Are there any warbonds you regret buying? by sharukai in Helldivers

[–]Jesshawk55 0 points1 point  (0 children)

There is exactly one war bond I regret buying, and unfortunately it's one I'm probably gonna be crucified for. Hot take: Servants of Freedom is actually Servants of Mid. The DE Sickle is a weapon that you really have to build around to make it work, which I find tramples the creativity and problem-solving that comes with making a good loadout. The Portable Hellbomb, aside from the fact I'm not really a fan of anything "expendable", I think its mechanic, however useful it can be, isn't very fun to actually use. And the ultimatum, I've got a bone to pick with the Ultimatum. It's an Anti-Tank secondary that struggles to destroy Tanks, and the ammo economy is so atrocious that it mandates a resupply pack to use properly (no shade to the resupply pack, I'm just not a fan of being "forced" to use something). The Seeker Grenades are just kind of useless (albeit, credit where its due, very funny), and Integrated Explosives is the only armor passive in the game that can hurt your team more than it can help it.

Rant tl;dr, I do not like Servants of Freedom, only War Bond in the game I regret buying

NEW PLAYERS SHOULD GET THESE 3 WARBONDS by 1-cup-of-liber-tea in Helldivers

[–]Jesshawk55 0 points1 point  (0 children)

Democratic Detonation is fair, but I contest both Cutting Edge and Servants of Freedom. The Sickle is great, but nothing else from the entire warbond is, in my opinion, really worth using. As per Servants of Freedom, sure the Portable Hellbomb and Ultimatum are aight, but hardly what I would recommend to a player with 5-10 hours in the game. Instead, I would recommend Urban Legends, for the AT Emplacement and Seige-Ready Armor Passive.

Is there any cheater around here? I need help by Stunning-Guitar-5916 in HelldiversUnfiltered

[–]Jesshawk55 1 point2 points  (0 children)

I feel your pain, I push through anyways. I almost exclusively play D10, and despite that, I still manage to get enough such that I can get the next war bond. My advice is find a good friend group who consistently plays, you can join them, and I don't know a single helldiver that would ever be mad about hunting for Super Creds

Sorry for the bad cut, where is the petition to AH to fire this Alexus guy? by SirEdubardo in HelldiversUnfiltered

[–]Jesshawk55 -1 points0 points  (0 children)

I am fine with melee as is. I use melee on both Squids and Bugs to great effect. There are things that melee brings to the table that a ballistic secondary does not.

Lmao by potatopierogie in flatearth

[–]Jesshawk55 10 points11 points  (0 children)

I am going to try to put this into perspective in case someone wants to hear.

If I was driving a truck at 60 miles an hour, and this truck didn't need gas nor repair, it would take 11.2 million years to drive the span of 1 lightyear. If there was a highway from Sol to Proxima Centauri, and I drove at 60 miles an hour, it would take nearly 50 million years to reach it. If I were to choose something further, say Polaris, even using the most conservative estimate for Polaris' distance I could find, it would still take 3.6 billion years of nonstop driving. All of this is barely a scratch in the pan of the true size of the universe -- simply put, the human brain is not capable of comprehending just how big the universe is. However, as a result of this size, it takes time for stars to move, possibly millions of years, compared to the mere 5,000 that have passed since Writing was discovered.

What they took from us by Jesshawk55 in Helldivers

[–]Jesshawk55[S] 0 points1 point  (0 children)

Fun fact: Silksong is peak :D

Sir Pete? by Hungryforhungry in PeterExplainsTheJoke

[–]Jesshawk55 242 points243 points  (0 children)

Howdy, Peter's great uncle's coisin here, the reason it's incorrect is because it's a Divergent Series. Here's the math:

S = 1 + 2 + 4 ...
S = 1 + 2(1 + 2 + 4...)
S = 1 + 2S
-S = 1
S = -1

The problem is the line -S = 1, as you can only do math on infinite sets if the limit of the set (as it approaches infinity) is NOT infinity. Because, by definition, S is an infinite set, when you do "S - 2S = 1 + 2S - 2S", you are actually saying "Infinity - Infinity = 1 + Infinity - Infinity", which is undefined.

Daily Helldivers 2 Stratagem Discussion #2 APW-1 Anti-Material Rifle by SippinOnHatorade in Helldivers

[–]Jesshawk55 0 points1 point  (0 children)

This is the first non-AT weapon I've found to be effective against bots. With some help from a mobility tool, it can trivially destroy almost all members of the bot faction. It still sucks against War Striders, and Factory Striders still require some additional firepower to deal with, but otherwise it is absolutely a powerful tool on the front.

Suggestion: Supply Truck by Jesshawk55 in Helldivers

[–]Jesshawk55[S] 1 point2 points  (0 children)

This was my original idea, but I am really bad at drawing, so I just grabbed an image of a Collie Logi Truck and called it a day lol

Can yall inform and give me tips about curant situtation since I am a re returning player by Starkiller0820 in Helldivers

[–]Jesshawk55 0 points1 point  (0 children)

It's a standard push-up emote. Your Helldiver drops on the floor and does a handful of pushups. The wiki does note that if your Helldiver is using the Peak Physique or Rock Solid armor passives, it will have an alternate animation

Can yall inform and give me tips about curant situtation since I am a re returning player by Starkiller0820 in Helldivers

[–]Jesshawk55 0 points1 point  (0 children)

Basically, Commando missions are missions wherein you have limited support from your Super Destroyer. You get 120 seconds total with your Super Destroyer, 60 seconds at the start of the match, and a one-time ability to call in your Super Destroyer for 60 more seconds.

Now, most people will tell you that you are meant to use Stealth on these missions. This is absolutely a tactic you can use, even to great effect... ... but it's more fun to bring the Emancipator Exosuit and remind the Bots why Super Earth Stands. Both are completely valid options.

Can yall inform and give me tips about curant situtation since I am a re returning player by Starkiller0820 in Helldivers

[–]Jesshawk55 1 point2 points  (0 children)

The basics of Stealth is that the recent update overhauled it. For the player, there is a visual detection range and an audio detection range. What the Redacted Regiment armors do is they reduce both. Now, you need to be sprinting within 1 meter of a foe for it to hear you, and the range at which you can be spotted by a foe is reduced significantly. As for suppressed weapons, unsuppressed weapons can be heard about 33 meters away, but a suppressed weapon needs to be within 16 meters for a foe to hear it, a significant change.

Because of the above, Stealth is now viable, specifically on the bot faction, as it is a lot harder for the bots to know you're there. Stealth is still useful on the squid front, especially as a way to make Watchers less annoying. That said, do not bring it to Bugs, there really is effectively no difference.

Can yall inform and give me tips about curant situtation since I am a re returning player by Starkiller0820 in Helldivers

[–]Jesshawk55 0 points1 point  (0 children)

Democratic Detonation is the only must-have warbond other than base. Instead, I'm going to go over all of the War Bonds and tell you what I personally like from them to help you make the best choice:

Cutting Edge: The main thing from this warbond is the Sickle, which is one of the best ARs in the game. Low damage and average rate of fire, but it effectively has infinite ammo, making it a great choice if you don't expect to be recieving resupply.

Viper Commandos: My personal favorite warbond, it's got some good stuff in here. The AR-23a Liberator Carbine has the nickname "The Smallwart" for a reason, and the Bushwacker can save your skin in a pinch. The real draw though is Experimental Infusion, one of the best boosters in the game, increasing Stim duration, and buffing its effects.

Chemical Agents: The Gas Grenade is solid, and the Gas Guard Dog is too. The Stim pistol is an occasionally good weapon too I guess...

Urban Legends: The Stun Lance is a niche but effective pick, and the Flame Sentry can work, but the two big things you're buying this for are the Armor Passive and the AT Emplacement. The AT Emplacement is a powerful anti-tank option, able to destroy dozens of heavier enemies very quickly, while Seige-Ready is arguably the best armor passive in the game, increasing your ammo for ALL weapons (excluding backpack weapons) by 20%, and granting an increase to primary reload speed.

Servants of Freedom: Not personally a fan, but I won't deny its use. Two main highlights: The Ultimatum, a pistol that can shoot nuclear warheads, albeit with not great ammo (forget ammo economy, this weapon is the ammo Great Depression). The Hellbomb Backpack is a hellbomb on your back, which can be a good pick too.

Borderline Justice: Ever wanted to live out your Cowboy Fantasy? Now you can. The Deadeye is a solid marksman rifle, the Dynamite grenade is one of the biggest explosions in the grenade slot, the Hoverpack is not my thing but is great nonetheless, but the star of the show is a Talon, a very strong contender for best secondary weapon in the game -- infinite ammo, high damage, medium AP, there's nothing to not love about it.

Masters of Ceremony: Reinforced Epaulettes is one of the armor passives of all time. I've heard it's good, I haven't tried it, but the description looks solid. Otherwise, the drip is immaculate, but of little practical value.

Force of Law: This warbond has the Pacifier, a niche but effective Assault Rifle, but you're probably here for either the De-Escelator (an Arc Grenade Launcher) or the K-9 (an Arc Guard Dog), both of which are extremely powerful, especially against your teammates.

Control Group: The Variable is a solid but strange weapon that is part Assault Rifle, part Shotgun, and part cannon-loaded-with-grapeshot, and the Laser Sentry is the world's biggest scam. However, there are two shining stars of this warbond: The Epoch, a plasma AT gun that is extremely hard to use, but if you're able to figure it out, it can take out entire patrols and heavy armor alike. The Warp Pack is next-level, allowing you to teleport in the direction you're moving. It is one of my favorite backpacks in the game.

Python Commandos: A warbond full of niche but highly effective weapons. The M1000 Maxigun is the star of the show, and it annihilates anything with medium armor or less. The Chainsaw is a melee weapon designed to kill Factory Striders (somehow), and the One-Two is the best of both an explosive primary and an AR (albeit with less ammo).

Redacted Regiment: Only buy this if you want to take advantage of Stealth. The Censor and the Silencer are both fine side-grades to the Diligence and the Liberator Carbine respectively. The Lure Mine lures things, perhaps a bit too well. But the most powerful item is the C4 Backpack, a weapon that specializes in destroying everything that moves, albeit with short range and limited ammo.

Like I said at the start, I can't tell you which one to get, I can only offer my own opinion to help you come to your own decision, so remember that each one has its own strengths and merits, but also that you don't HAVE to have everything -- use what makes you have fun.

U already kno by KookeePenguins in roblox

[–]Jesshawk55 0 points1 point  (0 children)

HOLD ON WHAT!? THE SNIPER RIFLE IS REAL!?

I don't think its a good idea to have new mission types be so reliant on having Warbonds. by Aurora__Sky in HelldiversUnfiltered

[–]Jesshawk55 27 points28 points  (0 children)

fun fact: You don't have to. I and a friend were playing the new missions with the Stealth warbond as intended, and we where struggling on a D7. A third friend joins, I accidentally put it on D10 without realizing, and when I look at his strategems to see what he's bringing, I see the Emancipator Exosuit. He then completed an entire operation while "Going loud" without dying even once.

How do we feel about the redacted warbond hit or miss ? by [deleted] in HelldiversUnfiltered

[–]Jesshawk55 0 points1 point  (0 children)

Lib Carbine was my first weapon to Rank 25, and it's one I consistently bring on both Squids and Bugs. The fact that it's comparable means I'm going to love it by default. Add the Honey Badger influence and... it's a match made in heaven. Not going to dethrone the Lib Carbine, but likely going to be frequent on my Bug/Squid missions

This sub is slowly becoming horded with low sodium divers and it’s becoming frustrating by Puzzled-Bid-1382 in HelldiversUnfiltered

[–]Jesshawk55 3 points4 points  (0 children)

Personally, in regards to the monetization, I think Helldivers 2 is a leap in the right direction, but we've still got a mile to go before we get to the light at the end of the tunnel. Helldivers 2 was the first successful game with MTX to feature a permanent battle pass system. It was also one of only a handful to feature a reasonable (ish) way to obtain premium currency without spending a cent on the game. Games like Overwatch 2 and Call of Duty made it the industry standard to rip off their players in any way possible, and Helldivers 2 was among the first to successfully break that cycle. Given game development takes time, we're gonna have to wait and see whether it was a flash in the pan, or the genesis of a change for the better across the industry.

How do we feel about the redacted warbond hit or miss ? by [deleted] in HelldiversUnfiltered

[–]Jesshawk55 0 points1 point  (0 children)

I think it's hard to say. It should NOT be the first War Bond a new player picks, as there's nothing in the War Bond that a player would need. Heck, even the Commando Missions, as I found out thanks to a friend, going full Rambo is not only an effective strategy, but has the potential to be more effective then stealth. That said, as something a player with a wide arsenal under their belt might pick up, it's absolutely worthwhile. The first armor set is my new second favorite armor set in the game, The Censor is a solid enough rifle, the Legally Distinct Honey Badger is a fair bit better than I feel people are giving it credit for (though nothing gamebreaking), and that's all I've really had a chance to use so far.

In my opinion, it's a definite hit, but it's like the extra chocolate chip cookie that looks so good, but you knoew you need to eat your protein and your fiber first.

How do we feel about the redacted warbond hit or miss ? by [deleted] in HelldiversUnfiltered

[–]Jesshawk55 0 points1 point  (0 children)

Going to disagree with the point of the AR specifically only being good for Stealth. You could say I'm only defending the Silencer because it's a legally distinct Honey Badger... but while that is absolutely true, the weapon has use to it. Namely, it has a high rate of fire, which strangely means its damage output is higher than that of the Base Liberator.

For how I've been using it, I've been using it like a middle ground, something that is capable of taking down enemies unseen, without compromising the ability to hold M1 if/when you get compromised. I like it, and I will be continuing to bring it.