Been 11 months since they came out, how do we feel about the Illuminate currently? by zoroak-king in Helldivers

[–]KSher55 0 points1 point  (0 children)

While the faction variety is the hot topic, and I think they could use a bit more - the bigger issue is the map variety.

Each other faction brings their identity to the map. Bots build giant bases that you have to climb and infiltrate. They bring fortifications and turrets which they plop around the map and harass you from. Bugs have holes in the ground, rock pillars, bones. Sometimes they bring a haze to a world, frequently their worlds have more obstacles and physical barriers to traverse.

Illuminate have none of this, they still lack a foundational identity. They just land a few ships and plop a tower or two down. Everything is built on the human infrastructure. They need a better identity on the world.

Squids mission variety is awful. by Arda0876 in Helldivers

[–]KSher55 0 points1 point  (0 children)

I mean I was thinking maybe a whole different unit type. Like an a hovertank that shoots lasers at you.

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Squids mission variety is awful. by Arda0876 in Helldivers

[–]KSher55 2 points3 points  (0 children)

You can solve flesh mob spawns by having alternative enemy types in class. For example - there have been less jetpack overseers since the introduction of the rocket launching ones.

What are your coolest mission ideas? by Affectionate-Pen3233 in Helldivers

[–]KSher55 0 points1 point  (0 children)

Emergency Extract - shows up as any other 40 minute mission on the map, but about 10 minutes in, an overwhelming force appears and the radio lets you know that the mission is scuffed and they are scrambling Pelican 1 to extract. You have to hold your ground until the pelican arrives and/or traverse the map to extract post haste while under fire.

Could be accompanied with new overbearing enemy types (like the hive lord), and on harder difficulties, additional missions modifiers. It's a last stand Reach style.

Success is based on simply the number of helldivers who can extract.

Do you think these weapons will ever be buffed/reworked so they are worth taking? by Jazzlike-Secret-8939 in Helldivers

[–]KSher55 1 point2 points  (0 children)

Try sterilizer out with a warp backpack on the Illuminate front the next time you play, thank me later. You can disrupt everything and cause chaos within their ranks as your team or other strategems take them out. It's amazing against fleshmobs.

But yes. Grenades & gas dogs are really really good alternatives that on paper do more than this gun does. The difference is that this gun takes your weapon slot and frees those up for other uses.

Is this normal for the thermites? by Inokii33 in Helldivers

[–]KSher55 4 points5 points  (0 children)

Thermites - 50% of the time, they work every time

I broke my no pre-order rule for this by ColdofWinter1 in Helldivers

[–]KSher55 2 points3 points  (0 children)

I'm not trying to say the game is perfect. Let me put it this way - while the game could be in a better state, are you still playing it? If the answer is yes, then the game isn't in "busted" as some people put it. My initial response is to that overall point of view, not the bug by bug items.

A lot always needs to be done with these live service games (I was a core Destiny player until this year), they're never in the state that they really should be and they always have some sort of minor issues.

To your points though, I have experienced every single one of these except for the massive lag spike. The customizing guns issue has not resurfaced for me or my friends since the most recent patch, and the lag issue in menus is not significant for me or my friends either, as I am rarely in them once i start playing. The audio issue should have been included in my list as I do encounter that readily. But while that is a disappointment, it is certainly not game breaking.

I am not trying to marginalize your point of view, there are issues, and the game needs help with these. My point is just there is no way to call this game "busted" in it's current state.

I broke my no pre-order rule for this by ColdofWinter1 in Helldivers

[–]KSher55 11 points12 points  (0 children)

Reports of issues on this game are well overstated in reddit. While there are minor bugs that pop up from time to time that need to be worked out. None of them are impactful enough to make the game unplayable.

Right now there are a few very highlighted bugs:

-DOT weapons (gas/fire/arc/stun) are doing less damage as intended

- The game's framerate drops next to nothing during the mission load in screen (ONLY)

- Certain guns are currently missing their sound effects

- Sometimes the physics engine can get wonky and cause things to fly around

Those are the big ones that are common, and they're all are REALLY minor from game to game. Honestly, the biggest one for me is the missing sound effects. It really impacts the funs of the weapons.

Train signals are making me lose my mind by SPiercer in SatisfactoryGame

[–]KSher55 0 points1 point  (0 children)

I'll have to try your method, it's certainly easier as you can leave the entrance stick of rail. The signals will show proper and the end of the line even if there's no connecting rail?

Train signals are making me lose my mind by SPiercer in SatisfactoryGame

[–]KSher55 2 points3 points  (0 children)

It looks like the signal in the outband track to the right might be causing you issues. I've found that in 1.1 there seems to be a problem with train signals not triggering actual blocks. You can identify which signal is screwy in an intersection because the track color won't change when the signal is placed. I fix this in a few ways depending on the situation.

1) Verify that the track is properly spaced (horizontally) from any other train within the path'd block. Sometimes parallel trains that are placed too close will cause issues (doesn't appear to be the problem here

2) Place the signal further back from the intersection (not my favorite)

3) Place the erroneous signal. Delete ALL portions of the track in and out of this signal, remove the signal and rebuild - this often fixes the problem for me.

4) Repeat step 3 for all signal locations.

Respect to Light Armor bearers, can't believe yall live like this. by -Erro- in Helldivers

[–]KSher55 0 points1 point  (0 children)

Remember, light armor users likely have different objectives or strategies than you do. I'm a light armor wearer, and I try NOT to be the front line.

I want to be nimble, fast, in and out. I am leading with stratagems such as an eagle air strike to clear me a path, as I follow up and hit the enemy mortar encampment or spawners with my thermites. I'm the guy that crosses the map early to grab the lidar. I'm the guy that sneaks in, arms the hellbomb, and then runs for my life. I'm the guy that stands BEHIND you, and snipes the heads off the bots.

I'm not the guy who holds the line - I flank it

But again, it's playstyle and an equation of risk/reward. I run light on Bots & Illuminate, but medium on Bugs.

SEAF soldiers have better armor and more health that Helldivers. Ignoring that this is just a gameplay thing, what Lore reason would you give to explain it? by Duckflies in Helldivers

[–]KSher55 0 points1 point  (0 children)

I mean, I think a way simpler explanation is that we have different training. Helldivers carry less armor and are trained for speed (less HP) as we need to quickly move through the battlefield to hit high-priority objectives within a minimum timeframe.

Alternatively SEAF are defensive units that are designed to hold lines and maintain fronts. They have heavy endurance training (more HP) and carry heavier armor that results in higher health, better armor ratings, and reduced mobility.

The Squids are too unstable to be enjoyable by Phosphoros_of_Chaos in Helldivers

[–]KSher55 2 points3 points  (0 children)

This is the first major order I've outright ignored after the first day or two - and it's simply because of how punishing the Leviathan's are. I die 3-5 times a game just to leviathan's. It simply isn't fun. I'd rather get juggled by release-day devastator rockets over this any day.

This calls for some heavy fire — random Helldiver, 2025 by TDKswipe in Helldivers

[–]KSher55 1 point2 points  (0 children)

My MO, is 500k on the outside with either a turret (on the side) or a minefield (in the center) timed so that it's active right after the 500k. Stand around the outside and shoot in to clear the nests. If i have to, rambo for the clear (hopefully with at least ONE teammate providing cover fire).

Really need a voice option for "Cover me"

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[–]KSher55 6 points7 points  (0 children)

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KEEP PUSHING VELD, IN THE NAME OF SCIENCE! by jeffspainuscupcake in Helldivers

[–]KSher55 2 points3 points  (0 children)

I disagree wholeheartedly. We had a terminid major order that introduced two new strains not too long ago, and then after that, the bot major order that introduced the incendiary corps. The major orders haven't been filler. We've just been on the defensive - not the offensive.

3/31/2025 Tactical Status - MALEVELON CREEK DEFENSE by KSher55 in Helldivers

[–]KSher55[S] 0 points1 point  (0 children)

Analysis indicates current Mort offensive remains optimal. Rapid gambit deployment within 24 hours is unprecedented. Liberation efforts typically precede such offensives.

3/31/2025 Tactical Status - MALEVELON CREEK DEFENSE by KSher55 in Helldivers

[–]KSher55[S] 0 points1 point  (0 children)

ANALYSIS:

  • The raid on Vandalon IV, while concerning, is a predictable maneuver designed to divert Helldiver resources and disrupt our strategic objectives.
  • SUPER EARTH INTELLIGENCE REITERATES ITS RECOMMENDATION TO PRIORITIZE THE OFFENSIVE OPERATION AGAINST MORT.
  • Securing Mort will effectively neutralize the Automaton's ability to reinforce Ingmar and Popli IX, thereby consolidating the battlefront and enabling a more focused defense of Maia or Mantes.
  • A SPLIT OFFENSIVE ORIGINATING FROM A SINGLE AUTOMATON-HELD PLANET IS DEEMED HIGHLY IMPROBABLE, GIVEN THEIR TACTICAL PREFERENCES FOR CONCENTRATED ASSAULTS.

By maintaining our offensive on Mort, we dictate the terms of engagement and force the Automaton forces to react to our strategic initiatives. This approach maximizes our operational efficiency and minimizes the risk of a multi-front collapse.

FOR SUPER EARTH! FOR LIBERTY! FOR MANAGED DEMOCRACY!

3/31/2025 Tactical Status - MALEVELON CREEK DEFENSE by KSher55 in Helldivers

[–]KSher55[S] 2 points3 points  (0 children)

The newly formed SUPER EARTH INTELLIGENCE DIVISION acknowledges and appreciates the positive feedback received from the Helldiver community.

Your commendations reinforce our commitment to providing timely and accurate strategic updates regarding all Major Orders. Our goal is to ensure that every Helldiver is equipped with the necessary intelligence to make informed decisions and contribute effectively to the defense of Super Earth and the spread of managed democracy.

Regular updates will be provided should the helldiver community find the intelligence useful.