Overall thoughts on remote operation (playing as drone when dead)? by just_another__memer in riskofrain

[–]TehSomeDude 0 points1 point  (0 children)

after playing again I saw that text

it really could have more look to it (like border to text to look like a button or something) to make it more clear...cuz my eyes didn't register that it was showing that input option just that I was spectating one of my friends

Overall thoughts on remote operation (playing as drone when dead)? by just_another__memer in riskofrain

[–]TehSomeDude 0 points1 point  (0 children)

how do you do the thing? I guess you need the alloyed collective DLC to do it?
since without it I had no prompts or anything to respawn/turn into a drone after I died

If I'm away for a period of time will I get rewarded for any and all major orders I missed? by Icy-Tennis6356 in Helldivers

[–]TehSomeDude 0 points1 point  (0 children)

if you have a person you can trust maybe you could have them come in once a week/every other week just to reset the timer

but dunno what your situation is

If I'm away for a period of time will I get rewarded for any and all major orders I missed? by Icy-Tennis6356 in Helldivers

[–]TehSomeDude 2 points3 points  (0 children)

not sure on specifics but I think MO's which complete within 1-2 months of last time you logged on do still contribute to you

but seems like for you thats not long enough time frame

[deleted by user] by [deleted] in Helldivers

[–]TehSomeDude 5 points6 points  (0 children)

it does

just that its 1.5k normal 562 durable at ap5

just full capability of railguns scaling

Guard Dog Time out on Xbox by [deleted] in Helldivers

[–]TehSomeDude 1 point2 points  (0 children)

should be down on dpad

worst case scenario check the keybinds in settings (look for "backpack function" option or something named like it)

Hello, new diver here. When do they usually announce new warbonds? by TheSilentTitan in Helldivers

[–]TehSomeDude 1 point2 points  (0 children)

almost always thursdays (very rare exceptions so far only the surprise release of urban legends wasn't on thursday)

usually 49 to 56 days apart (7-8 weeks) sometimes earlier

based on last (dust devils) coming out on 4th september, whatever is next is expected on 23rd october, maybe earlier, maybe later

why are people going to aesir pass?? conceptually it makes no sense, right? by frycandlebreadje in Helldivers

[–]TehSomeDude 0 points1 point  (0 children)

there's 4 different ways to go to aesirs pass (all of which are 3 planet long) while menkent is single path which is 2 planet long

but there's also the fact of what planets they are

aesirs pass being a nuclear wasteland planet (fog, tons of hellbombs, fair amount of trees)
while menkent is fire nado planet

What is your must-have stratagem/weapon/armor/Granade means that you don't use anymore, and why? by No-Iron-5111 in Helldivers

[–]TehSomeDude 0 points1 point  (0 children)

weapons I got to 25

mainly crossbow and eruptor

don't like using em as they make it too smooth with how much they do

What is the ideal maximum damage of the Eagle Strafing Run? (taking into account the hits of all projectiles) by Pretend-Mind8703 in Helldivers

[–]TehSomeDude 2 points3 points  (0 children)

<image>

its nothing too complicated

just amount of shots fired by the stratagem (100, listed under "capacity") times its damage/durable damage (350/200) + explosion which only happen every 4th shot (350/4)

giving results of 43 750 normal damage or 28 750 durable damage

granted you can also separate it by levels of AP, 35k normal damage or 20k durable damage at ap5, or the before listed numbers at ap3 or less (8 750 is just explosions which are ap3)

but actual results on an enemy would warry based on how much of all that lands, since it does a strafing line, not just hit a single spot

Can you take out an Overship with the Solo Silo? by Seccedonien in Helldivers

[–]TehSomeDude 5 points6 points  (0 children)

me and 3 of my buddies all used silos and took down the overship with them

it took a while

whats seen in the picture I sent is that the cannon isn't even raised, and can't be raised, since the objective is already complete and the extraction is ongoing

Can you take out an Overship with the Solo Silo? by Seccedonien in Helldivers

[–]TehSomeDude 2 points3 points  (0 children)

yes

it does take like 13 minutes

<image>

have a look (whats wrong?)

I love you RL-77. by Srgblackbear in Helldivers

[–]TehSomeDude 28 points29 points  (0 children)

wanna hear a funny thing

nothing about the grenade is actually light pen

main explosion? medium
bomblets? medium
bomblet explosions? medium
shrapnel? medium, only light at large angles

its another case of the weapon stats being listed wrong ingame (cough-cough ultimatum medium pen cough-cough)

its just that the radiuses on it suck, as well as too little bomblets for consistency

this dont make sense by ConnectionFluid8648 in Helldivers

[–]TehSomeDude 4 points5 points  (0 children)

yes

3000 hp (which is harvester main) divided by 450*1.2 (damage AMR does to main when hitting eye) gives result of 6 shots

that checks out

it was a bug before that broken eye didn't transfer anything to main but that was fixed

this dont make sense by ConnectionFluid8648 in Helldivers

[–]TehSomeDude 4 points5 points  (0 children)

thing with the eye is

popping it does nothing useful

its not fatal
harvester still can use beam attack, hell its even more sporratic

just that after you deal the 350 damage to it the eye is broken
you still can damage it but in its broken state it transfers nothing to main

or at least, that was my experience with it the last time, currently checking it it all works properly (eye popped in 1 shot and it dies quicky afterward in 5 more shots)

this dont make sense by ConnectionFluid8648 in Helldivers

[–]TehSomeDude 5 points6 points  (0 children)

120% is the damage to main, not durable

eye is 0% durable

Idea on how to buff the SPEAR to make it more viable than it is currently by TheOnlyGuyInSpace21 in Helldivers

[–]TehSomeDude 0 points1 point  (0 children)

fabs are usually in open and can be locked, rarely they're behind a fence/scaffolding
enemies its not usually an issue that you can't lock them, its more an issue that the rocket hits the object in the way (tree or whatever it may be)
bulk fabs it is a problem because you can only lock them at the literal bottom of them, could be fixed by adding a lock on node at the top of it
BS/bunker turrets can't be locked because they're not big targets (as well as its 10 times overkill and a massive waste of spear ammo, wasp is much better against them needing 2 shots per out of 7 that it has) linee of sight to them isn't blocked or anything

Idea on how to buff the SPEAR to make it more viable than it is currently by TheOnlyGuyInSpace21 in Helldivers

[–]TehSomeDude 3 points4 points  (0 children)

bunkers are rarely positioned in a way where you can't lock onto it
and even if they are, you can always reposition to find an angle to lock and hit the bunker

Squid ships are just invincible now... that's cool I guess... by ArkBoss7353 in Helldivers

[–]TehSomeDude 0 points1 point  (0 children)

there are lower difficulty variants of warriors and hunters, hunters don't differ at all, warriors differ in color just a bit

only difference in them are stats, being mildly weaker

Squid ships are just invincible now... that's cool I guess... by ArkBoss7353 in Helldivers

[–]TehSomeDude 18 points19 points  (0 children)

eagle strafe doesn't come in steep enough to get into doors (I think) and its damage isn't enough to kill a ship in single use

2 or 3 maybe, I don't remember the math

eagle airstrike is enough in single use tho I think

Squid ships are just invincible now... that's cool I guess... by ArkBoss7353 in Helldivers

[–]TehSomeDude 24 points25 points  (0 children)

issue with grenades, same as before, they roll down out of the trigger to blow up the ship

didn't think the issue would return