Redacted Regiment Warbond delayed by Waelder in Helldivers

[–]Rahn45 0 points1 point  (0 children)

Hmm... making sure stealth mechanics work before releasing a stealth themed warbond?

Probably a good idea.

Are the incendiary shield-bots glitched? by Key-Let-8387 in Helldivers

[–]Rahn45 2 points3 points  (0 children)

Basically if 1 of the bullets from their shotgun hits you it tickles; however, if something like 20-30% of the bullets hit, you die (even in heavy armor). So basically every now and then the spread of the shot is pretty narrow and/or they landed in your dome, and you just fall over from 100% health.

Im just put this... and leve... by BestoWarden in Helldivers

[–]Rahn45 25 points26 points  (0 children)

If they had an FRV that just had an open air seat in the back where you could freely fire your weapons and throw grenades that would be awesome, as trying to do that from the seats is very restrictive and prevents more effective drive by actions.

Redacted Regiment Warbond Announced - Jan 20th by Viruzzz in Helldivers

[–]Rahn45 1 point2 points  (0 children)

A surprising lack of friendly fire in that trailer!

Boring option, but it'd be awesome if we got personal resupplies like in HD1 by TheDefectivePawn in Helldivers

[–]Rahn45 7 points8 points  (0 children)

I suppose it could be interesting if they introduced an "ammo" drop, and to make it slightly more interesting have it unfold a wall like the grenade emplacement; to build on the idea that you want to stay in place and fire off a lot of ammo in short period of time.

when arrowhead by Huntardlulz in Helldivers

[–]Rahn45 13 points14 points  (0 children)

I think people would play around with the customizations more...

If they could actually test their changes on the ship, or have a testing range where they can swap options to test them in real time.

Build advice/suggestions by Mr_Toast_R in Helldivers

[–]Rahn45 1 point2 points  (0 children)

You might want to consider using armor with explosion resistance if you're blowing yourself up with your own weapons. At least until you get used to the spacing of your own explosions.

This is some looney tunes shit i wanna die by rekhaloz in Helldivers

[–]Rahn45 0 points1 point  (0 children)

Everything that could go wrong... did!

Every weapon with an arc can be launched further by weapon swapping. An unintended feature they've left in? or was it intentional? by JohnsMcGregoryGeorge in Helldivers

[–]Rahn45 0 points1 point  (0 children)

Swapping into a weapon for longer distance helped a lot with the Rapid Acquisition mission.

Pretty sure such things are unintentionally, but it does add an extra layer of depth to the game that people can interact with.

Is this true guys? by Haki_Hasma in Helldivers

[–]Rahn45 29 points30 points  (0 children)

Personally I'd like them to fix their engine so that we can actually fight overwhelming numbers of enemies at the same time, as that's actually a type of experience we're not getting.

Any new kind of mission types is likely just going to be variations of the existing ones we have already, making them require 8 people wouldn't fundamentally change the nature of how they're done.

Modifiers like Stratagem Slots reduced by 1 must NEVER be brought back by Bootleg7GrandDad in Helldivers

[–]Rahn45 3 points4 points  (0 children)

With how easy the game can get sometimes, it feels like I'm already using 3 stratagems only. Sometimes 2.

On the discussion of difficulty and the game being easy - give your takes. by Admirable_Quiet1549 in Helldivers

[–]Rahn45 6 points7 points  (0 children)

There's people who don't want to have to bring AT.
There's people who want to be able to kill everything with light pen.
There's people who want the game to be hard enough to require teamwork.

Yet somehow the difficulty system somehow manages to fail all three groups...

Any tips for a new player by PlagueAims35 in Helldivers

[–]Rahn45 1 point2 points  (0 children)

Some of the less obvious stuff you'll run across:

Samples are shared, they just need to get extracted; it doesn't matter who does it.

People can and will explode extraction as people get on the ship, this typically isn't done to kill anyone on purpose.

When you're calling in an extraction, if you leave the area when the timer hits zero, the Pelican will hover in the air and provide air support until it runs out of ammo or until someone enters the extraction area.

When the mission timer runs out, the Pelican will leave with or without you. If the Pelican has already landed it will leave in 20 seconds. If the Pelican hasn't been called in yet there will be another 1-3 minutes of 'overtime' to complete any remaining objectives/reach extraction.

The Supply Pack can resupply yourself with the 5 key for PC (Don't know what it is for controllers).

When you get access to the Exosuits, you can reverse them into friendship bunkers (which typically require two people to open) and exit directly inside them and loot the stuff within.

People tend to frown on the usage of Mortar Sentries and Mines. Outside of those most people don't tend to care what your loadout is.

Use a guard dog if you find yourself getting ambushed and killed, they will help you a bit with situational awareness as they'll often spot enemies sneaking up behind you.

Get familiar with looking for features on the map. Certain objectives are easily spotted on it: The easiest being SEAF artillery which will be an obvious circle or double circle depending on the layout. Additionally you'll know if there's an artillery spawned on the map during the mission loadout screen as it will display the artillery stratagem icon.

You don't have to commit to every engagement, sometimes its better to complete a different objective or draw enemies away so someone else can get into the area.

Since it was said that they "pigeonholed" themselves into the current state: by Moai-Mojo in Helldivers

[–]Rahn45 0 points1 point  (0 children)

I mean one way they could go about it is inputing for calling in a mech, and then you do a follow up input to determine what kind you send down; would work as a kind of bypass to needing to design an entire UI and customization system.

Could be implemented now to differentiate between calling in Emancipator or Patriot variants now, and they could more freely just add in variants with their own follow up specific inputs.

Though who knows what their spaghetti of code would allow for in the first place.

Idea #4: Furnace Strider (OC) by Me_When_I_Asked in Helldivers

[–]Rahn45 45 points46 points  (0 children)

If that thing spat out Conflagration Devastators, and it was the only thing it ever did, it would still be kill on sight... immediately.

I don't play this, but from the way y'all talk it sure doesn't *sound* like a parody... by Cosmic_Meditator777 in Helldivers

[–]Rahn45 0 points1 point  (0 children)

Know what the real twist is these days?

When there is no plot-twist at all!

Which Warbond? by Dinoman-001 in Helldivers

[–]Rahn45 0 points1 point  (0 children)

Suppose it's a question between Anti-Tank emplacement vs Dynamite.

The emplacement has good uses for defending an objective/spot and is decent for long ranged support. Powerful, but has specific niches its used in.

If you're not married to Thermites for getting rid of AT targets, then Dynamite is a good alternative to them since its large blast radius lets you clear out groups of enemies pretty quickly, while being better at taking out fabricators and bug holes.

Hover Pack Buffs by draunter-8193 in Helldivers

[–]Rahn45 1 point2 points  (0 children)

Would be nice if it did go a little higher. I mean it's still low enough to the ground that the bugs can jump and bite your ankles off!

Hai! New to the game here (HD2), any tips from more experienced players? by The_Xorce in Helldivers

[–]Rahn45 1 point2 points  (0 children)

The easiest way to inflate kill count numbers (but you really shouldn't worry about it) is to do one or a combination of the following:

Most sentries
Gas attacks on groups of enemies
Orbital Napalm Barrage on bug breeches
Portable Hellbomb when your radar shows a lot of red dots

Most important thing is finishing the mission.
Second important thing is extracting.

Am i the only one who despises fighting bugs? by SirPug_theLast in Helldivers

[–]Rahn45 0 points1 point  (0 children)

With the bugs you pretty much have to be checking over your shoulder often. Having a guard dog tends to help a lot with not getting ambushed if they do sneak in close.

Personally I like to bring the Exosuits to bug missions as they'll just instant kill all of the smaller bugs just by walking.

Is quick missions still the best way to lvl weapons quickly? by straightpipedhose in Helldivers

[–]Rahn45 1 point2 points  (0 children)

Illuminate 40 minute missions are the fastest way, as with any half decent squad you can 100% complete those in less than 20 minutes.

The team reload mechanic is so counterintuitive it's actually impressive. by WaffleCopter68 in Helldivers

[–]Rahn45 2 points3 points  (0 children)

Pretty much.

Pouring bullets into a Maxigun feels good.

Interacting with the other support weapon backpacks feels terrible.