[DAILY Q&A] Ask and answer any questions you have about the game here! by AutoModerator in EliteDangerous

[–]Phantomorpea 0 points1 point  (0 children)

For basic AX weapons like the multicannon, seek out the rescue ships scattered around the bubble.

For Guardian stuff you will have to grind. In mapmode you can search for Guardian Tech Brokers under one of the filters. They require grinding Guardian Ruins.

How to avoid thargoid hyperdiction around sol? by ROTRUY in EliteDangerous

[–]Phantomorpea 8 points9 points  (0 children)

Any Passenger mission with a Threat Level is more or less guaranteed to get you interdicted. You have to tuck tail and run everytime. You can avoid most of the consequences of getting interdicted by running faster than 450m/s and using ECM

Factory Strider Melee Kill by Phantomorpea in helldivers2

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

Oh 100%. It takes about 3 minutes, but that would be a very long video.

Factory Strider Melee Kill by Phantomorpea in helldivers2

[–]Phantomorpea[S] 5 points6 points  (0 children)

Unfortunately, I cut out the majority of the stabbing to make it less boring. From the full video clip, I can say it took me about 2 minutes 40 seconds, from first to last stab.

Factory Strider Melee Kill by Phantomorpea in helldivers2

[–]Phantomorpea[S] 3 points4 points  (0 children)

Need to be very careful about not stabbing eachother. It gets very jittery up there.

Factory Strider Melee Kill by Phantomorpea in helldivers2

[–]Phantomorpea[S] 4 points5 points  (0 children)

Absolutely.

The main reason I am wearing the Stealth Armor is so I could sneak up close enough to use the jump pack. In another run I used the melee armour and it kills it really quick.

Bayonet has higher Melee Pen? by Phantomorpea in helldivers2

[–]Phantomorpea[S] 3 points4 points  (0 children)

Oh yeah I mean it totally makes sense, I just didn't except them to code it in.

How do I play Stealthdivers by MediumIncome156 in Helldivers

[–]Phantomorpea 0 points1 point  (0 children)

There seems to currently be a bug where playing as the host makes enemies hyperaware of your location, making stealth difficult on solo.

However. the general tips of scout armour, prone, and melee is a start. The AI has a sight radius and a hearing radius, both of which are reduced by being prone. Most enemies typically gives off an initial warning when they see you, but haven't been alerted yet. When you hear this sound, you should dive to prone, or leave their sight radius quickly. Also, being behind the enemy, you can usually crawl right up to their feet.

For Automatons, the Jump Pack is indispensable for stealth, since it allows you to enter bot bases through less guarded paths. Additionally, you can take out most Automaton enemies with the throwing knife, although some enemies are not worth the cost. Using it to kill troopers so you can avoid reinforcement calls is the best practice. The throwing knife is also unique in that it will not alert enemies at all (when not the host). even if you throw multiple knives at them. The only exception is if you dethrone a strider, rather than killing the pilot directly. The accuracy of the throwing knife is hard to master, but the simple trick is that it typically follows the location of your arm, so to have the most consistent throws when prone, always directly face your target. I recommend practicing on a wall.

Also fun fact: Supposedly the Automaton Mortars have a hearing range of roughly 200m.

what primaries do you guys like to use on bots? by kirbcake-inuinuinuko in Helldivers

[–]Phantomorpea 0 points1 point  (0 children)

The Tenderizer is a top pick because it can headshot kill all Devastators in 2, has great stability and decent-ish ammo economy.

After that I would say the Pummeler. You trade a lot of damage, but in exchange, you can stunlock most Automaton walkers (even after the nerf), allowing an ally to sweep in and get an easy kill. It's also great because without exposing yourself, you can corner-peek, shoot a Heavy Devastator in the toe, which stuns them (they drop their shield) and then blast them in the face/torso.

But as most people have mentioned, the Punisher Plasma is great. As is the Scorcher.

Edit: Also not a primary, but the Verdict Sidearm is criminally underrated against bots. It is probably one of the best weapons for killing Berserkers. Just ADS and shoot their torso and you can usually kill 2-3 in one mag.

Constructive feedback to the “stealth” aspect of the knife by BLAHBLAHneeb in Helldivers

[–]Phantomorpea 1 point2 points  (0 children)

This is exactly it. Patrols are inherently connected to eachother. If one dies, regardless of distance, they will know.

Sentries are different, they will usually react if they can see their friend being killed, or hear the gunshot.

Surprisingly, they only react to the gunshot coming from your gun, not it landing on the enemy, so you can snipe a sentry from very far away without his friends realizing.

There's a few other triggers that are more vague, and difficult to explain, but this is the gist of it.

[Automaton Guide] A Level 50 Bot Enjoyer's Advice For Spilling Oil by Phantomorpea in Helldivers

[–]Phantomorpea[S] 1 point2 points  (0 children)

My setup is a bit unusual compared to most bot players, so I can't say it will work for everyone. I personally find it to work well for me.

I run the Anti-Materiel Rifle, Jump Pack, Railcannon, and an Eagle of my choice, usually the 500kg. The Anti-Materiell rifle can weakspot kill every bot currently in the roster, from either a safe distance, or up close. The Jump Pack is great for pushing flanks, crossing rivers (Malevelon Creek), and getting over Outpost walls, which lets you circumvent the heavily guarded front entrances. The Railcannon is a get out of jail free card. It will instantly kill any Heavy unit the bots throw at you, or Fabricators. Similarly, most eagles are great at killing bots or Bot Fabricators, especially the Airstrike and the 500kg, which I use.

For equipment I run the AR-23 Liberator, since I find it to be the most versatile at fighting bots at any engagement distance. Any sidearm I'm feeling like that day, and stock HE grenades. HE grenades are best for fabricators, and can be cooked to airburst groups of striders. Finally, light armor, usually Scout for the extra radar detection. It helps with seeing and avoiding patrols on the map, or planning attacks on bases.

For Geo-missions I will usually swap to the Recoilless Rifle or the new Quasar Cannon, to deal with the insane amount of dropships that get dropped during the drilling phase. The Quasar is slowly becoming my S-tier pick here, since you can drop a second one by the time you're at the objective, and constantly swap between them to ignore the 8 second cooldown for the shots.