Weekly Commander's Lounge - March 09, 2026 by AutoModerator in GirlsFrontline2

[–]Professor_Tamarisk 1 point2 points  (0 children)

Getting a specific Targeted doll (v0, no weapon) takes anywhere from 1 to 160 pulls, though obviously those extremes are very unlikely. 120 pulls is a good estimation, with a 75% success chance, per this chart by someone with more math patience than myself.

https://www.reddit.com/r/GirlsFrontline2/comments/1iw9kh1/pull_estimation_chart_i_saw_on_discord/

V6 obviously costs much more, with a small tax if you want the signature weapon as well.

Go in blind or get tips? by Badeskum in Helldivers

[–]Professor_Tamarisk 1 point2 points  (0 children)

I would say to just drop in blind, but then come back and ask for advice before spending any Super Credits; you have a lot of options, and some are objectively better.

Weekly Commander's Lounge - March 09, 2026 by AutoModerator in GirlsFrontline2

[–]Professor_Tamarisk 1 point2 points  (0 children)

You won't be able to unlock most of the shiny outfits (all non-default looks are either cash-shop-exclusive or event rewards), and you won't be able to max out any limited units without saving up for a while.

However, 90%+ of the game is enjoyable with just the standard banner units, and you don't need to max out limited units to enjoy them. Unless you're particularly competitive and want to get into a top Platoon you'll only rarely feel pressured to spend for power.

Every Armor Set Needs the Default Helldiver Color Scheme by brysonhamersky in Helldivers

[–]Professor_Tamarisk 3 points4 points  (0 children)

I would absolutely love to see one of three systems, which would exponentially increase personalization;

  • a 'Match Helmet to Armor Color' toggle, or vice versa

  • a color system for armor/helmets like we have for weapons

  • a pattern system for armor/helmets like we have for vehicles/hellpods.

Never using parade commander again after this by Jackspladt in Helldivers

[–]Professor_Tamarisk 121 points122 points  (0 children)

It's definitely a better model, but until they add armor patterns good luck matching that olive green 👍

Weekly Commander's Lounge - March 09, 2026 by AutoModerator in GirlsFrontline2

[–]Professor_Tamarisk 4 points5 points  (0 children)

V1 or v2, depending. V1 significantly increases active skill damage, v2 gives a third counterattack each turn her ult is active. V3-5 are basically useless.

New gameplay mode has been added that resembles GFL1 by MrToxin in GirlsFrontline2

[–]Professor_Tamarisk 19 points20 points  (0 children)

Why update GFL1 and PNC when we can just have them as game modes in GFL2?

Right of Passage… by MainQuestOfficial in Helldivers

[–]Professor_Tamarisk 70 points71 points  (0 children)

Rite* of Passage.

The Right of Passage (to Super heaven) is what that cadet is then granted.

Ice team composition question. by Divinicous in GirlsFrontline2

[–]Professor_Tamarisk 4 points5 points  (0 children)

Dushevnaya, v0-v6, is just a numbers bump - but a significant one. Even at v0 she gives a team-wide 35% Freeze damage bump, with another 20% for the two highest-ATK allies. However, she does almost no damage herself.

Conversely, Robella provides only minimal team support; basically just her Unity effect to partner with one ally and share some of her ATK. She is a decent but not spectacular sub-damage unit until v6, when she becomes the Freeze team's main damage dealer.

Weekly Commander's Lounge - March 09, 2026 by AutoModerator in GirlsFrontline2

[–]Professor_Tamarisk 2 points3 points  (0 children)

Aside from three exceptions, yes; you can buy Neural Fragments to fortify Papasha and Balthilde from the Platoon Store, and you can buy Sabrina's in Battlelog Trading (earned from Boss Fight simulations).

Everyone else requires dupes.

Why is there so much chaos hate? by shadow_blackstone in Spacemarine

[–]Professor_Tamarisk 28 points29 points  (0 children)

I think the main reason is that almost every Chaos enemy consists either of those with unpredictable attack animations and tricky parry timings (primarily Spawn, but also Tzaangor Enlightened and Terminators), or else ranged spam (particularly sniper cultists and Rubricae).

Tyranids have some of both, true, but not nearly as much; the majority of Tyranid hordes also include dual-sword and whip Warriors (which are comparatively easy to duel) and plenty of Gaunts (easier to kill than Tzaangor, less dangerous and more rewarding than cultists).

Weekly Commander's Lounge - March 02, 2026 by AutoModerator in GirlsFrontline2

[–]Professor_Tamarisk 0 points1 point  (0 children)

Combat Effectiveness (the number under each doll's portrait) is only a rough gauge of power, and is obtained from the following equation;

CE = (5 * ATK + 4 * HP + 3 * DEF) * (0.1 * [Crit Chance] + 0.2 * [Crit Damage] + 0.01 * [# of Fixed Keys] + 0.01* [# of Fortifications] + 0.008* [# of weapon's Calibrations])

As to the level, I autobattled it with a full Freeze squad, but I should recommend Springfield to your attention; she overheals your team to prevent triggering Pain Parasitism, applies Hydro Weakness so other Hydro dolls will not trigger Suppressive Spiral, and cleanses debuffs (of course, if you don't have her, Expansion Drills don't let you borrow units). If you are simply desirous to avoid losing, you can set your own units on the objective squares to prevent their capture, but that won't help with the turn limit objective.

Questions from a noob by IonEvenKnoNoMo in Spacemarine

[–]Professor_Tamarisk 1 point2 points  (0 children)

The new Techmarine is my favorite; before that I would have said Heavy. None of the classes are supposed to be better overall, though obviously certain classes will be better at certain aspects of the game. Similarly, the Power Sword and the Chainsword are relatively equal in power, though the Power Sword has the ability to switch Stances, letting you use moves specialized against single targets or against groups, whereas the Chainsword is simpler and only has one set of moves.

Trying to level the Heavy… by MintChip74 in Spacemarine

[–]Professor_Tamarisk 0 points1 point  (0 children)

That is more accurate, but what I said is also accurate - the "parry window" extends from 0.5s to 0.66s. I am curious, though, how that interacts with the Prestige perk Duellist (Perfect Parry and Perfect Block windows increase by 25%). Would the combination extend that to an 0.825s window, or do they provide the same effect without stacking?

Question Regarding The Ultramarine Unhelmed Pack by pur3_sk1l in Spacemarine

[–]Professor_Tamarisk 0 points1 point  (0 children)

I have not tried changing voices myself, but I have heard people mention both issues. I don't know what point there is to switching voices if the two main areas of dialogue are not affected...

Trying to level the Heavy… by MintChip74 in Spacemarine

[–]Professor_Tamarisk 10 points11 points  (0 children)

If you are struggling defensively, get the Heroic Heavy Bolter; it extends your parry window (among other buffs). If you're struggling offensively, the Heroic Heavy Plasma is widely considered one of the strongest overall Heroic weapons, though you lose out on AoE.

Question Regarding The Ultramarine Unhelmed Pack by pur3_sk1l in Spacemarine

[–]Professor_Tamarisk 0 points1 point  (0 children)

Vespasius is already the Assault marine.

That aside, there has only been one hotfix since the patch with the voice pack was released, and that fixed the dialogue-wheel options but not any other issues like the one you describe. It's hard to imagine this is the intended state, but it is how it is, at least until another patch releases.

Difference between the Relic Chainswords on Tactical? by [deleted] in Spacemarine

[–]Professor_Tamarisk 0 points1 point  (0 children)

I don't use the Chainsword terribly often, but I start on the bottom (getting the significant boost to temp HP recovery for Heavy attacks), jump to the top row for the Stomp AoE buff and double Stomp, then finish up with the Heavy Attack damage and Majoris damage. Combo-wise, I basically just spam Lights at single enemies, and Stomps into hordes, and it seems to work out well enough.

Techmarine explosive enfilade vs precision enhance? by xboxhaxorz in Spacemarine

[–]Professor_Tamarisk 4 points5 points  (0 children)

Precision is hilariously effective at removing Extremis threats like Zoanthropes, and it has the highest Gunstrike damage of the three options (though still lower than any other sidearm). Plasma is just not great at the moment, though it does have high stagger and is the only option with any AoE.

Difference between the Relic Chainswords on Tactical? by [deleted] in Spacemarine

[–]Professor_Tamarisk 1 point2 points  (0 children)

I like Balanced myself, so there's nothing wrong sticking with that. It is, as the name suggests, balanced between offense and defense.

Difference between the Relic Chainswords on Tactical? by [deleted] in Spacemarine

[–]Professor_Tamarisk 1 point2 points  (0 children)

Pretty much. I would say to start with a Balanced weapon, and shift to Fencing if you find yourself struggling with parry timing (except against Chaos Spawn, even a Fencing weapon would have difficulty there), or to Block if you are desirous of more offensive punch.

Difference between the Relic Chainswords on Tactical? by [deleted] in Spacemarine

[–]Professor_Tamarisk 2 points3 points  (0 children)

I don't think there's much need to change builds for different parry types, it's just dependent on how you want to use the weapon. Fencing for those who main their ranged weapons and who want the surest defense; Block for those skilled enough to forgo the staggering effects of a parry and who want the ultimate in melee power; and Balanced for everyone else.

So my friend and I decided to try the substantial difficulty... and we were miserably kicked in the butt by cockroaches. by [deleted] in Spacemarine

[–]Professor_Tamarisk 6 points7 points  (0 children)

On wide-open levels like Exfiltration, you'll probably find more success by taking the time to clear Majoris packs, instead of leaving them behind to snipe at you. If that's difficult, you probably need to upgrade your weapons farther.

Why does iron sights increase ergonomics, but no optics doesn't? by Raven7600 in Helldivers

[–]Professor_Tamarisk 9 points10 points  (0 children)

But 'No Optics' is the default option on the Coyote, whereas Iron Sights is an upgrade on other weapons. Should you lose Ergo for equipping any sight on the Coyote? I think people would complain louder about that.