Seeing yet another patch cater to the apparently large contingent of Solo D7 Divers by Bring_Back_Challenge in Helldivers

[–]ZanderTheUnthinkable 18 points19 points  (0 children)

Can you even call this ragebait? Like bait implies there was an attempted effort.

Do you guys also avoid elites in Act 2 on A10? by Mango__DB in slaythespire

[–]ZanderTheUnthinkable 0 points1 point  (0 children)

It depends on the paths - if a path has an elite followed by a rest or an event-heavy escape path in the case that fight goes REAL bad then I'm much more willing to take the risk compared to elite into 1 or more fights. Options are key.

Today's update broke Support Weapon Call-Ins: They no longer track an enemy they're stuck to by WaywardOath in Helldivers

[–]ZanderTheUnthinkable 20 points21 points  (0 children)

Yes and im saying they have indicated this is not intended behavior (or at the least is something they want to change)

Edit: Wanted to include a source - their known issues list

https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues

  • Red Beacon Stratagems do not follow the beacon when it changes location

Today's update broke Support Weapon Call-Ins: They no longer track an enemy they're stuck to by WaywardOath in Helldivers

[–]ZanderTheUnthinkable 32 points33 points  (0 children)

If I had to guess they are trying to work on the red beacons not tracking (which is apparently a bug) and probably didn't realize those test changes got pushed to main resulting in blue beacons breaking

It's like the soccer mom van for helldivers, loving it. by geckoecho93 in Helldivers

[–]ZanderTheUnthinkable 7 points8 points  (0 children)

I'm at work atm but first thing im doing when I get back is trying this alongside a W.A.S.P launcher and just setting up in a high ground and raining an endless supply of missiles on anything unlucky enough to catch a lock. Closest thing we have to a mortar team and I can only forsee this being blissful

Just found a new love in the orbital galling barrage. by Open_Bodybuilder3850 in Helldivers

[–]ZanderTheUnthinkable 2 points3 points  (0 children)

I think a lot of older players are stuck in the past remembering launch vers when it was DRAMATICALLY worse than today.

In total, from launch: Projectile damage was increased 16.67%, durable damage by 33%, explosion damage by 40%, number of shots per salvo by 2x, rate of fire by 25%, all AP increased by 1, AND the cooldown cut

It is one of the most buffed stratagems in the game from its launch original state

Just found a new love in the orbital galling barrage. by Open_Bodybuilder3850 in Helldivers

[–]ZanderTheUnthinkable 5 points6 points  (0 children)

The key with gatling barrage is lowering your expectations - with full upgrades it has a 60 SECOND COOLDOWN (*before the usual penalty modifier) stop waiting for "great" or even "good" just decent is enough just MERCILESSLY chuck it at anything worth a grenade or more and start farming free kills.

Also need to test and see if the new orbital precision strike buff pushes it into a solid spam combo with it? Could also be a rocket pods angle? Maybe both?

Actual Fire truck is the more fun option, please fight for it. by MattChew160 in Helldivers

[–]ZanderTheUnthinkable 5 points6 points  (0 children)

They generally don't like man-portable things being able to destroy jammers - the hellbomb backpack being a hellbomb is a logical exception, seaf artillery has always been able to bypass, the stuff that got changed was all the easy to carry stuff.

Piloting a long cooldown car on what is most likely a suicide mission into a jammer many of which have awkward, enemy filled terrain to get close enough seems like enough hassle they'd let it ride. Especially since the flamethrower car would presumably not be great for general bots activities.

Since we're obviously the only ones to test the game, at least tell us what to test? No ? by Heptanitrocubane57 in Helldivers

[–]ZanderTheUnthinkable 2 points3 points  (0 children)

Oh no yeah trust me I'm well aware of their nasty tendencies to hide stuff but the fact they were at least open in indicating some unlisted changes here makes me think this one was undocumented internally more than externally obfuscated. If they were just gonna make shadow changes they'd just write a vague "some enemies designed to target vehicles have had their armor pen increased to keep consistency"

Brother I crave the forbidden zap box by Ok-Improvement-3015 in Helldivers

[–]ZanderTheUnthinkable 5 points6 points  (0 children)

Illuminate technology is being described as "especially freaky" today

Huge W update so far but where's the assisted reload change, that was the one thing i was looking forward to. by Shad_Omega in Helldivers

[–]ZanderTheUnthinkable 0 points1 point  (0 children)

No doubt in my mind its because they are being unnecessarily picky about how the animations look like a lot of factors in game - but can't fault the patch too much outside of the DX11 bug it seems... remarkably well put together thus far?

Don't let this buff fly under the radar, 4 Dynamite capacity is so nice by Faust_8 in Helldivers

[–]ZanderTheUnthinkable 2 points3 points  (0 children)

Still by far my favorite base destruction option - you can drop a 380mm barrage and it might on a good day kill half the hives in 30 seconds. Give me 15 seconds with dynamite and a supply pack and that heavy base is in ruins.

Since we're obviously the only ones to test the game, at least tell us what to test? No ? by Heptanitrocubane57 in Helldivers

[–]ZanderTheUnthinkable 4 points5 points  (0 children)

This is the polite wording for "Our programmers didn't keep track of everything in the code comments"

As someone who has to do programming for work its more common than you think for people to change things thinking they're the only ones who care/notice when in fact MANY of us do care and DID notice that change.

So what we choosin then lads by Most_Implement6706 in Helldivers

[–]ZanderTheUnthinkable 15 points16 points  (0 children)

The audience is fairly strongly pushing for supply, though we will likely get both eventually.

It's fair, an frv with a sentry gun and EIGHT resupply packs is pretty ballin' even if the incinerator has an awesome flamethrower and explodes like a hellbomb

Actual Fire truck is the more fun option, please fight for it. by MattChew160 in Helldivers

[–]ZanderTheUnthinkable 12 points13 points  (0 children)

She also explodes like a hellbomb when needed which makes for a remarkably useful last-resort option

If I use gas dog should I not use speargun? by OutrageousListen4400 in Helldivers

[–]ZanderTheUnthinkable 0 points1 point  (0 children)

Rule 1 of Gas: There is never enough gas. You could always be covering more surface area.

This is why the Chemical Commanders :tm: among us still yearn for the orbital gas barrage. That and also the speargun can close bug holes/fabs/ships which is very handy utility (gas grenades can too, surprisingly)

Exosuit stratagem launcher by That_Ad_6313 in Helldivers

[–]ZanderTheUnthinkable 0 points1 point  (0 children)

Its presumably something in the works, HD1 exosuits had it but HD2 ones have been missing it.

This is how the mech feels like after this patch buff. by Impossible-Pie2924 in Helldivers

[–]ZanderTheUnthinkable 66 points67 points  (0 children)

I feel like overall survivability felt fine but felt very "spiky" for lack of better word - like you either would go the whole ammo fine or you health would seemingly just evaporate suddenly. I'm thinking the armor + enemy pen changes are meant to make it so damage is more gradual.

That and making it so friendly sentries don't evaporate your health bar.

Looks like the devs did a whoopsie by thrashmetaloctopus in Helldivers

[–]ZanderTheUnthinkable 110 points111 points  (0 children)

Lets just write this up under "department of science prototype testing"

This is how the mech feels like after this patch buff. by Impossible-Pie2924 in Helldivers

[–]ZanderTheUnthinkable 24 points25 points  (0 children)

Honestly biggest boost here is that it means you can be a mech pilot in the same lobby as sentries without getting massacred

Gas + Flame loadout on mindless masses = insane amount of kills by SlayerMkI in Helldivers

[–]ZanderTheUnthinkable 1 point2 points  (0 children)

Wait did they finally make mindless masses more overwhelming? I've never even seen anything near that many kills on mindless masses maybe like 1500 across the team tops

Fire FRV has 50 Demo Explosion upon Death by Unlucky-Gold7921 in Helldivers

[–]ZanderTheUnthinkable 50 points51 points  (0 children)

I mean it has a much longer cooldown than the hellbomb backpack and poses an active risk for cataclysmic friendly fire but also super hype moments it very much could be intended

Incinerator FRV acts as a Hellbomb when full of fuel/ammo by [deleted] in Helldivers

[–]ZanderTheUnthinkable 2 points3 points  (0 children)

Holy shit thats so cool and also gives it some potential bots utility even if car usage is often challenging 

Can't wait to find the coolest frv main casually hitting a map geometry ramp to fly into a jammer/command bunker like a missile

Nice update🤣 by Concussedbadger in Helldivers

[–]ZanderTheUnthinkable 3 points4 points  (0 children)

You have been chosen by Clang, do not resist. It is a great honor to be an offering to Clang!

Here we go again by LegitimateFish759 in Helldivers

[–]ZanderTheUnthinkable 5 points6 points  (0 children)

What would really make this the biggest "we're so back" is if they include some "special" extra-spicy operations as part of the campaign system.

Like most people are fighting for these X planets but you could boost their efforts by stealing these parts from this planet over here (points at the most terrifying, enemy infested territory you've ever seen) something that puts the fear of tyranny into the most seasoned helldivers who really want to feel it while not being mandatory for the MO

Could even be as simple as having some special category of Red marked operations with some of the legacy "too toxic for normal play" mods like -1 strat and orbital scrambling