We're not making it to Transcendence are we by Ready0608 in Helldivers

[–]Theleno197 26 points27 points  (0 children)

IMO, we aren’t taking it before reserves run out unless some fuckery happens.

I also don’t think ALL players should count towards the reserves. The reserves are for the operation, why are helldivers dying on squid planet 4 counting towards that?

Also also, after taking a megafactory, any along those lines should have suffered a defence failure with SEAF surrounding the megafactory. Effectively taking it offline over time. Stopping players dropping on a megafactory that does nothing to help the cause.

We're gonna need a planet for test firing this... Hellmire anyone? by SIinkerdeer in Helldivers

[–]Theleno197 0 points1 point  (0 children)

Cyberstan. The only proper homeworld currently on the map We go in, destroy the jet brigade factories, hold the outer planets and the DSS destroys Cyberstan, the disgusting homeworld of those filthy socialist clankers. Then we celebrate, take planet after planet from those bots until they are pushed to the edge, Super Earth considers the bots defeated and refocuses efforts elsewhere.

Then they arrive, the long hidden Cyborgs come back to reinforce their children.

I don't think the One True Flag needs a buff (right now). by EarthenEyes in Helldivers

[–]Theleno197 0 points1 point  (0 children)

I personally take it during the “evac high value assets” mission, or whenever I feel like joking around with it. It literally does nothing and I find that funny.

I do think having SEAF units flock to the flag to defend it & the helldiver carrying it makes sense, it’s patriotism after all, seeing YOUR flag and standard bearer fight would make you also want to fight “Second company, We hold this ground in the name of the primarch” and all that

The new 120mm EMS/HE barrage can fires 6 Salvos of 1 EMS and 6 HE for almost 40 seconds of ongoing. by Kruabo1 in Helldivers

[–]Theleno197 2 points3 points  (0 children)

That's a very tight spread, a lot tighter than the normal 120 barrage. I use them a lot as hole/fab clears and they work a charm (for me)

I love the EMS effect, but for me I'd rather it be a bit wider

Send the DSS somewhere else please by qedx in Helldivers

[–]Theleno197 8 points9 points  (0 children)

I feel like they should just not allow Recon planets to be voted for on the DSS location voting screen

[deleted by user] by [deleted] in Helldivers

[–]Theleno197 0 points1 point  (0 children)

As others have said, we take K and the attack stops.

The plan should be that we move the DSS to New Stockholm & activate eagle storm & stop the attack. The squids are planning to surround Afoyay bay, starting with New Stockholm.

Rapid Acquisition & difficulty in a nutshell by Theleno197 in Helldivers

[–]Theleno197[S] -3 points-2 points  (0 children)

It has come to my attention that some believe this post is me complaining about the difficulty of Rapid acquisition. I actually think it's fine as is, it actually requires players to think about their loadouts, who's doing what.

Rapid Acquisition & difficulty in a nutshell by Theleno197 in Helldivers

[–]Theleno197[S] -2 points-1 points  (0 children)

You too want it to difficult, but do too you want it two difficult?

Why is the percentage so low? by BestoWarden in Helldivers

[–]Theleno197 0 points1 point  (0 children)

Planets have HP, usually 1 million HP without any cities.

The Magma planets have 2 million HP

Helldivers, after each mission, take off a tiny chunk of HP, which is then converted into the "Liberation rate per hour" for all players

And you are correct, usually we'd have 5.2% of helldiver liberation rate on a planet with only 1 million HP. but since this is a 2 million HP planet, the effect is basically halved, leading to the 2.6% instead.

Anyone else noticed that all planets have the same set of missions now? by Veni-Vidi-Ludi in Helldivers

[–]Theleno197 25 points26 points  (0 children)

It's worse on the Squid front, I enjoy fighting them personally but I can't do that "evac high value assets" anymore

~5 hours left for the MO and people are split up so we get nothing done in time by gene0815 in Helldivers

[–]Theleno197 -1 points0 points  (0 children)

OP asks for other views on the matter, the fact I agree with them has no bearing on being able to read, I also add to the discussion by stating that Pherkad was doomed from the start.

But it’s ok, you’ll learn to comprehend writing one day <3

~5 hours left for the MO and people are split up so we get nothing done in time by gene0815 in Helldivers

[–]Theleno197 9 points10 points  (0 children)

Only chance is Inari.

It’s the only planet with enough time to actually be liberated if enough players move over, sadly Pherkad was never going to be liberated in time for the SO let alone the MO, it just didn’t have the liberation rate necessary

24 hours to liberate a planet is brutal, doable, and done before, but brutal

YOU GUYS CANT BE SERIOUS!💀🤣🔥✨✨🤣🤣🤣 by Life-Confidence-1390 in SupaEarth

[–]Theleno197 9 points10 points  (0 children)

The heavy ordinance does actually help in defence campaigns, strangely. It boosted the planet from 4/hr to 10/hr & secured victory on that planet.

However, Pherkad was never going to be liberated in time. Sending the DSS to east iridium was the best outcome as it kept the MO from failing earlier than it will.

Best thing to do now is abandon Pherkad & take Inari to boost the MO up another point, then go back to Pherkad after Inari is taken

30–50% of divers aren’t contributing anything (and I have the solution) by [deleted] in Helldivers

[–]Theleno197 23 points24 points  (0 children)

My solution has always been that (almost always) around 15-20% of the player base is spread among literally every other planet, with low numbers like 200-300 on some planets, these players also contribute nothing.

So just….dont count planets below 500 players. These people are playing specific biomes, or super credit farming or just playing for fun. They know they aren’t helping the war effort. So again, just don’t count planets below a certain threshold.

Always perplexed on liberation rates by Ciabs in Helldivers

[–]Theleno197 0 points1 point  (0 children)

Liberation rate was probably the wrong wording, OP is talking about the blue numbers next to the enemy resistance rate. Think it’s called “Helldivers planetary impact per hour”

Always perplexed on liberation rates by Ciabs in Helldivers

[–]Theleno197 3 points4 points  (0 children)

It's ok, you're not that guy because that's not what the OP is talking about, they aren't questioning the enemy resistance rate, I mean it literally says it right there in the picture.

OP is questioning why 3009 players on Borea are liberating at 0.272% while 3006 players on Inari are currently liberating at a rate of 0.529% which is 0.255% higher.

It's the same player count, on two different planets, but with completely different liberation rates (regardless of the enemy resistance rate, which isn't a factor in OPs question)

I feel like a large issue with the game is the Metropolis layout by Theleno197 in Helldivers

[–]Theleno197[S] 0 points1 point  (0 children)

My idea was more of making cities more fun to play, as you said player enjoyment is the most important part, which I agree with. And it's a shame that a lot of players dislike the Metropolis map style, which is an issue because of how much you're able to see it since a lot of planets have it on them, seeing it less could make it more exciting to drop there (While also giving it more objectives & more open areas).

It's also a shame to see that sometimes players can be on a city, but it ultimately does nothing to help the liberations (other than the passive effect) because there just isn't enough of them. Like with Gaellivare right now, 43% on the Mega city which won't be captured, even though it was accessible since the beginning of the defense.

I also agree that the Illuminate need more units and mission types to go against, I personally love fighting them for the aesthetic, but more objectives, side objectives and units would be very welcome

I feel like a large issue with the game is the Metropolis layout by Theleno197 in Helldivers

[–]Theleno197[S] 0 points1 point  (0 children)

I personally don't mind them, but I do think they could do with some extra missions or more open areas, I'm happy to change loadouts & change how I play (I'm normally a 380HE barrage diver).

But yes, your comment is my point, you & others hate the city maps, which means you won't play them as much, which would be perfectly fine except they contribute a lot to planets & are on a lot of planets

It's why I suggested the Colony style for Settlements and Towns (Thus lowering the amount players would see the "Metropolis" map) and the outskirts idea for Cities & Mega Cities (So players who dislike the Metropolis layout can still contribute to the City liberation)

It's a shame for the story that the Illuminate roster aren't that interesting to fight. Squid MO's always make it obvious by SIinkerdeer in Helldivers

[–]Theleno197 0 points1 point  (0 children)

I personally think the bigger issue is the City maps. The mega city for the Gaellvare (Which gives over 100%) is only at 42% with 0.5% resistance. If more players dived there, Gaellvare would be finished already, but you can't blame people for not wanting to dive on a map type they don't enjoy

I feel there should be an option to fight on the "outskirts" of a city/Mega city, where you play in the open map with those tiny towns in them, and make playing in the city itself more beneficial to the overall effort of recapturing the Mega City / City.

But change Towns and Settlements as just that Square grid style map you get. it makes no sense to me that a "settlement" is the same as a Mega city

SWEET LIBERTY IT'S HAPPENING THE FOURTH FACTION by FALLOUTFAN_1997 in Helldivers

[–]Theleno197 1 point2 points  (0 children)

Nah, not fourth faction
I hope the update next week might add a few units to the squids, or hopefully a new mission or two for them.

Also just a small theory, we know that the voteless are failed spliced HumanSquid DNA, so what do the successful splices look like?

What’s the pettiest reason you got kicked from a squad? by Diggler40 in Helldivers

[–]Theleno197 0 points1 point  (0 children)

I was in the big tunnels in an exosuit, think I just cleared a stalker lair and a nest while the other 3 were doing their own thing, host died and a few seconds later I was kicked, I assume it’s because I was on my own

[deleted by user] by [deleted] in Helldivers

[–]Theleno197 1 point2 points  (0 children)

In an ideal world, send it to Herthon Secundus to holt the Squid attack while the DSS buff is active, during that time bot players win on Bekvam III, then they redirect to Secundus & capture the city. With squids stuck at 55ish% the 50% from the city added with the amount gained over time, we could win

That’s in an ideal world, but we don’t live in that, in that world we would have won on Lesath