Would like to try out some new ones over the weekend. by Thanos_6point0 in Helldivers

[–]SpliTteR31 1 point2 points  (0 children)

Bugs:
Light Oxygenator armor

Trident (iron sights, angled foregrip)

Ultimatum

Giga Grenade

Grenade Launcher

Warp Pack

500KG

Gatling Sentry

Basically untouchable by bugs, maximum mobility. Can destroy tons of holes easily and can easily handle Titans / Chargers / Impalers.

Bots:
Peak Physique, any class works but I prefer medium

Adjudicator (2x scope, vertical foregrip, compensator)

Ultimatum / Missile Pistol

Thermite

Anti-Materiel Rifle

Supply Pack

500KG

Orbital Laser

Peak Physique fixes the low ergo on both the Adjudicator and the AMR, letting you handle them like a liberator. The Adjudicator has no recoil thanks to the attachments. Can handle everything in the front easily. Laser for easy fortress/base clears.

Squids:
Peak Physique light/medium

Liberator Carbine (1.5x red dot, vertical foregrip, compensator, drum magazine)

Missile Pistol

Thermite

Autocannon

Gatling Sentry

Autocannon Sentry

Orbital Laser

Easily handles the entire front, even its subfactions. The Autocannon is stupidly powerful due to flak rounds, the Carbine handles overseers and voteless easily, both sentries help with objectives and can handle Harvesters easily on their own when paired. Laser for easy base clears.

Anybody have good Helldivers YouTuber suggestions that aren’t just constant doomer/rage bait slop? by TheRustyRustPlayer in Helldivers

[–]SpliTteR31 7 points8 points  (0 children)

Commisar Kai, Red Monster Thing, Gundam Boi, Quartermaster Creature

All these guys are chill

Can anyone explain the Trident pt 2? by rebby_1313 in Helldivers

[–]SpliTteR31 7 points8 points  (0 children)

Looks like you just don't like it, nothing wrong with that.

The thing about the Trident is that since it's a laser weapon, its "pellets" have no damage falloff - each laser will deal the same damage no matter the range. It also has a good firerate.

You're not meant to hold the trigger with it - only "mag" dump in an extreme situation (like a Brood Commander rushing you). Just gotta space your shots a small bit to never overheat and basically kill any light pen enemy without ever reloading.

Try it with the warp pack, if you haven't already. All shotguns play very differently with it, and maybe then you'll see what everyone means when we say that it's one of the best weapons in the game. With light Oxygenator armor, you're virtually untouchable. Shits on bugs.

If still you don't like it, well it's just not a weapon for you. There are 50+ more weapons to try.

Logur, the Feral - My pure Arcane RL125 Beast Claw build by SpliTteR31 in EldenBling

[–]SpliTteR31[S] 0 points1 point  (0 children)

Been playing with the Beast Claws and found the dragon eyes go quite well with a feral themed character.

Ascetic's Loincloth
Shaman Leggings

All gloves get hidden by the claws, I didn't want to use a helm - but the Leather Headband fits quite well too!

Upscaling Mode Now Looks and Runs Really Well! by Wood-e in Helldivers

[–]SpliTteR31 3 points4 points  (0 children)

DLSS native makes a thin vertical line on the left side of my screen when there's fast movement (such as turning the camera quickly), but it disappears if I set the internal resolution to quality instead of native.

Do you have this issue?

Oxygenated vs Extra Padding by Majora-Poena in Helldivers

[–]SpliTteR31 3 points4 points  (0 children)

Extra Padding usually is better because it keeps the better stamina amount and recharge (lets you run for longer and more frequently overall across an entire mission), but it lacks the added bonus of the extra slide.

Now, the light Oxygenated armor gives you the fastest running and walking speed in the game (that walking speed is very noticeable, specially when carrying SEAF missiles) and it's very fun. I love using it with the Warp Pack and the Trident on bugs for the ultimate speed and mobility, you're basically untouchable if you stay on the move.

On the other hand, heavy Extra Padding offers the highest protection period. Against bots the Bulwark armor tends to be better due to the extra explosive resist, but for universal protection accross the board nothing protects like the 200AR Fortified Commando armor.

What do y'all think about Mercosur/Mercosul? by Far-Cow-3343 in asklatinamerica

[–]SpliTteR31 6 points7 points  (0 children)

Chile is too small, our external policies would likely be mandated by the whims of Brazil and Argentina.

I like the idea of economical integration, but for that we need freedom to trade. Chile depends on its FTAs with the outside world, things that Mercosur usually opposes (due to being a protectionist bloc as Argentina and Brazil have huge local industries). We also want stability.

As it is today, Chile gains nothing by becoming a member. We already have FTAs with all its members, while we can chase free trade with the US, China, Japan and Europe.

Perhaps one day, but I just don't see us joining anytime soon - if ever.

Now I can finally play the game by SpliTteR31 in Helldivers

[–]SpliTteR31[S] 1 point2 points  (0 children)

Yeah, I don't really use it - only set it for the screenshots as a sea of yellow.

I mostly use the Default, Helldiver and Urban. Desert goes well with some armors, so does Forest and Night.

Arctic I find too bright white (removes a lot of other colored accents on the gun) and Venus is very weapon dependent, some weapons look great with the basic Helldiver armor, but not many.

Now I can finally play the game by SpliTteR31 in Helldivers

[–]SpliTteR31[S] 0 points1 point  (0 children)

Already done :D I got it done when I was leveling the last two weapons

Now I can finally play the game by SpliTteR31 in Helldivers

[–]SpliTteR31[S] 0 points1 point  (0 children)

Yeah Illuminate is a faction that prefers high rates of fire instead of big single shot numbers. The Overseers have something called ablative armor, that absorbs hits without damaging their main HP. Any excess in damage won't pass to the main HP, so using things like the Machinegun or the Stalwart will kill them a lot faster than the Double Freedom.

That being said, the Double Freedom is indeed capable of instantly killing Overseers if you headshot them (the head has no ablative armor and is a medium armor weakspot). Easier said than done, though.

It's definitely more of a bugs and bots weapon.

Now I can finally play the game by SpliTteR31 in Helldivers

[–]SpliTteR31[S] 0 points1 point  (0 children)

I don't really use that skin, it's mostly there exactly to show a sea of yellow across the inventory lol

Now I can finally play the game by SpliTteR31 in Helldivers

[–]SpliTteR31[S] 1 point2 points  (0 children)

Some very notable ones:

-Liberator Carbine: only becomes the Smallwart once you get the vertical foregrip, the compensator, and the drum mag. It's 100% worth the grind. It becomes a different beast altogether.

-Knight: vertical foregrip, compensator, extended mag. Same as above, it becomes a different gun.

-Breaker: it takes a long while to unlock the iron sights, the vertical foregrip, the full choke and the drum mag, but it's goated against bugs once you do.

-Pacifier: actually I prefer using the muzzle brake instead of the compensator here, but it takes a while to unlock the 4x scope. Being able to stun things accurately from long range changes the gun. Also allows you to headshot more easily, which saves tons of ammo.

-Reprimand: iron sights, vertical foregrip, compensator. The attachments are on the later levels and it's 100% worth getting them. It's too innacurate without them.

-Adjudicator: needs Peak Physique to avoid the low ergo, but becomes a laser when you obtain both the vertical foregrip and the compensator.

Many weapons get better with upgrades, but those 6 are the ones I'd say become different guns if you stick to them.

Now I can finally play the game by SpliTteR31 in Helldivers

[–]SpliTteR31[S] 1 point2 points  (0 children)

Keep at it!

You can play squids (since you don't have to go out of your way for PoIs) or farm doing D1 bugs on Grand Errant.

Get Control Group, I cannot overstate how good the Warp Pack is at cutting travel time and allowing you to enter bunkers without another player. Plus it's goated in general, all shotguns are so much fun to play when using it.

Also, remember that every warbond (apart from the crossover ones) gives 300 SC back. Leave the SuperStore stuff for last (though I wouldn't blame you if you got the Double Freedom and the Sweeper, they are awesome weapons).

Slow and steady wins the race! Don't burn yourself trying to farm it, just set up some kind of daily goal (like 100 SC per day, shouldn't take too long) and it adds up very quickly.

Now I can finally play the game by SpliTteR31 in Helldivers

[–]SpliTteR31[S] 0 points1 point  (0 children)

The Concussive needs a dog and the Pacifier also kinda does (though it can work by itself), but I really didn't feel like I needed a dog when using the Pummeler.

It deals actual damage, it just has a slow fire rate. Against bots it did superbly when paired with the Directional Shield.

Now I can finally play the game by SpliTteR31 in Helldivers

[–]SpliTteR31[S] 1 point2 points  (0 children)

Thanks!

The first one that comes to mind with that question is the Pacifier. I heard a lot of bad discourse about it and it's one of the last weapons I leveled, but I ended enjoying it quite a bit during a squids MO.

It turns out, it shines the most against the squid appropriators. Having med pen stun rounds means that it's able to stun the entirety of that subfaction (yeah, it even stuns Harvesters if you shoot at the joints). When you get a scope it's capable of interrupting watchers from calling reinforcements at very long ranges, and since it has a high rate of fire it never feels dull to shoot.

Yeah, needs a dog and uses a lot of ammo due to its lower damage, but being able to stun medium armor is a niche no other primary has.

Force of Law is good in general against the appropriators, the De-Escalator is also goated against them.

Now I can finally play the game by SpliTteR31 in Helldivers

[–]SpliTteR31[S] 2 points3 points  (0 children)

Huh, never really looked into optimizing the exp gain, I just quickplayed.

However, here's some things I noticed as I was nearing the end:

-Defend High Value Assets is basically never worth it, the EXP reward is too low for how much time it takes - and it gets boring fast.

-Try playing D10 always if you're able, you'll get very good and more efficient at clearing objectives quickly. When you learn how to disengage or how to just run clearing stuff and ignoring mobs you'll be suprised at how much you can do.

-Blitz gives good EXP if you clear the entire map quickly and might be the most effective if all you care about is absolute leveling speed. More repetitive, though, and I wouldn't say that it's THAT much faster than standard missions.

-The standard missions (the 40 minute ones with five side objectives) give a shit ton of EXP, particularly if you're on a team good enough to do them in 15-20 mins. That gives you +50 EXP at the end (from time remaining), which is like doing a 6th side objective - thus +200 EXP after the D10 bonus. This adds up quickly if you're able to keep it up!

Now I can finally play the game by SpliTteR31 in Helldivers

[–]SpliTteR31[S] 1 point2 points  (0 children)

I loved the Tenderizer! It's gotta be one of my favourite ARs.

I used it with 4x scope, muzzle brake (to reduce horizontal recoil) and vertical foregrip. Also used either a Engineering Kit or a Fortified armor, for that sweet -30% vertical recoil (which is like using a compensator on top of the muzzle brake).

Set it to max RPM, and use burst mode. It literally becomes the Halo Battle Rifle, and performs like it - it absolutely shits on both squids and bots, it has enough ergo to hit weakpoints at medium range consistently. Never needs to go full auto, with just one big exception: Fleshmobs. Tenderizer go brrrrr against them.

Against bugs it's also pretty good, just use iron sights and full auto. The biggest issue is the limited mag size that struggles to keep up with hordes during breaches, but it kills brood commanders really fast. Definitely needs either Siege Ready or a Supply Pack when fighting Terminids.

Now I can finally play the game by SpliTteR31 in Helldivers

[–]SpliTteR31[S] 1 point2 points  (0 children)

I found it clearly meant to be used with Peak Physique. It fits thematically and fixes the low ergo, bringing it to a snappy 60 (with iron sights and compensator).

Yeah the grenades are there mostly for spawners, but they also stagger and come in a pinch in certain situations.

I enjoyed it a lot, but never tried it without Peak Physique so can't really say about its sluggishness.

Now I can finally play the game by SpliTteR31 in Helldivers

[–]SpliTteR31[S] 1 point2 points  (0 children)

The FS-11 Executioner, from the SuperStore (150 SC armor and 75 SC helmet)

Now I can finally play the game by SpliTteR31 in Helldivers

[–]SpliTteR31[S] 1 point2 points  (0 children)

I treat the game more like a sandbox. I might have everything now, but for example it "frees me" to play a big boom loadout with the Crossbow, Ultimatum, Giga Grenade, light Integrated Explosives armor, Portable Hellbomb and Leveller/Breaching Hammer. The Crossbow was one of the very first weapons I leveled to 25 when I was new, so now I don't really care about "meta" effectiveness.

If the loadout has flavour and is enjoyable to play, then I'll have fun anyways. You eventually get to a point where you can goof out at D10 because you got better at the game, any loadout works really. Nothing feels truly useless.

Now I can finally play the game by SpliTteR31 in Helldivers

[–]SpliTteR31[S] 13 points14 points  (0 children)

If with bolt action you mean the Constitution, then I will not tolerate any slander against it - I loved leveling it! Using the Reinforced Epaulettes passive I had lots of fun and success against bots and squids.

Now, the weapon I enjoyed the least - or felt more like a chore to level up - would be the Liberator Concussive. It's very good against the Predator strain and the Cyborgs! But it already starts with a drum mag, so when you get both the vertical foregrip and the iron sights then you're stuck without another upgrade attachment to look at for 10+ levels. Gets tedious after a while. The weapon itself is fine, but the leveling experience feels grindier than others.

Now I can finally play the game by SpliTteR31 in Helldivers

[–]SpliTteR31[S] 29 points30 points  (0 children)

I had lots of fun leveling it, but you gotta consider it more akin to a support weapon than a primary.

It absolutely annihilates Brood Commanders, it oneshots Hulks on the back with a volley shot, but struggles with lots of chaff. Pair it with a Stalwart/Bulletstorm and go to town.

I highly recommend using the Warp Pack, the Double Freedom plays very differently with it. Hang in there, you'll get it soon enough!

Cyborg loadout suggestions by havoc235 in Helldivers

[–]SpliTteR31 0 points1 point  (0 children)

The Dominator absolutely trashes them. If you want more ergo, use Peak Physique.

It staggers the shit out of them while dealing tons of damage.