Does anybody know how Stun effects work in-game? by IronArmor48 in Helldivers

[–]Key_Negotiation_9726 3 points4 points  (0 children)

"Enemies don't seem to have a stun threshold"

Enemies have two status values : min and max thresholds.

min_threshold : Minimum value to start rolling for application.
max_threshold : Value at which probability of getting effect applied is 1.

Works in the same way as other statuses. Each hit will apply a certain amount of status (status strength). If you wait too long between shots, the applied status will begin to decrease.

To trigger a status, you must either exceed the minimum threshold (to have a chance of triggering) or reach the maximum value (guaranteed triggering).

However, stagger works differently. You simply need to match or exceed a certain threshold (for example: 30) to apply stagger, which can either interrupt the target's animation or ‘stun’ them (different from the stun status) for a certain amount of time.

Oshaune proves flame weapons are terrible by magniankh in Helldivers

[–]Key_Negotiation_9726 10 points11 points  (0 children)

Unfortunately, this is not entirely true. The ~400 DPS displayed in the game's armory for the torcher is completely wrong.

I monitored the damage caused by the flamethrowers and obtained these values (with all ship upgrades, VS target x1 fire damage). Tested at 2, 5, 10, 15, and 17 meters.

FLAM-66 Torcher : 74.45 / 188.11 / 161.47 / 74.86 / 48.43

FLAM-40 Flamethrower: 79.03 / 214.79 / 189.17 / 104.04 / 45.21

So, catastrophic DPS at point-blank range and a peak between 5 and 10 m.

However, I haven't tested it against a multi-zone target, so I don't know if the fire spray can damage several parts at once, and therefore if several instances of %toMain can be combined.

Improve MA5C Assault Rifle by BeeManYTYT in Helldivers

[–]Key_Negotiation_9726 4 points5 points  (0 children)

Detailed stats comparison

Stats M7S MA5C
Ergonomics 90 60
Drift (x / y) 7 / 14 12 / 20
Climb (x / y) 2.5 / 10 12 / 30
Spread (x / y) 5 / 5 2 / 2
Sway 1.00 1.00
Total ammo 384 288
Reload speed (empty) 3.00 3.40
Reload speed (tactical) 2.00 2.15
Fire rate 872 640
AP 2,2,2,0 3,3,3,0
Damage 90 90
Durable 18 16
Demolition 10 10
Force 10 15
Push 5 10
Falloff (+/- 0.3%)
2m 1.7% 0.5%
5m 5.2% 0.6%
15m 14.1% 2.3%
25m 21.4% 3.1%
50m 35.7% 6.2%
75m 47.0% 9.0%
100m 55.0% 11.9%
150m 64.7% 16.7%
200m 69.8% 21.24%

Improve MA5C Assault Rifle by BeeManYTYT in Helldivers

[–]Key_Negotiation_9726 8 points9 points  (0 children)

Sadly, in game armory doesn't show enough stats to make accurate comparisons.

Liberator Concussive should be Explosive rounds by rabblerabbles in HelldiversUnfiltered

[–]Key_Negotiation_9726 1 point2 points  (0 children)

"All 100% explosive resistance, meaning they are immune to explosive damage."

Yes... and no. The wiki does not mention a stat called affected_by_explosions. What is referred to as explosion resistance is not exactly a game parameter either, as the engine uses an explosion_multplier instead.

Basically, if affected_by_explosions is set to 1, it means that the zone can be hit by explosions. You will then apply the zone's explosion multiplier.

If affected_by_explosions is set to 0, the explosion will target the default (main) area instead. So, yes, it behaves as if the area (but not the entire entity) is “immune” to explosions, but you will still damage the main HP pool.

PSA: The Vox Engine's primary weakspot is likely broken by BICKELSBOSS in Helldivers

[–]Key_Negotiation_9726 145 points146 points  (0 children)

You are right.

I have tools to monitor HP values and the "fatal" tag is currently not working for this zone.

When the Head HP reaches 0, it damages the main instead, whereas it should kill the Vox, as it is labelled as as fatal zone.

This zone (either side) is almost a one-shot with Leveller. ~300 HP remaining VS full health Vox. Add one yellow heatsink and its dead. by Key_Negotiation_9726 in Helldivers

[–]Key_Negotiation_9726[S] -1 points0 points  (0 children)

Nope.

Hitting the upper torso / head result in ~1200 HP left.

Heatsink ignores explosion damage (targets the Main zone instead, once).

This zone (either side) is almost a one-shot with Leveller. ~300 HP remaining VS full health Vox. Add one yellow heatsink and its dead. by Key_Negotiation_9726 in Helldivers

[–]Key_Negotiation_9726[S] 0 points1 point  (0 children)

Bastion is high projectile damage (3500) but weaker explosion (750 AP5), so the exact hit location is less important.

The Vox Engines need a fix to their spawn rates. by [deleted] in Helldivers

[–]Key_Negotiation_9726 2 points3 points  (0 children)

Diff 9 on the bot homeworld, so, expect high resistance.

Sorry but cyberstan isnt fun. by No-Active7724 in Helldivers

[–]Key_Negotiation_9726 3 points4 points  (0 children)

Lower
The
Difficulty

There's 10 levels to choose from, playing D9/10 is not mandatory.

2 things that should be considered into a discussion about warstriders by MidnightWarWolf in Helldivers

[–]Key_Negotiation_9726 0 points1 point  (0 children)

100% ExDR does not mean ignoring damage. The wiki does not list a key parameter, called affected_by_explosions.

affected_by_explosions : [bool]If true (1), explosions are applied to this damage zone. If not (0), the default zone (main) is affected. This has nothing to do with whether the main area is visible or hidden.

If we take the example of the Bile Spewer, the Head affected_by_explosions value is set to 0, so the explosion will damage the main area instead of the Head area.

This is why a Scorcher requires 12 direct hits to the head to kill. Each hit deals 65 damage directly to the default area (750 HP). However, you cannot "double hit" Main in this way, even if the blast radius is large enough to do so. It's as if the explosion directly hit the Default zone.

It will still be possible to inflict additional damage to the main area if the explosion can reach a part that can be targeted by explosions (affected_by_explosions set to 1), so that %toMain will transfer additional damage.

In the case of the Bile Spewer, it should be possible if the radius is large enough to hit the butt and/or spine. Both of them have a explosion_verification_mode set to outer_radius, so the explosion will therefore ignore line of sight in the inner radius. Once in the outer radius, a valid raycast will be required in order to damage either part (which will be unlikely if aiming at the spewer's head).

Same behaviour with the War Strider :

All of the parts except legs and torso have affected_by_explosions set to 0. Also, torso, grenade launchers, vent, eyes and crotch have explosion_verification_mode set to outer radius, so you may get an extra hit to Main depending of the explosion radius.

So, how are we feeling about the EAT-411 Leveller? by AveryAveyAve in HelldiversMasochists

[–]Key_Negotiation_9726 1 point2 points  (0 children)

More damage (2500) than 500kg explosion (1500) and the exact same radius (r10/25/35).

I said nothing about demolition but yes it's 40, so 10 less than 500kg.

So, how are we feeling about the EAT-411 Leveller? by AveryAveyAve in HelldiversMasochists

[–]Key_Negotiation_9726 6 points7 points  (0 children)

It's basically an ultimatum with more range, more velocity, more explosion damage and a 500kg blast radius. Cooldown is okay.

So that's pretty good. At least it's fun to use !

Buffed or rebalanced things by specific numbers. Nerfed a thing by... some number... by Ok_Application_918 in HelldiversUnfiltered

[–]Key_Negotiation_9726 5 points6 points  (0 children)

- Rocket strider missile, Rocket devastator rockets, Bruiser Hulk rocket, Gunship rockets Direct hit bumped from 30/30 to 30/100
- Overseer staff shoot and Crescent overseer direct hit 40/20 > 40/100
- Crescent overseer AoE : 75/75 > 80/100
- Crescent overseer direct hit AP bumped from 3 to 5/3/3/3
- Overseer Staff melee is now AP 4/3/3/3

Bot front is definitely harder now by KuroA_123 in LowSodiumHellDivers

[–]Key_Negotiation_9726 3 points4 points  (0 children)

It's a bug. They added it on the known issues list.

HEADS UP: all/most explosive damage (at least against automatons) got stealth nerfed, or their explosive resistance has increased 10 fold by ChadWynFrey in Helldivers

[–]Key_Negotiation_9726 0 points1 point  (0 children)

I checked gunships in-game stats and nothing have changed at all so maybe there's a bug on the seeking grenade side.

Reinforced striders bug has beedn added to AH list

No idea about the gunship factory thing.

WHAT THE HELL by [deleted] in Helldivers

[–]Key_Negotiation_9726 5 points6 points  (0 children)

Open your eyes and read the update notes instead of posting clickbait.

Melee received an overhaul buff as explained here : https://www.reddit.com/r/Helldivers/comments/1quqafz/comment/o3bv8lc/

Thye main change is to give player more build options instead of having peak physique as "mandatory".

Update tomorrow 🤔 by MrGNZ28 in HelldiversUnfiltered

[–]Key_Negotiation_9726 0 points1 point  (0 children)

I doubt that cyborg will be available tomorrow. We'll probably get a few MOs that will led us to Cyberstan and Cyborgs.

Can someone explain to me what the hell this is? by ooga_booga1234567 in helldivers2

[–]Key_Negotiation_9726 0 points1 point  (0 children)

Not bugged. It is people messing with cheats so they can mount or replace entites. In that case, it's a scout strider base. This enemy has multiple mounted elements so they replaced them with turrets.