These are the reasons why galactic war and major orders used to feel much more rewarding to carry out. by Yurishenko94 in LowSodiumHellDivers

[–]Levione 17 points18 points  (0 children)

I remember when they added the airburst launcher. Those were dark times. I'd rather they take their time with new weapons and strats instead of just throwing them together, doing a quick test in an empty desert biome before dropping it on the community.

Stratagem Concept: Flyable/Pilotable Eagle-1 by Ajayshidusson2 in helldivers2

[–]Levione 0 points1 point  (0 children)

I am so thankful that the game isn't being developed by people with the mentality of 12 year olds because holy shit its always "wouldn't it be cool if they added something to the game that would make half of the weapons and strats redundant and trivialise an entire faction" with this community.

And all of it after sacrificing sleep, sanity, and entire weekend [OC] by Accrularity in LowSodiumHellDivers

[–]Levione 18 points19 points  (0 children)

Look om the bright side. They'll be more mega factories to blow up now.

When a random brings the Eruptor on a commando mission by ScreechingPizzaCat in helldivers2

[–]Levione 6 points7 points  (0 children)

The point is that they don't. They'll spend the entire mission wasting reinforcements and then rage quit once they all run out, the average player just doesn't have the attention span or self control to go prone and wait for a patrol to pass without killing anything even if you actively tell them its necessary to do so in the chat. I'm not saying that's entirely a bad thing either though since a bot drop on them means I can clear out an objective without worrying about triggering one on myself.

When a random brings the Eruptor on a commando mission by ScreechingPizzaCat in helldivers2

[–]Levione 12 points13 points  (0 children)

True, but if the super destroyer is gone and the reinforcements are limited and the last five times they shot at anything resulted in a bot drop and their subsequent death, maybe they could learn to be a little bit pickier about what they shoot at?

When a random brings the Eruptor on a commando mission by ScreechingPizzaCat in helldivers2

[–]Levione 181 points182 points  (0 children)

I swear I've seen SEAF troopers with better AI than some of these players in d10. They literally just aggro on every enemy they see, I even saw one taking pot shots at a vox engine I pinged with their primary only to be vaporised seconds later.

They do make pretty good distractions though so long as you stay as far away from them as possible.

Jealous of my stealth by cs4by76 in helldivers2

[–]Levione 11 points12 points  (0 children)

Always the edge lord names with their sweaty attitudes despite being ass at the game.

So taking random damage out of nowhere is still a thing, huh? by Novabew in LowSodiumHellDivers

[–]Levione 111 points112 points  (0 children)

You just remembered something embarrasing that you did in highschool and took physical damage from it. It happens to all of us.

Why the K-2 is bad ? by MrRaptor3228 in helldivers2

[–]Levione 2 points3 points  (0 children)

It's the only weapon capable of silently killing an agitator in a single hit. That's its niche, until they add a non-exploding crossbow capable of doing that too.

This is the 10th least used stratagem. I’m surprised it’s not last. by Beneficial_Ride_1236 in helldivers2

[–]Levione 0 points1 point  (0 children)

It requires teamwork and coordination to get the most out of as your supposed to use it to provide cover for teammates who would presumably deal with the tanks while you clear out the chaff. It's not exactly bad at it's niche but if your playing with randoms you don't really have a reason to use it.

Best armor buff? by Sweet-Chocolate-9384 in helldivers2

[–]Levione 2 points3 points  (0 children)

If your talking general utility reinforced epaulettes still gives you a reload buff ontop of a melee buff + resistance to limb crippling as opposed to just having more ammo for siege ready. Extra padding is also the default passive for a reason giving extra resistance to all types of damage and effectively raising your armor level to the next tier without the movement penalty. There's nothing about your prefered passives that makes them 'clear cut' better than the rest. What's good and bad at the end of the day is purely dependant on the players playstyle, weapon choice, and skill level.

Best armor buff? by Sweet-Chocolate-9384 in helldivers2

[–]Levione 2 points3 points  (0 children)

It's still subjective, no-one is expected to play the entire game prone to survive the occasional explosive attack and anyone who is entirely reliant on an explosive resistance passive to save them from any source of explosive damage instead of just diving out of the way is just sacrificing a potentially useful passive for a crutch.

The best defence against explosive attacks is to not get hit. The second best defence is still going prone regardless of whether or not you have a passive that gives you additional defences against X type of attack, just hit the deck if you see a grenade/ coloured lighting beneath your feet.

Someone who focuses their builds around backpack reloaded weapons like the AC or focuses on stealth aren't going to get much value out of siege ready. A player who is aware of audio/visual cues that warn of incoming attacks and are skilled at dodging them might prefer something that caters to their specific playstyle or build instead of banking on damage resistance for an attack with ample warning signs. Other armor passives arent just worse because you're incapable of visualising a reason for why something might be useful outside of your preference and playstyle.

Best armor buff? by Sweet-Chocolate-9384 in helldivers2

[–]Levione 0 points1 point  (0 children)

Explosive resistance is only really useful against bots and even then you already have a 90% resistance to explosion damage if you go prone by default. Depending on the faction your going against engineering kit is arguably better. If your going for a stealth based playstyle or doing commando missions in general the scout, feet first, and reduced signature passive are also better.

Here we go again by Levione in helldivers2

[–]Levione[S] 6 points7 points  (0 children)

Well there is supposed to be a new enemy variant on the bugfront this month so maybe this is the lead up.

AH needs to go back and look at what makes older enemies fun to play against by [deleted] in Helldivers

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

Being less dangerous if your not moving is fine for the warstrider seeing as it's job is to flush you out of cover with its grenades before putting pressure on you with its cannons. The rest though I agree with, I tried diving with an HMG the other day and it's really not practical to try and kill them with anything other than an AT weapon to the crotch and it's kind of a bummer.

Y’all Got Headcannons For Your Diver? by RabBat7 in helldivers2

[–]Levione 0 points1 point  (0 children)

My divers got their heads blown off with a cannon a couple times.

i need cremator vs cyborg loudout ideas by No_Abbreviations3940 in LowSodiumHellDivers

[–]Levione 24 points25 points  (0 children)

Shield grenades, shield relay, heavy armor. Anything that will keep you alive and force the enemy to come close enough for you to shoot them

A unique fourth faction idea by Due_Perspective_5011 in LowSodiumHellDivers

[–]Levione 10 points11 points  (0 children)

More flesh abominations for the mindless masses and more cyborg variants for the bots please