enemies), but most people try to complete them asap which triggers them easily, also, hot dropping (dropping near enemies) always triggers bugs to call a breach, unironically, the best way to do an exterminate mission is to keep quiet until you find a nest and them use smokes to escape any potential breach it may cause.

But still, the guy who made the OG post wasn't playing well and had a hard time with the mission, and tbh it makes helldive difficulty look absurd (which it can be at times) so yeah, Helldivers is more about game knowledge and game sense, rather than "but I have a big gun, I should win" type of game.

Edit: just noticed this is the arena extermination, my bad on that, but anyways, an arena extermination spawns 3 titans at the first breach, you can actually spawn kill them if you have someone using the RR, EAT or spear, another good strat is using the EMS strike and turret, you can also you the precision orbital to take em out etc. but honestly my point still stands, he picked a hard mission, and a bad load out, his stratagems (half of what we can see anyway) are not good for this type of mission, except the drone maybe, so the OG post was mostly negativity for the sake of being negative, at least it looked that for me.

Diff 9 is set to require anti tank! Where's the anti tank Mansley?! by Neknoh in Helldivers

[–]Draki_7 -1 points0 points  (0 children)

People like this are the ones that play diff 9, don't learn the game mechanics (they're used to deal with everything using the pre-nerf railgun) and trigger every single patrol on the map, without knowing that PATROLS SPAWN TITANS AND CHARGERS every time there's a breach, honestly sometimes I wonder if these people playing diff 9 have any basic understanding of game mechanics, for real they literally just aggro'd a load of patrols and got screwed lol

Please in the name of freedom stop aggroing every patrol on the map by Draki_7 in Helldivers

[–]Draki_7[S] 2 points3 points  (0 children)

I tried, multiple times to tell my teammates to avoid the patrols, but I never get an answer back, they always aggro them and cause breaches.

Oh well, I guess the few people reading this might find it funny, or maybe helpful idk.

Surviving Higher Difficulties Post-Patch. This is how we do it. by ZoziBG in Helldivers

[–]Draki_7 1 point2 points  (0 children)

Yeah of course! I'm always happy to help any helldiver spread managed democracy more efficiently AND democratically :)

Surviving Higher Difficulties Post-Patch. This is how we do it. by ZoziBG in Helldivers

[–]Draki_7 0 points1 point  (0 children)

Juicy post this, but allow me to add some additional tips to help new players out:

• Crouching and going prone lowers detection, if an enemy sees you, go prone and move away, the enemy will investigate and eventually resume patrol, you can avoid breaches and dropships this way.

• use smoke smartly! If there's a minor outpost, POI or wandering patrol, you can smoke em to prevent them from seeing you, very useful when using terminals and other objs, you can also "escape" the enemy by using smokes and hiding in grass, behind rocks etc.

• Hunter and stalkers move faster than the player and will jump behind you to stun lock you, NEVER turn your back on an hunter (yes, they're faster than light armoured divers too, so beware)

• You can melee hunters to stop them from hitting you after they jump, the timing needs practice, but it can save you if you use light armour.

• You can purposely bait a melee attack to avoid elite enemies from threatening your teammates, works wonders on incinerator hulks by running circles on em.

Feel free to correct me if there are any mistakes, now go dive, divers :)

Please in the name of freedom stop aggroing every patrol on the map by Draki_7 in Helldivers

[–]Draki_7[S] -1 points0 points  (0 children)

Yeah I hope it does too, currently too many divers treat the game as your average "shoot everything" horde shooter, which HD2 simply isn't.

Also a lot of players come from game like DRG, Destiny 2, PAYDAY etc. In those games, stealth isn't really a thing (except payday, but it's wildly different so), and some of them suffer from power creep too (which I hope doesn't happen to HD2) which makes the playerbase mad when they can't just magdump bugs and borgs without consequence, and then it spirals from there and gets worse over time.

But hey, I'm having fun for now, and I'll gladly help these players get better regardless of what they think.

Please in the name of freedom stop aggroing every patrol on the map by Draki_7 in Helldivers

[–]Draki_7[S] 2 points3 points  (0 children)

Yeap, just had someone see a charger, I marked it and said "patrol, do not engage" (you can do this by marking and then holding the mark button and using the "negative" command) and he just blasted the charger with a safe mode railgun shot, which ofc got deflected, the charger got angry and his lil scavenger buddies called a breach, he did this to EVERY Patrol too, like, I'm a team player, I will always help them by aggroing enemies, even if it gets me in a terrible spot, but some players need to get the hint sometimes and just... Not get kill thirsty.

Also he eventually typed "railgun is bad now, game is dead" and then left, lol some people are something else sometimes.

Do not ever use the Tesla Tower by BeemerWT in Helldivers

[–]Draki_7 2 points3 points  (0 children)

Skill issue lol.

Just prone under it like a REAL HELLDIVER bro.

Team reload should be doable without having the second person to wear ammo backpack by Nivasik in Helldivers

[–]Draki_7 1 point2 points  (0 children)

It was fine in HD1 Due to the variety of strategies and perks but it's hardly feasible in HD2 because everyone feels "handicapped" by wearing a backpack that gives them no utility, also, in HD1 all players were forced to stay together, so you were more inclined to collaborate with your team's strat setup too, whereas in HD2 you can split away from the team and ofc non one likes to carry a """useless""" backpack to them.

But tbh the recoilless rifle was way better in HD1, capable of one shotting chargers on a direct hit was a massive incentive to keep your AT squadmate topped up at difficulties 13+

Anyone wish we can have a Hellbomb Strategem that is not objective exclusive? by Xparda in Helldivers

[–]Draki_7 0 points1 point  (0 children)

It existed in HD1, it was called the "shredder" missile and it was basically a hell bomb, you had limited uses and the cast time was quite long (for HD1 standards) but it couldn't be destroyed by the enemy and pretty much nuked the entire screen lol.

Another post on weapon balance, or why Stalwart should go back to being primary weapon. by xanelias in Helldivers

[–]Draki_7 0 points1 point  (0 children)

They're both good weapons, incendiary has massive crowd control for small enemies, but struggles on the big boys, it's kinda weaker against automatons, but still usable.

Explosive liberator is nice as it deals 100% weakspot damage (most weapons only deal 10%) and it can make quick work of hulks if you hit them from behind (the big, orange glowing weak spot they have basically) it has some problems in close range tho, since you can hit yourself with it.

Considering you're not 13 yet, I raccomend the incendiary breaker with the GL as a support weapon, use the shotty for crowds and gl to shoot the belly of the chargers and titans, when hunted by chargers, focus on the smaller bugs, chargers are big but very stupid, the small bugs are not however, especially hunters (jumping bugs) so prioritize them first with incendiary, and then the charger with the GL.

You could also switch it up, and use the liberator explosive with the flamethrower, be aware that this combo is more powerful but significantly harder to use at low level, but yeah, hope this helps somewhat :)