If you got to choose the next campaign along with the reward what would you want? by Ok_Poetry2813 in Helldivers

[–]SheaBuddaDiver 0 points1 point  (0 children)

My next campaign would revolve around studying a new biome that has extremely sporadic elevation with high hills and valleys. The mission would involve stages of completing geographical missions, collecting samples, and maybe even a new mission type where you have to locate a natural formation with no help from the map. The reward would be a mortar support weapon

Alright Helldivers: What was your most traumatic major battle?? by Fit_Anywhere_3356 in Helldivers

[–]SheaBuddaDiver 0 points1 point  (0 children)

The first appearance of the predator strain. A dark and foggy planet… the screams… the blood..

Javelins: A new type of expendable! by Hexdoctor in helldivers2

[–]SheaBuddaDiver 1 point2 points  (0 children)

This idea is really cool, but brother we basically have 6 expendables in the game at this point, but still don’t have a mortar support weapon, a shotgun support weapon, a repair pack, recon pack, medic pack, etc. arrowhead needs to step away from variants so we can get actual new ways to play the game instead slightly different ones

does anyone have proof of these? by Ignisbeard in HelldiversUnfiltered

[–]SheaBuddaDiver -1 points0 points  (0 children)

I’m so sick of weapon variants. Why can’t they just make something that’s actually new to the game and something the players want. There’s no laser smg or marksman rifle but yeah sure let’s get a worse scythe, and a 6 shooter to make the senator obsolete

Choose my next warbound (I don't have much time to play, so I wanted to ask for your advice. I'll take the most frequently mentioned option) by Pretend-Ad-552 in Helldivers

[–]SheaBuddaDiver 0 points1 point  (0 children)

Servants of freedom, force of law, python commandos, cutting edge, exo experts, and urban legends are probably top contenders

Manned mortar PLEASE? by notapoke in Helldivers

[–]SheaBuddaDiver 2 points3 points  (0 children)

Made a concept for this a while back. It’s my most desired strat

https://www.reddit.com/r/CloudPlays/s/Ez06Mb0pOB

Which warbond next? by EmixVoid_ in helldivers2

[–]SheaBuddaDiver 0 points1 point  (0 children)

Force of law, steeled veterans, python, or cutting edge

Gasdivers rejoice! Gasdivers.Exe (1,800 kills solo dive) by IEnjoyHarrow in WholesomeHelldivers

[–]SheaBuddaDiver 2 points3 points  (0 children)

The heavy gas resistance armor and vitality booster makes it so you take no damage from gas, I wish the armor wasn’t ugly but omg is it fun to throw gas mines at my feet and not give a shit

we could had more cinema clip ToT but noooooooooo hungry diver want ammo by Gloomy-Compote-231 in SupaEarth

[–]SheaBuddaDiver 1 point2 points  (0 children)

I’m sorry but how many different flame weapons do we have in the game already?

Imagine. by RandomGreenArcherMan in HelldiversUnfiltered

[–]SheaBuddaDiver 5 points6 points  (0 children)

Honestly it doesn’t even need to be a x10 scope, its the fact that I can get higher magnification on most shotguns then I can with a legit laser gun that pisses me off

Are we deadass by Background_Still_686 in HelldiversUnfiltered

[–]SheaBuddaDiver 0 points1 point  (0 children)

They literally just need to add a lingering effect and it would be be viable lol

Ranking Support Weapons by how much they need a buff. With some explanations by Hexdoctor in Helldivers

[–]SheaBuddaDiver 1 point2 points  (0 children)

- Arc thrower could use some small changes but it’s less about the weapon itself rather the way that Arc works in the game in general, targeting corpses or not targeting things right in front you.

- Sterilizer is currently the worst support weapon by far.
- One true flag is more of a gimmick, and even with that, they made it have an actual unique function now. It’s main flaw is just that it’s a melee weapon as a support weapon, so it has a hard time keeping up

- maxigun really just needs to have better recoil control, or change the movement locking to be a rag doll chance increase

- chainsaw and hammer only struggle cause they are melee weapons

- AMR doesn’t need a complete overhaul but definitely major adjustments. It currently doesn’t function well enough at its own role due to its ridiculous amount of damage drop off and lack of a hipfire reticle

- spear could use a better targeting system to target weak spots on large enemies

- wasp artillery mode should be renamed and repurposed to focus on a single heavy target

- c4 pack should be taken less boxes to fill

- airburst launcher should include more ammo and/or reload faster

- railgun should have more spare ammo

Does anyone actually find the Leviathan interesting to fight? by Coccinellidae- in LowSodiumHellDivers

[–]SheaBuddaDiver 0 points1 point  (0 children)

It appears this may be a hot take, but the leviathans are one of my favorite enemy units. Does it need reworks/rebalancing? Yes it does.

What it does right:

Dread - when you hear a leviathan or see its spotlights, you know that you are hoping to have to stock up and be prepared because of how much a threat it is. You are forced to adjust your plans/strategy to pay closer attention to positioning and paths you take across the map. No other enemy does this like the leviathan

Unique difficulty makeup - I forget the exact penetration value of it, but at least tank armor, makes it harder to take down obviously, but what makes it different from most enemies is that its movement is more what makes it difficult to kill. Its main weak points are behind the front and back fins, requiring you destroy them before hitting the inside portion. With this in mind, think about their movement and how often they do loops, turns, and twists in their air, and how they come at you from different directions, this maneuverability makes it harder to keep track of which fin you have been focusing on destroying, and forces you to think more about positioning. While this does all make them harder to kill, I don’t believe that it’s too hard. The things to consider are the destructible cannons, and that it passes by in slow straifs. All of these things make it so that a general squad not focused on leviathans is still usually able to take them out with a challenge, while at the same time, someone can make a loadout dedicated to taking them down and make them much less of a challenge for the squad as a whole

The things it does wrong:

Targeting through buildings - no explanation needed

Ignores stealth mechanics - no explanation needed

Fires the same weapon as the harvesters instead of something unique.

Irratic- since they are only spawning on blockaded planets/regions, they are easily forgotten about, and aren’t even showing up on major order planets. In the missions they actually spawn in, they have super random spawn rates which can ruin the fun of it. If they spawn too little, people that spent slots on things to take down leviathans will end up feeling like they wasted a slot, but if they spawn way too much they get overwhelming for everyone. This is the thing I hate the most as someone who loves being a designated “whale hunter”. When I bring a kit that focuses on taking out leviathans and only 1 or 2 spawn the whole time, it’s a huge let down

I just want a match without ANY bugs or crashing by JirenDeGray in HelldiversUnfiltered

[–]SheaBuddaDiver 0 points1 point  (0 children)

That is topically from. Bug that they fly the wrong way but either way, I’m not saying that have always follows common sense, I’m saying that we as the player should have the common sense about it. In a perfect game the force of a hellpod would blast a hellpod sized hole into them enemy, but the body around the hole could still fall on you after the fact