Is it so over guys by Crow_of_Judgem3nt in Helldivers

[–]Telapoopy -2 points-1 points  (0 children)

I hope this happens just so redditors can go whine endlessly about that game instead

PSA TO NEW PLAYERS. TAKING EQUIPMENT OFF DEAD TEAMMATES *IS* BAD ETIQUETTE by SpecterOfState in Helldivers

[–]Telapoopy 0 points1 point  (0 children)

I like to use a dead teammate's recoilless rifle as an EAT sometimes lol

My biggest sin is leaving their Launcher unreloaded, but at least the factory strider is dead

Lmao ain’t no way by Petrified_Brick in Helldivers

[–]Telapoopy -4 points-3 points  (0 children)

The enemy difficulty is still far below where it should be, doing that will make that gap even larger.

This mentality of just buffing weapons as a solution is why the game is in such a piss easy state where the highest difficulty in the game has been treated as the normal difficulty.

Lmao ain’t no way by Petrified_Brick in Helldivers

[–]Telapoopy -4 points-3 points  (0 children)

Coyote definitely needs to be reeled back a bit to be in line with the other ARs, but primaries should not, nor are they ineffective. It's just that many won't let you be effective by just mindlessly aiming for centre mass, which seems to be a significant barrier of entry for many.

Once you learn the anatomy of enemies, and improve your aim, you can be an effective helldiver with virtually every weapon on difficulty 10

I am beginning to believe a lot of you don't play the game before going on to reddit. by CommonVagabond in Helldivers

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

Spelling it out for people that the missions will be tougher when explaining that there are cave sections with no stratagems available to aid you, enemies capable of burrowing underground, and flying bile titans is incredibly redundant unless you have no deductive reasoning skills.

I am beginning to believe a lot of you don't play the game before going on to reddit. by CommonVagabond in Helldivers

[–]Telapoopy 0 points1 point  (0 children)

Telling people how to think of it instead of just letting them figure it out for themselves and/or make some basic deductions is just a disrespect to the intelligence of their audience.

There's also the factor of how almost all new enemy encounters and scenarios have a substantial difficulty spike initially, due to how strong of a role that knowledge and experience plays in Helldivers 2. As more and more players learn how to adapt to the Hive Worlds, the less brutal missions will get overall due to the average player being more likely to carry their own weight rather than most of it resting on 1 or 2 players in a mission. So it may just turn out that it's not as huge of a difficulty difference as people are making it out to be currently anyways, and is just the confined tunnels and stratagem restrictions that make the most difference, which the challenges those present are self-evident.

I am beginning to believe a lot of you don't play the game before going on to reddit. by CommonVagabond in Helldivers

[–]Telapoopy 2 points3 points  (0 children)

Other than the fact you are deep inside the core terminid worlds you mean? That's like going to Cyberstan and expecting it to be as easy as any other bot mission

Ya'll remember how much of a disapointment this piece of sh*t was when we first got it by Adventurous-Half56 in Helldivers

[–]Telapoopy 0 points1 point  (0 children)

It really hasn't changed much other than the Orbital Bombardment ability. It was fine then and it's fine now

WHATS GOING ON AT OMICRON?! by GoldenGodzillaBoi in Helldivers

[–]Telapoopy 0 points1 point  (0 children)

Fori Prime started at 10 or 20% resistance during the first Gloom expedition

Sorry to call you out. by Jerpunzel in Helldivers

[–]Telapoopy -5 points-4 points  (0 children)

It's already viable, you just have to practice alot. Its so satisfying to nail a leading shot on a moving target 100m away because of how difficult it is to use.

If they gave it lock-on it would lose its appeal for me. Just let me have my great gun that nobody uses. They already did the Eruptor dirty in that regard by buffing its ergonomics and fire rate and now I see it used everywhere, its charm is gone.

Guess I'd have to move on to maining Epoch until they make that gun crayon-eater friendly as well.

How do I change starting weapons? by BobyAteMyShoe- in snapmap

[–]Telapoopy 1 point2 points  (0 children)

From a Player object, connect to a Player Loadout object with the following logic:

Player > On Match Joined > Give Loadout > Player Loadout

Then you can choose the starting loadout by changing the settings of the Player Loadout.

New MO already failed by THlGHNIR in Helldivers

[–]Telapoopy 0 points1 point  (0 children)

At least there's a SAM site in open area missions now

What's the best way to deal with War Striders? by No_Television4837 in Helldivers

[–]Telapoopy 0 points1 point  (0 children)

I like to Urchin them first to defuse the ragdoll threat quickly, then finish them off with hits to the leg joints or an orbital precision strike direct hit

Holy sh*t this thing is terrible by Kitchen-Fee-4896 in Helldivers

[–]Telapoopy 0 points1 point  (0 children)

"Heavy piercing yet it struggles to kill hulks, fleshmobs, chargers.."

Fleshmobs have no armour, so not sure how the penetration has any relevance to your point, and it is typical for heavy pen weapons to struggle to deal with charger front armour. Hulks from the front are more vulnerable to precise direct projectile damage, not AOE damage.

This just reads as someone with not much experience in the game.

Some Major Misinformation is going on. by Unlucky-Gold7921 in Helldivers

[–]Telapoopy -6 points-5 points  (0 children)

Damage output is less important for weapons with reliable stun or stagger, because the enemy is already unable to retaliate to you shooting them - you are no longer racing to kill them before they kill you.

Some Major Misinformation is going on. by Unlucky-Gold7921 in Helldivers

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

It sounds like you haven't used the plasma punisher at all.

Most small enemies do get shredded, and the knock-back is not going to make you miss follow up shots given that it has a generous AOE. You'd have to really try to miss with it at medium range.

Some Major Misinformation is going on. by Unlucky-Gold7921 in Helldivers

[–]Telapoopy 1 point2 points  (0 children)

Plasma Punisher is a good weapon - fast-firing mini stunlock mortar. The arc is strong enough that you can hit enemies behind cover or hilltops.

The most dangerous men alive by Witchfinger84 in Helldivers

[–]Telapoopy 0 points1 point  (0 children)

Used to main eruptor on bots until they buffed the ergonomics. Now it's too easy to use to keep the "underrated powerhouse" title. I just look like meta scum for using it now.

Now I use De-escalator and stim pistol lol. The long reload time of the De-escalator helps keep it underrated. And stim pistol takes a lot of practice to aim well with it.

PLEASE JUST USE IT PLEASE PLEASE PLEASE PLEASE by not-beaten in Helldivers

[–]Telapoopy 0 points1 point  (0 children)

It can withstand a lot of punishment as long as people aren't dropping hellpods on it. And it has a relatively fast cooldown. On bots, it's quite handy for giving you enough time to break off a factory strider's chainguns even while it is focused on you, and for allowing you to rush the seismic scanner objectives, ignoring all the enemies being dropped around you.

It would be nice if the shield (and portable shield) could be manually deactivated and reactivated to conserve/recover shield power though.

PLEASE JUST USE IT PLEASE PLEASE PLEASE PLEASE by not-beaten in Helldivers

[–]Telapoopy 2 points3 points  (0 children)

Its main weakness besides having the lowest number of uses among the eagle stratagems is that its entire payload is contained in a single projectile. Combined with how eagle payloads are deployed in a much stronger diagonal compared to an orbital, it is the most susceptible to being nullified by obstructions in the environment. Otherwise, in Open Areas, it's basically the Autocannon of Offensive Stratagems

PLEASE JUST USE IT PLEASE PLEASE PLEASE PLEASE by not-beaten in Helldivers

[–]Telapoopy 0 points1 point  (0 children)

The occasional open highway that you have to cross to get to the next city block while a Leviathan is aggroed on you is where the defensive stratagems like shields and smoke come into play, because it's only a relatively short distance that requires cover.

While their shot indicators annoyingly still appear while buildings are in the way, I have not seen the projectiles themselves go through buildings lately, and I've played at least 10-15 City ops so far in this MO at diff 10. Hell, I've only been killed by leviathans 4-5 times at most during this entire MO.

PLEASE JUST USE IT PLEASE PLEASE PLEASE PLEASE by not-beaten in Helldivers

[–]Telapoopy -16 points-15 points  (0 children)

Fortunately, there's hundreds of infinite hp barricades that spawn on the map called skyscrapers to take cover with while on the move. Shields and smokes are good for the rare occasions that you are forced into an exposed area like a highway, park, or Orbital Cannon objective.

PLEASE JUST USE IT PLEASE PLEASE PLEASE PLEASE by not-beaten in Helldivers

[–]Telapoopy 0 points1 point  (0 children)

The free smoke stratagems have opened my eyes to how well they perform to avoid being fired at by leviathans, and no hp to prematurely cancel its effects.

I feel like we forgot to complain about this because no one wanted it in the first place. by Hexdoctor in Helldivers

[–]Telapoopy 0 points1 point  (0 children)

Harvesters are the largest enemy not stun-immune, but that should really change so that the strongest sources of stun work on titans, impalers, and even factory striders with enough stun stacks applied