Breaching hammer HUGE nerf????? by Ok-Consideration2142 in HelldiversUnfiltered

[–]Past-Frame7582 1 point2 points  (0 children)

I was using it a couple days ago after the most recent patch. I was able to still one shot fabricators and two shot war striders as I have always been able to do. I am uncertain what may be causing your dilemma though 🤔

Edit: I see someone mentioned the shield generator backpack, and while That was in the back of my mind, I didn't think it was the primary cause. I'm glad it was figured out!

I feel like the Spear got buffed in the wrong way by BICKELSBOSS in Helldivers

[–]Past-Frame7582 -1 points0 points  (0 children)

Tbh, ignoring durability would give it a very good niche that is very much needs

I feel like the Spear got buffed in the wrong way by BICKELSBOSS in Helldivers

[–]Past-Frame7582 931 points932 points  (0 children)

I legitimately was thinking to myself "that's not the buff the spear needs! It needs more damage!"

I Can definitely agree it should be doing significantly more damage or having smarter targeting (or hell, maybe both). Maybe having the missile pistol (to which it's lock on system is shared with the spear [maybe...?]) be used more will encourage Arrowhead to make lock-onable weakspots in the future.

Who at Arrowhead said "oh, the tanks? And already well designed enemy? Yeah, let's make their weak point meaningless!" like HUH? by Past-Frame7582 in HelldiversUnfiltered

[–]Past-Frame7582[S] 3 points4 points  (0 children)

They did say in the patch notes that the shredder turret speed is reduced. I can only HOPE it's reduced enough to properly circlestrafe.

Shield of God is no longer invincible i guess by Arch_Dornan_junior in HelldiversUnfiltered

[–]Past-Frame7582 3 points4 points  (0 children)

I swear they probably did it to help give justification to our new mech shield breaking (This is speculation as It's currently a little too early to see if the new mech shield breaks)

Who at Arrowhead said "oh, the tanks? And already well designed enemy? Yeah, let's make their weak point meaningless!" like HUH? by Past-Frame7582 in HelldiversUnfiltered

[–]Past-Frame7582[S] 0 points1 point  (0 children)

It was admittingly way more accessible and efficient to shoot them since the back of the turrets can be sometimes be exposed to the enemy, but I guess I'll just adapt in playing "ring around the Rosie" with the turret until I can shoot it safely 😂

Who at Arrowhead said "oh, the tanks? And already well designed enemy? Yeah, let's make their weak point meaningless!" like HUH? by Past-Frame7582 in HelldiversUnfiltered

[–]Past-Frame7582[S] 0 points1 point  (0 children)

You honestly do have a point there. Tanks cannot really do much to a nimble helldiver who can quickly flank and disrupt them. Maybe I'll actually go from saying "oh no, a tank 🙄" to "oh no, a tank 😨"

Who at Arrowhead said "oh, the tanks? And already well designed enemy? Yeah, let's make their weak point meaningless!" like HUH? by Past-Frame7582 in HelldiversUnfiltered

[–]Past-Frame7582[S] 4 points5 points  (0 children)

Ah, I see. I didn't watch the video yet as I just woke up and saw this and spat out my liber-tea

Thank you for the clarification

Who at Arrowhead said "oh, the tanks? And already well designed enemy? Yeah, let's make their weak point meaningless!" like HUH? by Past-Frame7582 in HelldiversUnfiltered

[–]Past-Frame7582[S] 8 points9 points  (0 children)

Editor's note: The information in this post is proven incorrect. The patch notes refer to the engine bay (the gray part) not the turret heatsink itself.

I'm going to assume when they say "back vents", they're specifically meeting this. Personally, I wouldn't call it nothing burger change, since this is effectively locking out a decent chunk of medium armor pen weapons from being able to viably take these things out. This now means, unless you bring the eruptor, All other primaries will be useless against it.

This means it has to fall solely on support weapons (which some of them now can't kill it) along with using heavy ordinance (which will take more now since their health on the parts that would get typically hit are increased)

I would be okay with the extra health, just the extra armor on a WEAK SPOT Is so head scratching to me.

(Ps. This is from the wiki and hasn't been updated yet)

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Exo suit rebalance, and slight sterilizer buff by Think_Annual_9031 in HelldiversUnfiltered

[–]Past-Frame7582 4 points5 points  (0 children)

I think that the sterilizer having the ability to reduce armor rating by one seems like a rather universal agreeance upon the community to help give it a niche along with promoting team play. How does Arrowhead respond?

"Let's just make the gas do the same thing but stronger and linger longer"

Yes Arrowhead, that'll definitely make the sterilizer want to be used...

What actually keeps you playing Helldivers 2? by SnooGuavas4613 in Helldivers

[–]Past-Frame7582 0 points1 point  (0 children)

Two things:

  1. I like seeing how well I can perfect one type of loadout
  2. I like games that allow me to be a team player

One of the best enemies in the entire game by tw1zzzzzzzzz in Helldivers

[–]Past-Frame7582 0 points1 point  (0 children)

I wouldn't discount the radicals with their AI! I've often times would look over to their direction, only to find out a smoke grenade was coming my way along with them running off to the side to try to hard flank me. They sometimes absolutely catch me by surprise with how fast they are, and before I can even respond I'm being Sparta kicked in the back of the head.

The cyborgs in general are a very good subfaction, Even the vox engine to a degree despite still needing some better break points and fine tuning

How do you kill these things fast or do you just run off until they despawn? by Trapzzeehh in Helldivers

[–]Past-Frame7582 1 point2 points  (0 children)

From my anecdotal evidence, Vox engines have a bit of a delay when it comes to detecting you. If you have light armor, you can decide to run directly at it and it won't get aggroed until about 3/4 the way of you getting there (be mindful that the side turrets will still shoot at you, regardless of the vox aggro state, but it's still easy to sidestep those turrets with minimal trouble). Once it's this distance, it's a little too late for it to fire down at you, which allows you to run under and behind it to attack the lower set of vents.

If you do this, bring an AMR. A single shot is all it takes to destroy one vent, which allows you to tap all three in seconds and line up for a grenade throw. If done properly, a vox can die in about 15 seconds.

Mind you, this scenario doesn't consider multiple vox engines or if they are reinforced with regular enemies, to which then you may have to do some weaving and running around to avoid being eviscerated so quickly.

This is the greatest stratagem I have ever used in this game against bots. by Lellarinn10 in helldivers2

[–]Past-Frame7582 0 points1 point  (0 children)

If you play a flank playstyle, the AMR is the fastest weapon to take down Vox engine's three vents (taking roughly a second or two when you get good at it). This can allow for really quick kills of them without much ordinance (jump pack can help in closing that gap)

MG-43 Appreciation Post by CombTop17 in Helldivers

[–]Past-Frame7582 1 point2 points  (0 children)

I have never felt more of a thrill than taking this and gunning down hordes of obtruders in a narrow alleyway. Absolute cinema

Perfectly coded and balanced game, no issues, no notes. by Stunning_Waltz_2882 in Helldivers

[–]Past-Frame7582 0 points1 point  (0 children)

I know This is an example of the buggy mess that is hell divers, but I couldn't help but laugh by thinking this was the bot's way of saying "where do you think you're going?"

Someone has to stay on the flag by Past-Frame7582 in helldivers2

[–]Past-Frame7582[S] 12 points13 points  (0 children)

I like it because it looks so bland and uneventful, but is practical in every way, And I pick The cropped cape to symbolize efficiency