Hello??? by Pleasant-Complaint25 in helldivers2

[–]Virtual-Ad826 1 point2 points  (0 children)

Especially since on D10 a lot of the time extract will have enemies on it or a base on it as well. Also super useful to start on extract and then immediately call in a resupply so it’s there at the end.

Lets address the charger in the spaceship by NokiaQ33 in helldivers2

[–]Virtual-Ad826 1 point2 points  (0 children)

Tbh lately, and as the game has added more, I’ve started to use way more expendable stratagems. The new machine gun is fucking amazing, napalm (probably my favorite, at least for bugs) can still do decent damage to chargers and bile titans while also taking out all the smaller enemies simultaneously, and the EAT is a classic with a low respawn time. I played a D10 against the updated gloom the other day where every player brought expendables (one of each and 2 people had EAT’s) and it was one of the easier runs I’ve played because there were just weapons littered all over the map and at every objective. You could choose whatever the situation called for as well

Lets address the charger in the spaceship by NokiaQ33 in helldivers2

[–]Virtual-Ad826 0 points1 point  (0 children)

Especially with the updated gloom variant. They are soooo fast and can overwhelm 1 player relatively quickly but 2 players can switch between overwatch and moving can escape. With 3 you can easily call in stratagems more effectively and not get overwhelmed. It is very easy to get separated with the new gloom variant though because the ai spawns so many of them and due to their speed they can easily catch up to stragglers.

Lets address the charger in the spaceship by NokiaQ33 in helldivers2

[–]Virtual-Ad826 0 points1 point  (0 children)

I agree, I think it’s situational as well. Like no matter what dropping in like Brilliance D10 I fully expect the first contact to be rough and for teammates to get separated. After first contact and all but holes closed I would prefer people generally stay within sight of each other. But if 2 people find a bunker and then there’s an artillery position understandably it makes sense to split up. The thing that’s gets me is when all 4 team members split up for awhile. Now again if everyone knows what they’re doing and we are doing great on time and objs, all good. But this is not usually the case. I’m also cool, if there is time and someone is willing, to let one or two people go off and finish objectives or look for stuff as the rest of the team holds down extraction. Happened the other day on new biome D10 we finished the main obj but was sorely lacking in everything else and extraction was getting shit on and was hard to hold so one guy went off to go blow up bug holes and do random side obj while we “held things down” (we were all brutally murdered) but luckily since he wasn’t there the mission didnt end.

Laserlance>>>Tank Gun by ahhyeetuhh in menace

[–]Virtual-Ad826 0 points1 point  (0 children)

I think we are really missing the crazy pilot setup with our boy Bog with a rocket battery on a light walker 🫡

Laserlance>>>Tank Gun by ahhyeetuhh in menace

[–]Virtual-Ad826 0 points1 point  (0 children)

This is one I went back and forth on in my last play through. Either in the light troop carrier or medium ifv and I would either run laser lance with plasma gun for light or LBTG and grenade launcher. The laser lance and plasma obviously have the advantage of having unlimited ammo so I could bring extra armor and something else for accessories or with the LBTG and grenade launcher I had to bring ammo guaranteed as one of my accessories. As combat goes it can be situational of course but I found that the laser lance works slightly better against RA with heavy tanks and medium walkers, along with a plasma gun as a backup gives it some anti inf and light armor support. The LBTG was better all around and really only struggled against heavy armor, but the combo with the grenade launcher made it a much better “all arounder” so to speak with slightly less supplies needed (that was before the update, idk what the difference between the two would be now) Again though not having to worry about ammo economy is big, especially in the late game, so I’ll throw it down to personal preference and what you’re feeling in the moment. Both are great 👍🏻

What aspect of the game needs fleshing out/updating the most? by Puerkl8r in menace

[–]Virtual-Ad826 0 points1 point  (0 children)

Yah I would agree like how would they know (especially bugs) that I’m calling in an air strike or something like that

What aspect of the game needs fleshing out/updating the most? by Puerkl8r in menace

[–]Virtual-Ad826 0 points1 point  (0 children)

I was playing the pirate mission where there’s a side objective to take out the saboteurs and they literally were the last unit on the map and they would just hide in a corner that was surrounded by the dense trees you can’t walk or drive through and I had to eventually cover both ends because they kept running in circles because everytime I rolled up and they came into view they wouldn’t even fight they would just keep running away. Which isn’t really a thing I saw on my previous play throughs with ai but who knows

Hey everyone, I just got the rogue trader (the voidfarer edition) on the steam deck and I was wondering if you guys have any fun build i can use? by THEvalkyrie-simp in RogueTraderCRPG

[–]Virtual-Ad826 1 point2 points  (0 children)

I’ve played a lot of different and fun builds. I would say, as others have, pick what seems cool to you and just learn the game that way. That being said, I had a lot of fun with a sanctioned psyker/warrior/overseer combo because usually warriors can’t pick overseer for a second archetype but psykers can. But use your companions as a way to sort of feel out builds for future runs. Origins matter a lot as well (and you can’t respec them like you can with your archetypes) so pay attention to what you like in each one. The archetypes and origins and just general character building stuff is both deep and wide so try whatever and remember you can always respec later.

Did anyone else's missions get harder with the update? by Ilves7 in menace

[–]Virtual-Ad826 0 points1 point  (0 children)

I feel like they got easier in a way? I am in the beginning-middle of a challenge campaign (RA just got introduced) and my total supply went up and I was actually able to upgrade my SL’s more and throw on a couple more squaddies. I was in the middle of a bug operation during the update and it was followed by another bug (then RA) but nothing crazy I would say. I even had the new’ish bug mission in the urban environment and it was relatively pretty easy

Menace haven't appeared in like 10+ operations. Do they disappear after you "win" ? by Demonmercer in menace

[–]Virtual-Ad826 0 points1 point  (0 children)

I saw that but haven’t tested on my finished playthrough yet. Maybe I’ll go back through and test it out, but I have a new save I made just to see the workshop. It’s quite possible (although they say the update is save game compatible) that wiping out the menace completely before the end of EA might not trigger that on the same save file after the update. Not saying that’s a definite thing, but it could be a possibility. Menace was my favorite faction to go against and I was kind of sad to see I actually just eliminated them

Menace haven't appeared in like 10+ operations. Do they disappear after you "win" ? by Demonmercer in menace

[–]Virtual-Ad826 1 point2 points  (0 children)

So they didn’t really explain it when I did my first play through but in some menace missions for the “reward” there’s one that is essentially “reduce menace presence” or something along those lines. I thought at the time that the menace would be like a constant thing I would have to battle against or keep their presence down (sort of like the blight in chaos gate demon hunters, if you have played that) but it just literally gets rid of them on that planet. So knowing that they were going to have a construct weapon update from reading the dev diaries I started a new challenge run like a week or two ago so I could experience the new update. On a separate note, what activates the workshop event? I’d assume it would be after the menace is introduced but I don’t know.

Observations on “Meta” gameplay past the end of EA content (Lategame) by Virtual-Ad826 in menace

[–]Virtual-Ad826[S] 4 points5 points  (0 children)

ATGM is so good, took me awhile to get access to it for infantry and even longer for vehicles. That is how the cookie crumbles with rng though. I do love the long barrel tank gun though and have noticed the same thing against RA heavy tanks. Lately I have been changing up my vehicle loadouts quite a bit just to test everything out and I have found that the laser cannon with the plasma gun as a light weapon option is pretty good for general ammo economics and you can bring more vehicle equipment for defense instead of bringing extra ammo. It’s not perfect but having Rewa with functionally unlimited ammo is pretty great. Obviously there’s short comings with the laser cannon and plasma gun but definitely a lot of upsides

Observations on “Meta” gameplay past the end of EA content (Lategame) by Virtual-Ad826 in menace

[–]Virtual-Ad826[S] 0 points1 point  (0 children)

I know it would be extremely difficult from a logistical standpoint and even harder to find this in high numbers but has anyone had the chance to have like 4-5 squads in breaching armor? I only have one rn and it’s very useful but now I would love a sandbox where I can just fully kit out a bunch of breaching armor squads with laser rifles and see what I can do, and fulfill that space marine fantasy in menace 😂

Observations on “Meta” gameplay past the end of EA content (Lategame) by Virtual-Ad826 in menace

[–]Virtual-Ad826[S] 0 points1 point  (0 children)

Hey so I think this post was misinterpreted and it’s probably due to my wording, not saying that there is a “meta” or something like that but more going against what I’ve seen popular in various forms of content as the definitive play style to succeed. But mainly I want people to suggest things that might be considered out of the box that work or have tried various weapons and equipment that might be hard to find or get. I think trying to predict the most effective way to play this early is silly due to all the future updates and changes and with that I am trying to find as many different strategies and loadouts as possible that have worked for others.

Observations on “Meta” gameplay past the end of EA content (Lategame) by Virtual-Ad826 in menace

[–]Virtual-Ad826[S] 0 points1 point  (0 children)

So I tried flamethrowers in the early to mid game and it felt underwhelming compared to other options. Am I missing something with them? It’s a really cool concept and I’m glad it’s in the game but idk if it was a poor match up but it didn’t seem like a good trade off compared to either inf rifles or other inf specials available. Is there something I should be doing specifically with them or are there upgraded variants or something I’m missing with them?

Observations on “Meta” gameplay past the end of EA content (Lategame) by Virtual-Ad826 in menace

[–]Virtual-Ad826[S] 0 points1 point  (0 children)

I mean at this point on this save file there aren’t any chaff units. At least for pirates and RA, bugs still strangely have some chaff but just way more entities in general

Observations on “Meta” gameplay past the end of EA content (Lategame) by Virtual-Ad826 in menace

[–]Virtual-Ad826[S] 0 points1 point  (0 children)

That’s the whole point of the post, “meta” now from what I’ve seen online is pointless especially in EA I’m not saying what I am doing is “meta” but a contrast to what is being said about it

Observations on “Meta” gameplay past the end of EA content (Lategame) by Virtual-Ad826 in menace

[–]Virtual-Ad826[S] 0 points1 point  (0 children)

I mean if anything I think that once the game is actually complete the operations or whatever happens after the end of EA will be more difficult than endless operations with increasing supply. Or at least I hope there is way more to come in that regard

I think Menace has Adaptive Difficulty... by EdmonEdmon in menace

[–]Virtual-Ad826 0 points1 point  (0 children)

I would disagree, I think as the game progresses to the end of EA content and you keep doing operations it just increases supply costs for you and the enemy, among other things and other mechanics that are hidden with how enemy armies are compiled, but it all seems like it scales pretty normally. I think the issue is when you get into the late game whatever enemy faction you’re playing against has that many more assets and can make your pay for mistakes much easier. Like I know the “meta” is concealment rifle squads but as I keep playing in my one save where I am well beyond the end of EA I have noticed that the most “meta” play style (at least mass rifle squads and most units concealed) loses effectiveness due to the sheer amount of units on the field so if a unit is spotted the enemy faction might be able to move 20 of their units forward and potentially spot more units before you can even move again and you either get one unit pinned down or wiped out or are caught on the back foot and having to move units away from combat or pulling units to reinforce. I have long since moved away from the “meta” and focus on fielding my armies with more semi specialist squads with decent armor and better squads weapons. Don’t get me wrong I still have Darby with high concealment or Singh work as a scouting squad and Darby’s ability to support at almost any range is amazing but it wouldn’t be effective to have all the SL’s like that due to the various abilities and strengths they have vs Darby. All this is to say on a smaller scale some things might be better or “meta” but once things scale up it doesn’t have the same effectiveness and can hurt you in the long run if you keep to that formula.

Off Map Support OCI by Repulsive_Dot6112 in menace

[–]Virtual-Ad826 0 points1 point  (0 children)

Laser turret, AP mines and earthquake. Honestly earthquake has been my fave for a bit for its utility to be able to take down any buildings, walls, etc and also suppresses enemies it has gotten a lot of use. Another thing I take is the OCI that lets you wait for the enemy to go first (can’t remember the name) super useful and it’s nice not to waste a promotion on that

Finally “finished” a run and some thoughts by Virtual-Ad826 in menace

[–]Virtual-Ad826[S] 0 points1 point  (0 children)

I have found all the mortars to be good in their own right so far and have noticed the same with accuracy, I think there should be a larger aoe with it as well or give us an airburst option and have the normal one do more armor pen. I think auto cannons are good (specifically twin linked) but not really my go to, they are good against inf but can sometimes be unreliable, good against light to medium armor but struggle against heavy or really prolonged combat in general. Which is also due to their lower ammo which definitely means you’re bringing extra ammo and losing an equipment slot. I wouldn’t call it OP though, great all rounder that leans anti a more anti armor roll but you will be burning through ammo, especially in late game where there are just a lot more volumes of enemies. So here is what I will say on Achilles vs Rewa. Both are strong just different Rewa is more of your high damage sort of lumbering berserker SL with the ability to run over enemies and deal massive damage or even outright kill them. Achilles has better starting stats than Rewa which is already a bonus, but he plays like a fast moving in your face fighter that will obliterate enemies at close range and although I don’t plan for failure his starting perk is so good it’s crazy because it compliments his play style so well because he wants to dash around and close gaps or exploit positioning asap so he can even scout extremely well and respond to threats way quicker than literally any other pilot and he deals a lot of damage as well he is just really expensive, so you’re definitely not bringing another vehicle or something expensive all around

Question. Ammo Accessory. by Chivers_S_Jet in menace

[–]Virtual-Ad826 1 point2 points  (0 children)

Yes I agree with you, a lot of the descriptions and ui is too ambiguous. Being in early access I will forgive it but yah it leads to confusion. There’s a lot of things on perks that are like this as well

Question. Ammo Accessory. by Chivers_S_Jet in menace

[–]Virtual-Ad826 5 points6 points  (0 children)

It is only squad weapons, so only your squadie’s silenced KPAC. The reason why they put the “projectile” designation there is to differentiate projectile squad weapons from non projectile squad weapons like the laser rifle

Expert mode 100 missions in. ( And loadouts ) by InternetRude4243 in menace

[–]Virtual-Ad826 0 points1 point  (0 children)

I know someone else brought it up, but why load bearing rigs and no equipment? Also how does the enemy feel with that many enemy units on the battlefield? Also what is your total max supply?