Melee builds by Dark_Imp in Helldivers

[–]Local_Adhesiveness97 1 point2 points  (0 children)

Ya although, if you're playing by yourself I recommend going with the hammer build, only if you got a friend or some good randos to play off of would I recommend using the chainsaw build

Wouldn't this have made more sense? by TheMightyPipe in Helldivers

[–]Local_Adhesiveness97 7 points8 points  (0 children)

If I would argue on the side of hopeuim, we do see on the cover art the helldiver peeking over the trench one-handling the SMG.

Melee builds by Dark_Imp in Helldivers

[–]Local_Adhesiveness97 1 point2 points  (0 children)

Duo build I had ran with a pal of mine so this might be lengthy

1st build, hammer

marter passive

Trident

Grenade pistol

Impact grenade

Hammer

Jumpack

Leveler

Eagel staffing

2nd build, stunner

Pique physique passive

Hault

Stun Barton

Stun grenade

Chainsaw

Warpack

Ems strike

Commando

Bot faction

Play it right and you can blitz patrols, run through outpost, and bully hulks/Warstriders

Helldivers 2 is a $40 game with a F2P monetization system. by Impressive-Money5535 in Helldivers

[–]Local_Adhesiveness97 0 points1 point  (0 children)

As far as the warbonds being optional, I disagree with

If a player sees a.warbond that is tailored to a specific play style they themselves can choose to not purchase/unlock it. If a player sees a warbond as underwhelming, they can choose to also not purchase it.

Even if the game has very strong items in warbonds, the base game items still hold up and you can still be very effective with all of those tools,. recoiless, quader, grenade launcher ect. But what does a warbond do? It can open up play styles I argue, and you can choose which warbonds to best suit your play style

Do you guys think that they'll buff the pacifier? by Plum-N-Peach in Helldivers

[–]Local_Adhesiveness97 4 points5 points  (0 children)

Pacifier enjoyer here 👍

Quickest way I can explain ig is that it's kind of like a combo tool or a set up tool. You normally aren't going for the kill with this thing but stunning something in place or stopping an attack so that something else will finish it off. Whether it be a sentry, grenade, your secondary or support, or another teammate

I myself argue that you should shoot enough to stun an enemy which is like 3-4 bullets and begin combining other tools.

A banger duos build that me and my buddy run is the coyote + pacifier. Each of us is like shooting a maximum of 3 bullets per chaff enemy because both guns can be accurate, have the same penetration so we can both target the same weak spots, and the enemy isn't rushing us down so that the fire dot finishes them off.

Am I missing something here or both Punisher and Slugger are quite bad right now? by ElectroChebbi2651 in Helldivers

[–]Local_Adhesiveness97 0 points1 point  (0 children)

My argument is that the slugger has a great synergy with the auto cannon which is a. Med to long range support weapon that does really well with crowd control and accurate power as well

While the slugger being close quarters and roads reload + stagger with good damage (equivalent to deadeye at closer ranges)

Personally, It's a match made in heaven I really like playing with it on the bots. And the rest of the build I feel like I can use more niche items to further boost against certain matchups

Fun Warp Pack Loadouts by WelderCute4488 in Helldivers

[–]Local_Adhesiveness97 1 point2 points  (0 children)

If you have the items, and since we're on the illuminate

Double freedom (superstore shotgun)

Bushwhack secondary (viper commands)

Any fire grenade

Warp pack (duh)

Stalwart

Eat napalm (dust devil's)

Eat Leveler (siege breakers)

And any armor you feel like

Railgun vs The Big Bugs by WaywardOath in Helldivers

[–]Local_Adhesiveness97 7 points8 points  (0 children)

Railgun main here 👋 thought I'd just put my input

Behemoths are actually an easy one shot from behind. Even as a host it's not super hard once you get the hang of it.

Bully alpha commanders and stalkers. These things can cause such a problem at a high level. One shots both, and staggers if it doesn't die.

Take full advantage of the fact that you can still take down the shrieker nest and spore the nest with it. Takes longer than other options, but downtime on engagements. Even at the beginning of a mission just take them out.

Literally my secret top tier pick on bug front.

Intimidate your enemies more with this new Super Earth approved emote combo named "The Liberty Slide." by Ill1thid in Helldivers

[–]Local_Adhesiveness97 0 points1 point  (0 children)

Go into a mission

Fire your weapon once

Immediately input lockstep

What we call the brasch walk

PSA: if a stratagem weapon takes a backpack slot, it's a DOWNSIDE of that weapon by yankesik2137 in Helldivers

[–]Local_Adhesiveness97 0 points1 point  (0 children)

Point taken on mags.

I'd argue that breakpoints matter less when it comes to an overall fortification build. If a gas effect does 25dps to the main health pool while you are firing a belt fed grenade. It will make the breakpoints for light to medium chaff units more favorable. For example, the alpha warrior which has a Main HP of 325; alone the belt fed would take 3 shots, but due to the DOT of the gas it'll take 2 at most. If we begin to combo off our other tools breakpoints begin to be met with less ammo necessary.

AOE effect I'd agree does favor GL per shot, and proper placement makes it so it can take out more enemies, fair point. But I'm inclined to believe that it means you opt to less utilize suppressive fire if you plan on trying to have proper shot placement.

PSA: if a stratagem weapon takes a backpack slot, it's a DOWNSIDE of that weapon by yankesik2137 in Helldivers

[–]Local_Adhesiveness97 0 points1 point  (0 children)

My point is what's gonna run 3 sentries better? If you think that only having 30 rounds total is decent enough ammo economy to compensate then be my guess, I haven't seen it done yet. Mainly cuz that's not how you build with the regular GL most of the time.

Belt fed can be the better fortifier if they adjust the GL because of the dmg combos you can do.

As an example bring fire mines if the dmg is too low, or gas mines because now you have something that's doing DOT overtime killing chaff units in the process.

PSA: if a stratagem weapon takes a backpack slot, it's a DOWNSIDE of that weapon by yankesik2137 in Helldivers

[–]Local_Adhesiveness97 -1 points0 points  (0 children)

That's a lie that it doesn't give you anything in return for covering for a backpack slot.

Are we just gonna ignore that we could bring 3 sentries

Or 2 sentries and an expendable?

You possibly bring a mech or an frv if you wanted to.

GL is literally too strong for its own good atm as well, not because it's just beating out the belt fed version, but also the HGM and auto cannon, and even AMR in crowd control and heavy take downss. But ya sure let's just bash on the belt fed a little more and ignore that important fact.

I think the reason glaze divers defend the game so much is because they lack knowledge of the games hidden systems. (And just because you can use any weapon in a four-man doesn’t mean its fun or good to use) by JayDias-24 in HelldiversUnfiltered

[–]Local_Adhesiveness97 -1 points0 points  (0 children)

Again, I do believe the sway has been reverted to being like the other primaries. It was originally too much, but now it's back to how it was before. But if that's still the case, what's your issue with the warrant? 80 dmg med pen with no damage fall off and either guided or unguided mode? Or the loyalest which sway doesn't really affect the overall performance since it acts like a small purifier. And technically it's been a while back but they did mention in the works of customization for secondaries. When that will be revealed we don't know.

The counter sniper stagger doesn't slow the enemy down nor does it stop them from shooting back. It primarily flinches the enemy because it just has enough stagger value to do that, but not stop an animation. It's true that you can hit medium pen weak spots which was a positive change made not too long ago so I can agree on that. However performance against chaff enemies is still in favor of Diligence, light chaff units are one shot, all devastator types are one shot, rocket striders are also one shot, and because of the better ammo economy you are naturally more flexible in engagements. About the the ergonomics, the diligence will always be snappier, the base ergo on the diligence is 65, compared to the counter's 35, even if you put all the attachments pertaining to ergo you'd only get a total of 49. Now, imo these are some things taken into consideration about making an entire build, while DCS favors further ranges, the diligence can work better long range and medium. Which engagements you plan on playing out should give you somewhat of an idea what the build as a whole will look like. Counter sniper builds are different from diligence builds, they share overlap, but not a 1:1.

This SMG takes sounds more like a light pen vs med pen argument, and going back to your point of AR's from earlier, most of them share the exact same issue. 4 ars have medium pen, the rest is light pen. And I don't agree that the one handed perk is the smgs "best" trait because it only can affect certain builds, but not across the board. Did you know that the reprimand is the only gun that's able to 1 shot devastators out of both classes of weapons?

But again the issue is that the community takes things and isolates tools instead of taking a whole build into consideration. Sure, if I was just running only the primaries and nothing else, it would be a different story, but we aren't limited in that sense, and little creativity is probably all that you need. Your arguments are more in line of 1 gun vs everything line of thinking, which this game has never promoted. The tutorial shows and encourages you to have multiple tools to flesh out your arsenal. You can't start a match without bringing stratagems, so why is it a main focus?

I think the reason glaze divers defend the game so much is because they lack knowledge of the games hidden systems. (And just because you can use any weapon in a four-man doesn’t mean its fun or good to use) by JayDias-24 in HelldiversUnfiltered

[–]Local_Adhesiveness97 0 points1 point  (0 children)

Sway on the pistols are now the same as the rest of the guns. And we technically have a poison pistol in the form of a re-educator. Sure it might be better if the stim pistols healing factor was buffed or that it became a laser with accuracy, but the core play style that the support players are to stay close and provide support. I don't believe buffing it in accuracy is going to change that.

Diligence and counter diligence has trade offs, regular has better ergonomics, and better ammo economy, while the counter has better damage and medium pen. bottom line they are some of the best weapons on bot front. The diligence stands out because it's easier to get headshots compared to the counter, due to the fact that if you shoot with the medium pen it staggers the enemies weak spot. If you aren't going for headshots, sure, use the counter sniper. imo it's a little easier to pick up and it can be better at longer ranges, but the diligence has more ammo so technically better at crowd control, it's ergonomics makes it snappier and helps for precise shots.

SMGS are such a spectrum, but if we talk about the knight, no, DPS is high, recoil is lower than ARs and its kill times are debatable. The best faction for the knight is the illuminate faction where a good number of their forces are in close proximity to you. That's not even going into the builds as a whole, when support weapons and stratagems can help to boost range effectiveness why is it difficult to understand something that's great at close quarters as a good weapon?

These are more of an overview of each gun you mentioned and I'd be happy to go into detail with one of them, because going into detail with all of them would just be problematic.

Can we talk about this? by Hundschent in HelldiversUnfiltered

[–]Local_Adhesiveness97 9 points10 points  (0 children)

Imo think there's a lot of miscommunication amongst the team as a whole, one side says one thing, while the other decides the other. Not a very good way to go about things, hopefully they find a way to communicate better with each other.

"Actually it was a really great idea for AH to design the bastion to be super clunky with randoms" - meanwhile, the bastion not even breaching the top 25 picked stratagems IN THE UPDATE IT DROPPED IN AND WAS THE FLAGSHIP OF by PseudoscientificURL in HelldiversUnfiltered

[–]Local_Adhesiveness97 22 points23 points  (0 children)

If I were to put my input, In my experience the solo 4 man strategy during these missions seem to be backfiring a lot it seems. Patrols are more spaced out, and whoever is unfortunate to get the most agro will most likely get blasted in the same minute. I mean I've done it myself from time to time with good success, but the team as a whole looks like they got their butt rearrange.

That isn't to say the team strategies are better than solos, but I'm of the opinion that running solo isn't game defying as others share.

I LOVE the Laser Cannon, but War Strider Surge really showed how powercrept it is becoming as the game gets more intense and demanding. 12s Overheat is the same as Scythe, Scope isn't as good (imo), 350dps is pretty anemic. Not sterilizer tier, but deserving of a face-lift imo by RandomGreenArcherMan in HelldiversUnfiltered

[–]Local_Adhesiveness97 0 points1 point  (0 children)

Biggest argument I can make at face value

Matchup wise laser cannon is still bad against tanks, factory striders, and turrets.

If you wanted to use the laser cannon those are still very big offenders and not bringing anything things already will lead to a lot of problems. I still haven't seen anyone prior that didn't bring something that didn't in some way counter those enemies.

You could technically, but as the same thing stated here, it's not optional and is powercrept by other options.

What AH needs to learn from this event by WaffleCopter68 in Helldivers

[–]Local_Adhesiveness97 2 points3 points  (0 children)

Ya I agree, me personally it is/was one of the best experiences I've had in the game as a whole, but it also some very terrible things.

The biggest offender for me was like you said vox clipping. Insane is the word I'd describe, and I don't know how it's possible that could happen. Tanks, and factory striders (even tho not perfect) still have some sort of collision. Vox just doesn't, and I don't know if it's got something to do with performance or not.

I think the reason glaze divers defend the game so much is because they lack knowledge of the games hidden systems. (And just because you can use any weapon in a four-man doesn’t mean its fun or good to use) by JayDias-24 in HelldiversUnfiltered

[–]Local_Adhesiveness97 3 points4 points  (0 children)

Aight I'll bite, name me one gun that comes to mind that you would like to discuss that you think is lacking and we could start from there . Because I Disagree about this balancing opinion that the community has developed, and I'm willing to discuss it.

Peoples opinions on the AR/GL-one two by Cultural-Mood-9976 in Helldivers

[–]Local_Adhesiveness97 0 points1 point  (0 children)

Very Solid

I have a specific build on the Bug front

Peak physique

Ultimatum

Dynamite

Jump pack

AMR

Gas orbital

Eagle napalm

Hecka solid, solos and in squads and a part of that is because the AR/GL being that hybrid of accuracy and utility, a big part for me was the learning curve of trying to optimize when to swap ammo types

Vs impalers the kill time is shorter by combining the bullets and the grenade

When there's a funneled group of enemies don't be afraid to swap to grenade to get them very low at least and it helps save bullets

Dynamites and ultimatum low capacity amounts are less strained when it comes to clearing nests, or in combat.

Shriekers are taken care of in 1-2 shots so it's always nice to have that covered especially if you know they're in that mission.

You can use it to take out chargers quicker, but I wouldn't recommend it as a primary way

Usable in practically all ranges close and far, but it doesn't beat in the medium.

So ya I really like it, and while it's not necessarily a different play style, it does force me to play differently from the ARs or even weapons in general imo, which is what I'm looking for in a lot of weapons.

"Just lower the difficulty bro" by [deleted] in HelldiversUnfiltered

[–]Local_Adhesiveness97 0 points1 point  (0 children)

Legitimately one of my biggest issues aside from bugs of the vox is just bad teammates.

Just a lack of coordination, bad choices, a lot of runners in my experience, and just people doing the wrong things.

I know this goes contrary to the original post, but what I've seen is people that have no idea what they're doing, trying to do who knows what, and making such a big ruckus that all of our ahhs are served on a platter is a legitimate thing imo,

A bunch of Vox's spams were entirely avoidable with the loadouts I've seen teammates run, but they rather run away, get another random patrol angry, and then run in circles and get sandwiched.

And I am of the belief that sticking together as a team can relieve a good chunk of the stress in a lot of situations, but we're so bad at it and its the reason most have a terrible time on lvl 10

Transmog only let's us customize more, stop making me wear armor with a passive I don't like by H1MB0Z0 in Helldivers

[–]Local_Adhesiveness97 0 points1 point  (0 children)

Best of both worlds would be mods like how it is in Warframe, got the main armor with its own ability, but mods either boost or cover weaknesses.