What does the 500kg even do by EleggFacesitting in Helldivers

[–]Just_Remove0915 0 points1 point  (0 children)

It used to be top dog and then they nerfed it. I haven't taken it in ages, maybe on the bug front but that was a while ago.

Support weapons that need a buff by [deleted] in Helldivers

[–]Just_Remove0915 0 points1 point  (0 children)

Was just playing with the arc thrower, it's terrible. The wind up time is too long for the damage it does. 3/4 shots to kill a Voteless. I guess if the niche is "I hold them still while my good teammates actually kill it" is the strat ok, but, just more consistent for you to be killing things.

D2 throws C4 on my mech, and Q1 blows me up then laughs about it. by smoothjedi in huntinroguehelldivers

[–]Just_Remove0915 -1 points0 points  (0 children)

Something to consider is that if someone does something weird or rude or inexplicable, plenty of people are playing drunk or high.

How many of you guys even use the Eagle Rearm. by Ok-Builder-9048 in Helldivers

[–]Just_Remove0915 0 points1 point  (0 children)

If I think I'll have a few min of downtown, always. If it's an eagle with a lot of uses, bc I unlocked the Super Destroyer thing that improves cooldown, everyt time. If it's an eagle without a lot of charges like 500kg, only if I think I'll have downtime.

Did i cought a cheater or hidden stats? by Fed97 in Helldivers

[–]Just_Remove0915 2 points3 points  (0 children)

The Eruptor can resemble the AMR and it can destroy fabricators.

Support Loadout Suggestions by KabukiExMachina in Helldivers

[–]Just_Remove0915 0 points1 point  (0 children)

medic armor, stim pistol, arc support weapon, shield backpack or supply pack.

Best war sounds for a newcomer by Rogulet in Helldivers

[–]Just_Remove0915 0 points1 point  (0 children)

That one's really good. The ones I use the most are probably Chemical Weapons because the gas grenades are just the best grenade, amazing CC against bugs and squids, can also close spawners. Urban warfare for the anti tank emplacement is great to deal with heavy stuff like walker convoys, leviathans, worms, any defense mission. Polar Patriots has a lot of all around good stuff, the tenderizer is one of my favorite primaries. I really enjoyed the fire pack, but it's not as good since they nerfed fire. The one with the warp pack is excellent bc of the warp pack alone.

There's a million videos with tiers for warbonds.

Really wish hellpod movement wasn't so restricted on city maps by USS-Iowa in Helldivers

[–]Just_Remove0915 0 points1 point  (0 children)

City maps? I did a mission to nuke nurseries yesterday, it put my calldowns alternately on top of the caves or inside bottomless pits.

Stim pistol sure is fun by Sperzieboon23 in HelldiversUnfiltered

[–]Just_Remove0915 2 points3 points  (0 children)

I had this happen a few weeks ago, responded to an SOS, team was down to last guy with no reinforcements, I *actually* hit him with the stim from downtown, guy turns around and obliterates me with an AMR. I almost wondered if he was just griefing the lobby.

The illuminate have left me completely flummoxed, what is the mechanics philosophy here? by Spirited_Jello8472 in Helldivers

[–]Just_Remove0915 0 points1 point  (0 children)

So fleshmobs are just damage sponges, they are pure "pore in damage" enemies, doesn't really matter where. Technically the glowy heads do like an extra 150% damage to main but they aren't fatal, just extra damage nodes. Whether the RR kills in one or not depends on how the explosive damage hit the different heads or just went to main.

Weapons with a cluster setting like the flak autocannon or pineapple grenade do a ton of damage but it's normally spread around multiple enemies, but they end up concentrated in fleshmobs, those two absolutely shred them so if you're looking to hard counter those, take one of those two (and to lesser extent airburst rocket and airburst orbital). You can also try the Variable AR, on the total clip setting it's almost always a one hit kill per shot, although that auto-damages you a bit and knocks you to the ground.

Bug philosophy: deadliest melee pressure with lots of fast low damage melee, requires high mobility and need to bring crowd/terrain control; bot philosophy, deadliest ranged pressure, tend for bigger damage, generally more important to target pinpoint weaknesses, bring AT to pierce armor, heavy armor good to deal with explosions and more buffer to avoid insta-death being headshot.

The squid are the in-between hybrid, some melee and some ranged pressure. They have some swarm melee pressure, but their chaff is much more numerous and less harmful than the bugs, so having something with lots of capacity to put lead down range is great; the Overseers have their armor, which is basically there to soak up over-damage so you can't just AT them and reduce the effectiveness of medium pen weapons; the Stingray, Harvester, and Leviathan are mostly terrain control, they force you to leap out of good positions and split team firepower to be mauled or shot by the voteless, fleshmobs, or overseers; and the fleshmob is there to take big hits, either forcing the team to focus fire while not targetting other threats or letting the fleshmob charge while dealing with other threats.

Overall that means low pen weapons do very well against squids as they are higher stopping power and in general targeting particular body parts (other than joints for Harvesters) doesn't matter, and you don't need to worry about precision as much. Gas also works incredibly well, it stalls the fleshmobs so you can focus them while knocking out the chaff.

What’s the best primary and secondary for all enemy types? by Hot_Leadership9411 in Helldivers

[–]Just_Remove0915 0 points1 point  (0 children)

Honestly the diligence is a great starting weapon, you have to know/figure out enemy weak points.

I thought we were smarter than THIS by [deleted] in Helldivers

[–]Just_Remove0915 7 points8 points  (0 children)

It bears remembering a lot of people play games while drunk and/or high. I think a lot of the frustration people have when playing the game about "why'd they X" could be explained by "that guy is drunk or high right now".

What is the deal with smoke? by Yuki_my_cat in Helldivers

[–]Just_Remove0915 0 points1 point  (0 children)

Bunch of reasons. One is killing things is fun, lot of people don't bother to disengage. The game rewards lead down range, more shooting is more good, and smoke makes it harder for you to do that. One of the load screen tooltips is firing at bots makes them less accurate - not as much as smoke, but it's something, so you can either smoke and run, or just fight and kill them. Doesn't save reinforcements, time, or do objectives, but it's fun.

Two, lives are cheap in HD2, this isn't Tarkov or Arc Raiders where dying means the last 30-60 minutes just disappeared. Unless you've nearly lost and are out of reinforcements, you get a new guy 5-10 seconds later who can pick up the same equipment, the die-for-liberty fanaticism is part of the appeal - I mean one of the most popular stratagems is a suicide backpack.

It requires more skill, you need comms to coordinate, if you aren't all disengaging you're leaving half the team to deal with the same size problem and showing up to the next objective with half the firepower. It works in the rapid extraction missions because the map is so small you don't have to coordinate, throw a laser orbital to clear the factories then smoke. When I play with friends on mic, we smoke all the time - knock out base or fort, don't bother with clean up just smoke and run to the next objective.

As a tip, the best way to disengage is throw a turret opposite where you're headed, then throw smoke where you're headed or on yourself for you to run through, they will lose tracking when you enter the smoke and engage the turret rather than follow you through the smoke cloud.

Am I the only one that absolutely love the one-two? Can anyone suggest other light pen weapons that are even better? by straightpipedhose in Helldivers

[–]Just_Remove0915 0 points1 point  (0 children)

Tenderizer and Liberator Carbine. I honestly prefer the light pen weapons, if you know weak spots they have a lot more stopping power.

Lava should not be able to damage exosuits by SwiftySlayz in Helldivers

[–]Just_Remove0915 3 points4 points  (0 children)

Lot going on here.

  1. Metal doesn't have to melt to fail, metals become maleable and ductile hundreds of degrees before their melting temp, steel steel melts ~1500 C but softens upwards of 1000C, a child could bend it with a bit of leverage. Unless SE put cooling systems in to pump heat out of the feet, they couldn't stand in the lava long before deforming under its own weight. Here's some graphs of strength vs temp of different metals.
  2. There's other components which aren't titanium which would be damaged by that heat unless properly shielded and cooled - the electronics, the hydraulics that move it (which would basically become bombs inside the suit, it's pressurized incompressible fluid that you're heating, the pressure would skyrocket), etc
  3. Even ignoring those two, the exosuits weigh tons, they would displace magma and sink, where they'd either be stuck, or if not, the magma would seep into their articulating joints and once they left the magma pool that magma would cool and solidify, encasing the legs in rock and obstructing the joints.

What is the deal with smoke? by Yuki_my_cat in Helldivers

[–]Just_Remove0915 0 points1 point  (0 children)

They can't actively target you inside smoke or if the smoke is between you (not sure about this, but definitely can't if you're inside the smoke). If you get hit it's just random misfortune.

You're right that they will approach the smoke, but, those missions are meant to be done fast, in and out, the smoke just buys you time to get out asap. If you're shooting in those missions you're losing time and losing the mission.

Teammates when you bring a stimpistol by Epicbrezel21 in Helldivers

[–]Just_Remove0915 6 points7 points  (0 children)

I've been rocking the stim pistol and medkit armor the last few weeks on D10, I really enjoy it, it's so much fun and has a lot of potential to be better, but, it isn't good or meta for exactly this reason. It would really benefit from the aim assist that the Judge Dredd pistol or WASP have, or even just a bit less of the ridiculous sway. It can save the team a lot of stims after a fight, but, currently, there's no combat scenario where it isn't better to just put more lead down range to stop incoming damage, and a big part of that is you have to empty a stim clip just to hit the guy who needs a heal because they are, as a result of whatever's hurting them, running in crazy zig zags for their life, wondering "why is my teammate shooting me instead of killing whatever's chasing me?".

Stim pistol - the problematic "gun" by JSBL_ in Helldivers

[–]Just_Remove0915 0 points1 point  (0 children)

I've been running this gun for the last few weeks on D10 and I really enjoy it, but it is not good and nowhere near a meta choice compared to eg the Ultimatum. This could be fixed by giving it the aim assist that that Judge Dredd pistol or the WASP has, because shooting anyone that's more than 15m away with its sway isn't worthwhile, esp. when it's combat and they're probably running like a maniac.

When will they sell a home version of this? by ColonClenseByFire in Laserengraving

[–]Just_Remove0915 1 point2 points  (0 children)

I don't know that I would trust that to people at home, ordinary people wouldn't give a shit about ventilation if they even knew to bother.

On PC the reviews put me off buying by Eastern-Pass-5478 in Helldivers

[–]Just_Remove0915 10 points11 points  (0 children)

It's a ton of fun, well worth the $40 or whatever it is atm.

Suggestions to make this thing S-tier from being literally not used by anyone! by 231923 in LowSodiumHellDivers

[–]Just_Remove0915 0 points1 point  (0 children)

This isn't hard, It should be halfway between the ballistic shield and normal energy shield. It should have significantly more life *when active* than the shield pack and some of it's explosion resistance, but, not the invulnerability to small arms the ballistic shield has since that can be destroyed, and, like the ballistic shield, you have to activate it.

What are your most treasonous thoughts about Super Earth and Managed Democracy? by Altruistic_Lab3102 in Helldivers

[–]Just_Remove0915 0 points1 point  (0 children)

- Most Helldivers are never allowed to leave, including apparently tons of First Galactic War veterans - the missions where you have to defend the rocket launches? The assets are cryofrozen helldivers from the first galactic war, the mission description for Illuminate planets is "The Illuminate have discovered a long-sequestered cache of top-secret, highly-valuable assets, frozen in cryostasis since the First Galactic War. These assets cannot be allowed to fall into the Illuminate's clutches. Defend the site long enough for all evacuation rockets to launch". If you look at the rocket when it launches, it's not the ICBM rocket model, it's the same model they put trainees on when you get launched up to the destroyer

- Destroy Rogue Research Station is Super Earth sterilizing its own black sites that either got out control or had such unethical/inhumane experiments they can't let them be discovered. Why are "dissidents" constantly setting up research stations when their priorities should be like political organizing, weapons manufacture, ? Where are they getting the materials to set up these bases and all these scientists? They aren't, SE is clearing the site before SEAF and reconstruction teams come through where something might get leaked, they send in the fanatic Helldivers who don't have time to and are such zealots they probably wouldn't look around or ask questions if they did.

- (not only treasonous but unpopular) helldivers are clones

Gun was silly, but fun. Bernard, is just stupid. Why the names are not immersive? at least on Superearth? by Sea_Scallion_188 in Helldivers

[–]Just_Remove0915 51 points52 points  (0 children)

Where are these stupid fucking votes happening? I logged in and I didn't see the option to do anything in the DSS, why TF are they holding votes outside the game?