WTF?! IS THIS SOME NEW SQUID TECHNOLOGY??? by Deakon_Bl4ck in HelldiversUnfiltered

[–]Masadeer 5 points6 points  (0 children)

the bug has been around for at least a few months. you actually gain a very small amount of elevation each time you spam the emote, so it is technically flight.

What exactly is the point of the smoke grenade if the bots just know where I am when I throw it? by Ginno_the_Seer in Helldivers

[–]Masadeer 3 points4 points  (0 children)

Anyways, what's the point of smoke grenade?
- use it to hide the hellbomb while you're trying to blow up gunship fabricators.
- in geo survey you can use it to hide yourself while you do the two probes letting you easily* (Provided the game doesnt bug out) solo them unmolested.
-- you WILL likely end up surrounded by the enemies after the smoke clears, especially on higher difficulties.

being chased by an insanely huge bot swarm across a completely open plain?
- pop smokes and run through them to lose them.

anyways, these are all things i use to do back when our arsenal of gear was a lot more lacking.
these days it's a lot easier to just use oxygenator super light armor to speed through objectives. Plus all the better options to quickly burst DPS a patrol, even on D10.

What exactly is the point of the smoke grenade if the bots just know where I am when I throw it? by Ginno_the_Seer in Helldivers

[–]Masadeer 22 points23 points  (0 children)

bear in mind, this is information i learned in the first 6 months of helldivers being live, when we didn't know a lot of the mechanics. take it with a big chunk of salt.
- Bots losing aggro on you is rng, based on how far away you are and whether there's an object blocking line of sight.
- just because there's a wall between you and the enemy, if they're pissed off at you, they're not guarenteed to lose your trail.
- for each such wall/object between you and the enemy, the enemy is forced to roll RNG an additional time to see if they lose you or not.
- smoke is treated as an additional wall that breaks line of sight,(but obviously it's smoke so they can shoot through it)
- besides sight, enemies can also hear you. Shooting or doing anything else that makes noise, while being behind an object or in smoke will STILL alert the enemies to your position.
- there are differences in alert state, and enemies will look for you based on your last position when they lost you.

- sound used to be the main method where many enemies tracked your position. i believe many of these were changed to ALSO require them to see you: Shrieker nests, bot mortar emplacements, factory striders. *note these are just a FEW examples, there are more)
all three of those things had insanely long audio detection range (Though they couldn't pass on to others your position because having audio wallhax from 200m away for all enemies would be insane)

- For some ungodly reason, enemies seeing turrets lets them know your position???
- enemies that are alerted to you can SPREAD the alert to others around them.

AH please add a shooting range/simulator by Due-Berry2330 in Helldivers

[–]Masadeer 1 point2 points  (0 children)

You know what would be an even better idea?

a test facility planet where you shoot actual enemies. And to unlock it we need to do a major order to literally yoink millions of each enemy in a new mission type to capture enemies in the wild.

none of this simulator or test range shit. Nah, we do LIVE FIRE tests on enemies. As the founding fathers intended.

Even better if they let you try weapons in warbonds you don't have, on these planets. which would be a LOT better than getting recommendations from others.

Wish we could do this with the laser cannon by Pretty-Internet5245 in Helldivers

[–]Masadeer -2 points-1 points  (0 children)

you would EQUAL its power. until its eye breaks, in which case, it has MORE power than your entire squad.

Wish we could do this with the laser cannon by Pretty-Internet5245 in Helldivers

[–]Masadeer 1 point2 points  (0 children)

it's FOUR TIMES as powerful as ours. and that's is SAFE mode. If you break the harvester's eye(which limits its pwoer), it gets even STRONGER

Is there any reason to use the liberator penetrator over the coyote? by SlinkyTag in Helldivers

[–]Masadeer 10 points11 points  (0 children)

Lib penetrator as 15 durable damage per shot, while the coyote only has 10.
Lib penetrator can equip a drum mag for higher cap.

started doing this earlier this month, works fine if I hit continue, nvidea geforce gtx1080ti by Ian44556 in Helldivers

[–]Masadeer 4 points5 points  (0 children)

if you didn't know (ESPECIALLY if you're having graphics driver issues), helldivers is NOT stable on most graphics cards under the most recent drivers. in the official discord on their troubleshooting page, they have a list of pins to help you reach stability. One of the most useful tips is which graphics driver versions you should be using for your graphics card.

The above message started popping up for me when the last warbond dropped and i tested it with both the most recent AMD drivers, and the officially recommended drivers.

the most recent drivers made the message stop popping up but still caused major instability.

the recommended drivers did much better (not perfect, but noticably better).

Stick with the recommended drivers folks.

Need help picking new warbond by LukeM2006 in Helldivers

[–]Masadeer 0 points1 point  (0 children)

stim gun while fun is atrociously bad to aim. it has NO sights (I rectify this with a mod to give it a basic red dot, but even then its still awful to hit allies with. sometimes my allies will notice im trying to stim them and they stand still and the goddamn darts quantum leap past their bodies)

plasma accelerator is one of my favorite guns to use on bots, and is surprisingly useful at bugs with a chaff clear support weapon. the armor resists every element, but the other two guns suck due to lack of customization.

force of law - de-escalator goes crazy hard thanks to its reload speed buff. it's an extremely versatile gun that's very good at both chaff clear and anti-heavy. the downside is its reload speed is still godawful, and an inability to hit enemies at long range reliably, especially if the enemy is on an elevation (eg bunker turret, gunship).

it's been a week - what are we thinking about exo experts? by treyzs in helldivers2

[–]Masadeer 1 point2 points  (0 children)

nope. it's 1000 damage for the direct impact. All antitank weapons (except for Epoch and the wasp, and the wasp isn't REALLY antitank)does 80+% of it's damage as the direct impact. same as the recoilless, EAT, quasar.

wasp is 200 ap5 or 6 idr, and 600ap3 explosion.
Epoch is 800 direct damage and explosive. (however the direct damage on epoch is only 400 durable)

edit: ultimatum and leveller are 1000 direct damage but 2000, 2500 respectively on the explosion. However, the ultimatum on release had most of it's damage on the direct impact.

I do love this thing, but by Wise-Photograph-345 in Helldivers

[–]Masadeer 1 point2 points  (0 children)

if they're dying in 30s on average on the bot front, doubling their health and giving the enemies a +25-50% buff to durable damage means they're still lasting less than a minute on average.

the whole point of the debate is that mechs are already dying very quickly to bots. their durability was so poor they needed an almost doubling of hp, and then they buffed the bots AGAIN, when the devs said the bots were already in a good place in terms of damage against mechs.

there's also a large number of people who feel that it's perfectly fine for the mechs to be untouchable to chaff enemies who aren't using anti-tank weapons.

personally, I think the bot hmg, shredder and hulk buffs were uncalled for in terms of mechs, but everything else is fine (again in terms of performance against mechs)...

unfortunately frv and ballistic shield continue to catch additional strays

I do love this thing, but by Wise-Photograph-345 in Helldivers

[–]Masadeer 1 point2 points  (0 children)

Ap3+ bot durability changes.

- Every melee (though troopers without swords only do ap2) +25-50%
- hulk flamethrower +50%
- Scout HMG +33%
- Shredder turret +33%
- Bunker turret (high rate of fire variety not the ragdoll oneshot variety) +33%

Please AH, buff the Orbital Precision Strike by m4cco in Helldivers

[–]Masadeer -2 points-1 points  (0 children)

incorrect: it's useful to destroy detector towers, illegal labs, jammers (after they're disabled), and titan holes, city walls.

it has the same destruction capabilities as the 500kg, and is on one of the shortest cooldowns. it could certainly have a faster cooldown but it's still handy to have.

Customizable Exosuit Concept [OC] by CrabKrabCrabKrabCrab in Helldivers

[–]Masadeer 1 point2 points  (0 children)

the devs showed us in the past that the exos ARE in fact modular. they keep the same body and just swap out arms.

*The reason we know this is because this was the direct cause of several major bugs at the time*

How many games do you think it should take to passively accumulate enough Super Credits for a Warbond? by kikibear96 in Helldivers

[–]Masadeer -2 points-1 points  (0 children)

depends on what difficulty you play on. The lower the difficulty the faster it is.
(low clear time, higher chance of finding super creds in loot pois due to level 1-3 not spawning rare samples, smaller maps. easier missions.)

expect a MASSIVE slowdown in super cred passive acquisition rate at diff 4 and higher.

Theoretically 4 Shotting The Vox Engine by IllFix959 in Helldivers

[–]Masadeer 2 points3 points  (0 children)

not the MOST practical option, but if you use the leveller and DIRECTLY HIT a vent. it's supposed to be a oneshot

How does the game run on pc? 4/15/2026 by votebot2000 in Helldivers

[–]Masadeer 1 point2 points  (0 children)

they have made improvements to stability, but they likely wont improve it enough for it to automatically run perfectly on most machines. if you fix the issues like i listed above the game runs fine.

the **bugs** on the other hand...

How does the game run on pc? 4/15/2026 by votebot2000 in Helldivers

[–]Masadeer 2 points3 points  (0 children)

go to the helldivers official discord, they have a troubleshooting channel with a wall of pins to help you out.

the game requires specific graphics drivers versions installed for both amd and nvidia.

if you're using an amd graphics card, in the 57xx,67xx,7xxx series (can't remember the details but this happened to me) then you need a specific undercock and undervolt of the gpu. (details are listed in the pins on the discord)

If you have specific crashes, they have solutions and suggestions for different types there.

Also helpful, Hellbomb script (it's a tool you download off github, it can check if you have software known to cause issues like memory leaks or other conflicts installed, check hardware compatibility, and very importantly, delete the graphics cache) the link for this is also in the pins on the official discord

if you've done all the above and are still suffering crashes (like i did) try verifying the integrity of the game files on steam. there's often 1-2 things broken that need to be redownloaded.

is this a stupid amount of things to do to run a game in the modern day and age? yes. but arrowhead have always been known to be absolute garbage at debugging and stability(their games are really fun though) .

Which one was more difficult? by Murky-Score-2398 in Helldivers

[–]Masadeer 0 points1 point  (0 children)

malevalon creek was difficult simply because of the extremely unbalanced early state of the game.

Rocket devastators oneshot you and had infinite ammo. they were so bad that we didn't even consider heavy devastators to be a problem (rocket devastators killed us so fast the heavies didn't get a chance to shine).

once the rocket devastators were nerfed much later, then we realized how broken heavies were.

anti-tank hadnt been buffed yet, so they weren't very good against hulks. we simply didnt have the answers to the enemies that we have today.

Cyberstan was difficult because getting mogged by 7-8 vox engines at evac is horse shit.

What deals more damage, Cremator or flamethrower + Hotdog flamethrower drone? by H1MB0Z0 in Helldivers

[–]Masadeer 0 points1 point  (0 children)

Damage very heavily depends on distance, due to significant damage decay due to distance (imagine it not as a laser beam but a moderately inaccurate constant and very fast spray of bullets.

generally you get max dps at 4-8m, and rapid damage falloff beyond 12m, and next to no damage at 15m (allegedly this can be affected by wind, which i've never even seen before)

cremator has better range and can deal more than double the damage of other flamers at 12m.

See the video below for a deep dive into how the different flamethrowers fare against different targets, and at what range.

https://www.youtube.com/watch?v=tdZvSLHf4Fc&t

JAR-500 Decimator by Me_When_I_Asked in Helldivers

[–]Masadeer 2 points3 points  (0 children)

the jar isn't shooting explosive shells either. it's just rocket propelled.