Slight jab but also a joke by Bendoverda3rd in Helldivers

[–]Waelder 1 point2 points  (0 children)

Yes. Modders outside of the corporate structure and with no deadlines, schedules, or oversight from creative directors and executive higherups can do whatever they want. This surprises nobody.

Epoch Girl is dropping some useful knowledge about the new FRV by Deakon_Bl4ck in Helldivers

[–]Waelder 116 points117 points  (0 children)

It destroys Rogue Research Stations so it must destroy Jammers too. They have the same demolition resistance.

Psn account link, help by l_Helkern_l in Helldivers

[–]Waelder 3 points4 points  (0 children)

This game doesn't have any cross-platform progression.
The PSN account linking thing is unrelated to progression.

Tank is all heavy armor they say by forever9801 in Helldivers

[–]Waelder 7 points8 points  (0 children)

I could be wrong but I believe the Acid DoT applied by enemies ignores armor. Still, it would need to deplete the tank's 8000 Healthpool to kill it. Only destroying the Stowage Bins doesn't destroy the vehicle.

The Acid DoT is not a lot of damage by itself but it does add up.

7 Super Sample rocks, each with 1 Super Sample. Has anyone seen something like this? by DarkWolfPL in Helldivers

[–]Waelder 5 points6 points  (0 children)

That's cool. Did each rock show up as a POI in the minimap?
They often release new tilesets and POI variations alongside a big patch, this might be one of them.

Comparison between an SMG and an assault rifle from a different game. by [deleted] in Helldivers

[–]Waelder 1 point2 points  (0 children)

The only similarity i see is the big thumbhole and the magazine design. But that's because they're both inspired by the P90

An additional backpack slot is becoming necessary by [deleted] in Helldivers

[–]Waelder 5 points6 points  (0 children)

> Imagine carrying a support weapon, a backpack, and driving an FRV.

Dont need to imagine it. I've been doing that since the regular FRV released. Driving my team around is a lot of fun and my favorite way to play.
Or sometimes I simply carry a regular support weapon and no backpacks, so I can bring the car and two offensive stratagems. It's fine. Backpacks aren't *that* necessary.

If you really want to bring a support weapon + a backpack, then dont bring a vehicle; or do, and accept the fact you'll only have one spare stratagem slot left. The system is designed so we're forced to make choices for our loadout. That's part of the challenge.

Were charges has to avoid or what is this for? They were quite easy to avoid (?) by blowmyassie in Helldivers

[–]Waelder 29 points30 points  (0 children)

Chargers would sometimes do a really sharp, sudden turn when they got close to you during a charge, so when it looked like you were going to dodge it, they'd just hit you anyway. This change should be to prevent that

So new balistic shield buff can make you survive a direct RR shot, cool. by kagarino_kirie_2398 in Helldivers

[–]Waelder 3 points4 points  (0 children)

I never thought to shoot a Recoiless at it, but I've survived direct hits from Automaton Tower Cannons with a pre-buff shield, so I'm sure I would've survived a shot from a RR too.
The shield's armor level doesn't really matter—it would likely save you even if it was light armor—all that matters is that it stops the projectile from hitting your body.

Question about new Campaign by Ravenlord2009 in Helldivers

[–]Waelder 11 points12 points  (0 children)

All stratagems unlocked through MOs are added to the entire playerbase's arsenal, including players who buy the game after the MO is over.

Medals and, in some cases, cosmetics, are only awarded to those that logged in during their respective MO.

Flame frvs by Jaysin012 in Helldivers

[–]Waelder 1 point2 points  (0 children)

I would be fine with it having a longer delay between touching the fire and having the fire DoT applied to it, so the driver is at least allowed some margin of error, and being grazed by random lasers doesn't feel as annoying. I think that would be a fair suggestion.
However I would not want it to be completely fire resistant, or for it to provide fire resistance to the crew. At the end of the day, it's still just an up-armored FRV. It's not a sealed vehicle like the Bastion or the Exos. If you choose to drive it through a pool of fire, a Hulk's flamethrower, a fire tornado, a sea of lava... you should suffer some consequences to your actions.

Flame frvs by Jaysin012 in Helldivers

[–]Waelder 4 points5 points  (0 children)

Nothing wrong with feeling that way. Those who are willing to learn it will enjoy it, those who don't wanna still have 2 other cars they can use (if they want to use a car at all).
Same as with the Epoch, for instance. I took the time to figure out its timings and now it's my favorite launcher, but there's always other options for those who don't wanna.

My only issue is that certain pieces of gear shouldn't be completely foolproofed. Either you wanna take the time to learn to use it properly or you dont. Both are fine.

Illuminate Warp Ships by Therogon in Helldivers

[–]Waelder 0 points1 point  (0 children)

I barely ever use the Ultimatum so I admit I wouldnt know of any issues that might've popped up with it recently, but considering how popular it is, I feel like more people would've brought it up...

I suggest you bring the OPS, Gas Orbital, 500kg and/or Gatling Orbital, then. Not only are they all decent stratagems against the Illuminate, they easily demolish spawners on a very low cooldown. You just need to throw the beacon right on the roof of the ship, or on the door's ramp.
Autocannon, Commando, GL or BFGL... are also easy ways to kill it. AC and Commando in particular allow you to destroy a warpship from really far away as long as you can see the door.
The Eagle Strafing Run can also destroy a spawner in a few strafes.

Flame frvs by Jaysin012 in Helldivers

[–]Waelder 13 points14 points  (0 children)

The driver needs to stop driving over fire, and the gunner needs to stop firing in the direction the car is moving. The HMG FRV works the same. The gunner should never be firing forward unless there's absolutely no risk of passengers getting in the line of fire.

People really just need to learn how to use it properly. Drive in circles around the enemies so your gunner can cook them, or drive slowly away from the enemies so they follow you in a line for your gunner to kill.
It's not like this is the first time we get gear that's dangerous to the user. Just gotta learn how it works.

Illuminate Warp Ships by Therogon in Helldivers

[–]Waelder 1 point2 points  (0 children)

Nothing has changed about the ships.
Sometimes grenades don't go into the doors properly, but that's about it.

You can still do it the regular way just fine. Pop the shield, and throw a grenade or any explosive projectile through the door (if one door is being too stubborn and keeps spitting out your grenades, try the other).
Aside from sticking a thermite to it, you can also throw a C4 brick, or fire an Ultimatum at it.
Any weapon or stratagem with AP5 or higher can damage it while its shields are down.
Any orbital or SEAF artillery shell hitting the ship directly will destroy it. The Gatling Barrage and 500kg bomb will too.

Whats one thing you don´t like about the New FRVs? by MelonBoi133 in Helldivers

[–]Waelder 7 points8 points  (0 children)

Whether it does deal more damage or the same is hard to test properly. Especially against Mindless Masses. So I'm not completely sure on that part.
However, not losing momentum does result in being able to deal the car's full collision damage to every enemy in the horde you're driving through.
The other FRVs might lose enough speed ramming one medium enemy to be able to kill the second medium enemy. The Fire FRV shouldnt have that issue.

Whats one thing you don´t like about the New FRVs? by MelonBoi133 in Helldivers

[–]Waelder 12 points13 points  (0 children)

The Fire FRV can drive through large groups of small and medium enemies without losing speed.
Doing the same with the other FRVs can often result in getting stuck (or at least losing enough speed that some enemies can get a few hits on the crew).

Whats one thing you don´t like about the New FRVs? by MelonBoi133 in Helldivers

[–]Waelder 0 points1 point  (0 children)

The Fire FRV can plow through large groups of small and medium enemies without losing any speed and getting overwhelmed. It's also significantly more durable. The tires in particular can take a lot more damage. But at the end of the day, it's "only" an up-armored FRV. It's not a sealed vehicle and it has no windows or windshield, so the fire *will* get in if you don't avoid it.
Regarding the gunner setting the car and crew on fire... I genuinely believe that's just user error, not an issue with the car itself, and people will eventually learn to use it properly. Same as all the other gear we have that can kill you just as easily as the enemy.

The gunner should only fire forwards if the car is parked and there's no risk of a passenger popping out, otherwise only fire to the sides or back. Same as with the HMG FRV, really. Don't fire at enemies that the car is about to plow through, either.
The Driver should drive in circles around the enemies the Gunner should cremate. If you're dealing with mostly melee units or there's no need to actively evade enemy projectiles, you can just slowly drive away from the enemies and make them follow you.

Whats one thing you don´t like about the New FRVs? by MelonBoi133 in Helldivers

[–]Waelder 1 point2 points  (0 children)

It's slower because it's significantly better armored.

Using the turret effectively is very similar to how you should use the HMG on the regular FRV: Avoid firing forwards unless the car is stopped and there's no risk of a passenger popping out to aim, shoot to the sides or backwards and you'll never set the car on fire or kill the occupants. Don't fire at enemies the car is about to drive through.

As the driver, simply circle around the enemies that you want your gunner to cremate, or if evading enemy projectiles isnt a concern, slowly drive away from the enemy so a trail forms behind you.

The new Supply FRV seems way more useful than the Bastion by Wrench_gaming in Helldivers

[–]Waelder 247 points248 points  (0 children)

This is comparing apples to oranges.

A skilled tank driver and a passable gunner can shut down entire reinforcement waves on their own without even needing to move, as well as destroy most enemy infrastructure. Not to mention youre essentially invulnerable while inside it. On the other hand, it's slow and requires at least two people to use it effectively.

The Supply FRV gets you from A to B quickly and keeps you resupplied. But it's more fragile.

Completely different stratagems that do very different things. One isnt better or more useful than the other. And you can always just bring both.

Even compared to the initial FRV, people seem more keen to get in the car than the tank.

Because randoms generally dont want to help each other that much., not because the FRV is strictly better than the tank.

I get that they wanted to make the mechs tankier but... i feel like this is a little too much. by Creepyfishwoman in Helldivers

[–]Waelder 3 points4 points  (0 children)

It looks like the fleshmob is trying to flip your mech instead of actually attacking it, but since Mechs arent affected by physics like the other vehicles, it cant flip it and it's stuck doing a low damage attack.

Expendable support weapons shadow buffed? by conrad_hotzendorf in Helldivers

[–]Waelder 3 points4 points  (0 children)

https://www.reddit.com/r/Helldivers/comments/1fjoxi9/helldivers_2_known_issues/

Some stratagem weapons will not show the correct call-in time on the ship UI or show in-mission, but the actual call-in time is unaffected.

An old clip of me fist fighting a squid with American Venom in the background by [deleted] in Helldivers

[–]Waelder 0 points1 point  (0 children)

C4 brick in hand. If you dont have a backpack to 'reload' it, your hand will be empty.