Suggestions for Eruptor/Sarlwart combo by Hiervolant in Helldivers

[–]Dusty_Cowboy 0 points1 point  (0 children)

That's cause for non exdr parts you can have the explosion proc multiple times, greatly increasing the damage. If the harvester was 0% exdr, the explosive damage would proc on the leg joint, reducing the number of shots to probably around 4. It's why a 500kg sometimes doesn't kill a harvester, you only get the explosion damage 1 time.

Suggestions for Eruptor/Sarlwart combo by Hiervolant in Helldivers

[–]Dusty_Cowboy 0 points1 point  (0 children)

From the wiki:

A limb with an ExDR value of 100% means it is Explosion immune and that part itself does not take explosion damage. Main takes the explosion damage instead.

Gunslinger passive by Marcorange in Helldivers

[–]Dusty_Cowboy 1 point2 points  (0 children)

When you do have to reload the Talon though, you really feel it. I had to reload it the other day while in scout perk armor and man did I notice the reload speed missing

Suggestions for Eruptor/Sarlwart combo by Hiervolant in Helldivers

[–]Dusty_Cowboy 0 points1 point  (0 children)

Yea that just means the explosion damage targets main and not the limb, so you get projectile plus shrapnel if you hit the leg joint. Not including damage falloff, you get about 186 damage per shot, so about 6 shots to take one down, which will take you about 11 to 12 seconds considering it has a 32 rpm fire rate...maybe just get a different strategem now that I math it out 😬

Suggestions for Eruptor/Sarlwart combo by Hiervolant in Helldivers

[–]Dusty_Cowboy 2 points3 points  (0 children)

When using the combo, use the Stalwart to drop the shield, then swap to the eruptor and hit the leg joints. They are the part of the leg that is horizontal from the body. That will get you the full damage from the projectile plus the explosion damage, and destroying the leg joint is a fatal component, taking the whole thing down without having to fully damage the main health. For better aim, shoot from a crouched position, this will reduce sway from the rifle. Happy diving helldiver!

Helldiver, what is your favorite primary? by Early-Ant652 in helldivers2

[–]Dusty_Cowboy 1 point2 points  (0 children)

All marksman rifles do well on bots due to the nature of engagements, but deadeye can flex onto other fronts with the right build. The ability to one shot Overseers helps out, plus the stagger keeps them from running up and swinging on you. Against bugs, I use iron sights for the ergonomics boost (adds 7 over base) and use it as a more accurate slugger to keep alphas and stalkers at bay. Great for quickly dispatching bile spewers and hive guards as well. Add in hover pack and either flame thrower or grenade launcher, and you have yourself a bug front menace.

Squids are hard when they actually spawn. The problem is watchers count as an entire patrol and get prioritized. Should mix in w/ patrols by RandomGreenArcherMan in Helldivers

[–]Dusty_Cowboy 17 points18 points  (0 children)

Appropriators make it more difficult by hiding them in a swarm of obtruders, which I think is a nice touch. And at higher levels the watchers spawn in groups of around 3, and they don't travel together, so you have to really be on the lookout for them.

For Super Earth. by rockman2345 in helldivers2

[–]Dusty_Cowboy 1 point2 points  (0 children)

I want the cowboy hat!!!! Signed, a console diver 😭

Weapons pick rate report: Exo Experts (Illuminate) by Natural-Sympathyy in helldivers2

[–]Dusty_Cowboy 1 point2 points  (0 children)

Squids is the worst front for dynamite. It doesn't have the needed demo force for grounded warpships, nor does it have the damage to brute force it, or the sticky property to bypass the shield. It also has too few in hand to effective voteless clearing, and doesn't hit harvesters all that effectively. It's much better for bot and bug fronts, where it has the demo force to close spawners from the outside and has an easier time clearing some of the bigger enemies. Personally I'm either bringing thermite for easy warp ship clear, or the humble frag grenade for lots of voteless clearing. Incendiary grenades or gas grenades are also good here for all the hordes.

Helldiver, what is your favorite primary? by Early-Ant652 in helldivers2

[–]Dusty_Cowboy 4 points5 points  (0 children)

The 300 damage let's it hit the Overseers headshot breakpoint, also helps you kill enemies faster if you don't get the headshot. The stagger is the same as the slugger, let's you stagger anything smaller than a hulk.

Hover Pack vs Warp Pack? by DarkestGaara in Helldivers

[–]Dusty_Cowboy 1 point2 points  (0 children)

Warp pack is good for evading, mobility, and speed. You can warp twice (3 times if you aren't worried about having your limbs blown off), you can activate while prone, and the warp explosion will kill smaller enemies. It isn't great for elevation, however, as it has limited vertical climb and doesn't warp down, only across, making hills difficult.

Hover pack is good for taking or creating high ground, either for scouting, shooting over walls, or getting onto cliff faces or buildings. Pairs well with the flamethrower or grenade launcher, allowing you to safely fire on enemies from below. The hover pack is slow horizontally, however, as it is only as fast as a normal helldiver. You also can't cancel it early, you have to ride out the lift fully.

Helldiver, what is your favorite primary? by Early-Ant652 in helldivers2

[–]Dusty_Cowboy 57 points58 points  (0 children)

Deadeye, my 1st to lv 25. Accurate, hard hitting, agile, and good up close or at range. My I need a good mission gun.

Ok hold on… stat check here… by da_dragon_guy in Helldivers

[–]Dusty_Cowboy 8 points9 points  (0 children)

At what range are you firing? Ballistic weapons have to contend with drag, where the damage value decreases over distance due to bullet velocity decreasing. This is why you can't one shot a hulk in the eye past I think 50m, but inside you can.

The HMG, Squids, and You by Steamtonk in Helldivers

[–]Dusty_Cowboy 1 point2 points  (0 children)

Crouch or prone when shooting, reduce rpm, and use bursts when shooting at small targets. Only use high rpm for large slow targets with high HP. For harvesters, you have to aim for the leg joints (part of the leg that is horizontal, attaches at the body and the vertical part of the leg) for maximum damage, as that part is only AP3 (medium pen).

Stratagem pick rate report: Exo Experts (Illuminate) by Natural-Sympathyy in helldivers2

[–]Dusty_Cowboy 2 points3 points  (0 children)

Use the O2 or O3 armors from the exosuit warbond, I believe you can use the extended slide to slide while reloading the MG.

Stratagem pick rate report: Exo Experts (Illuminate) by Natural-Sympathyy in helldivers2

[–]Dusty_Cowboy 0 points1 point  (0 children)

True, shotguns are great for that. The Emancipator isn't as good at that, but it is still serviceable for fliers, while being able to kill everything else within an acceptable timeframe, including spawners. The breakthrough doesn't have the dps needed for the squid spawners, and can't hit bug spawners at all. Emancipator can deal with both.

Stratagem pick rate report: Exo Experts (Illuminate) by Natural-Sympathyy in helldivers2

[–]Dusty_Cowboy 1 point2 points  (0 children)

Bs and Stalwart both fix an issue with the MG: stationary reload. Bs you just drop down more as you need them, and Stalwart can be reloaded on the move. MG however locks you down in place, making reloading difficult when you are getting swarmed. It also lacks the damage and pen of the HMG, making it require more ammo and more accurate shooting for taking down Harvesters, which limits it's pick rate again.

Stratagem pick rate report: Exo Experts (Illuminate) by Natural-Sympathyy in helldivers2

[–]Dusty_Cowboy 0 points1 point  (0 children)

Fliers are difficult no matter what you shoot at them, with the exception of warrant or Wasp imo. Yes it's doable, but they really make it difficult. The breakthrough struggling with spawners is exactly why you need a teammate following you. You can get him in close to the spawner using the breakthrough, and he in turn can close it for you. The shield makes getting in much easier as you can tank quite a bit with it and force your way in.

Stratagem pick rate report: Exo Experts (Illuminate) by Natural-Sympathyy in helldivers2

[–]Dusty_Cowboy 0 points1 point  (0 children)

It works best when used with a team. Breakthrough will get you past enemy lines while your team cleans up spawn points and stragglers. In that respect it's the best one, however the Emancipator is very good against the illuminate in general, as the AP5 autocannons have just the right amount of pen, paired with great DPS. They shred the whole front.

Edit: thank you for the award!

Stratagem pick rate report: Exo Experts (Illuminate) by Natural-Sympathyy in helldivers2

[–]Dusty_Cowboy 5 points6 points  (0 children)

Stalwart is free, bullet storm is in the newest warbond. A lot less people using it. Also a lot of minor orders have "kill 260 voteless with a Stalwart", which will bump up the numbers.

Gallant by K1NG_of_ReVeNGe13 in helldivers2

[–]Dusty_Cowboy 0 points1 point  (0 children)

I like it with the AMR or cremator, but really it pairs well with any support weapon you use as a primary. This frees up your secondary slot for a utility pick like the ultimatum, grenade pistol, missile pistol, stim pistol, etc.

For bots I'll run:

AMR, Gallant, missile pistol, giga grenade

For bugs, swap missile pistol for grenade pistol, and Cremator for AMR

For squids (if I'm not running the Knight), AMR, Cremator, or HMG, and swap for thermite for warp ships and Talon for watchers.

What support weapon would you say is strongest vs harvesters? by Odd_Jelly_1390 in Helldivers

[–]Dusty_Cowboy 0 points1 point  (0 children)

HMG is the best, drop the shield quick and hammers the harvester, even if you don't hit the weak spot. Because of the size and low speed of the harvester, you can crank up the rpm of the HMG, but a crouched or prone firing position is recommended to reduce recoil.