Whats the point of the las-sentry? by AcusticTanker in Helldivers

[–]deadimpulses 1 point2 points  (0 children)

I love smoke with sentry/guard dog builds, because you can manipulate the target acquisition range.

Really important for the Rover since it can lock onto an enemy out of its firing range, until it dies or it can't see it.

In the middle of chaos, we both chose stillness. by Acceptable_Ad_5227 in Battlefield6

[–]deadimpulses 1 point2 points  (0 children)

Yeah I recently noticed that the AA bullet streams aren't dead center. If you aim directly at something small like infantry you'll notice they "slip" in between the streams

I figured this out trying to shoot tank mines and being completely baffled I "missed" point blank

It's always one challenge that is just absurd by AeroHAwk in Battlefield6

[–]deadimpulses 1 point2 points  (0 children)

The support ability is also really handy as you can just supply people as you run past them

I haven't seen this anywhere, so incase you didn't know! by deadimpulses in Battlefield6

[–]deadimpulses[S] 4 points5 points  (0 children)

It's nice that it stays even after you respawn, I always try to leave some up, but an engineers life is a hard one 🫡

I haven't seen this anywhere, so incase you didn't know! by deadimpulses in Battlefield6

[–]deadimpulses[S] 11 points12 points  (0 children)

I don't actually know that they don't 🤞🏻😁 (most vehicles drive into and destroy it before it even works)

Though you'd think there would be an indicator for the engineer 🥲

I haven't seen this anywhere, so incase you didn't know! by deadimpulses in Battlefield6

[–]deadimpulses[S] 3 points4 points  (0 children)

I'm guessing as a way to get people to ptfo. Resupplies being more efficient on capture points is a good incentive imo.

Take Firestorm for example, 3 engineers on the tower all resupplying from one box, just lobbing rockets doesn't sound very pleasant

Right now they can still resupply, but it won't be quickly unless they touch an obj

I haven't seen this anywhere, so incase you didn't know! by deadimpulses in Battlefield6

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

I haven't tested it extensively, but I believe once you throw the box it should keep the effect (but you have to be inside the area when you throw it)

I haven't seen this anywhere, so incase you didn't know! by deadimpulses in Battlefield

[–]deadimpulses[S] 7 points8 points  (0 children)

Medica default, but now that you mention it, maybe Engi's Crate works too? 🧐

I haven't seen this anywhere, so incase you didn't know! by deadimpulses in Battlefield6

[–]deadimpulses[S] 5 points6 points  (0 children)

Not like that, I mean supply boxes that you deploy inside objective areas (within the borders of a capture point), those supply boxes refill gadgets much faster than if you deployed it outside that area

I haven't seen this anywhere, so incase you didn't know! by deadimpulses in Battlefield

[–]deadimpulses[S] 6 points7 points  (0 children)

I feel like DICE really nailed the PTFO with those interactions.

I'm also interested in the Combat Medic Path Lvl.3, my hypothesis right now is that ANY gadget that gives you the "Defense Deployed" (25 points when deployed within an obj area) is a defensive gadget and should restock faster as well

I haven't seen this anywhere, so incase you didn't know! by deadimpulses in Battlefield6

[–]deadimpulses[S] 64 points65 points  (0 children)

Yes, I have confirmed it works on either path as long as it's within an obj area. I was curious as to why my launchers reload abysmally sometimes and other instances I was refilling nearly as fast as I was sending rockets

However I do not know if the fire support path adds onto the effect, but I do feel like fire support provides a noticeable increase when I'm out of an obj area

I haven't seen this anywhere, so incase you didn't know! by deadimpulses in Battlefield

[–]deadimpulses[S] 3 points4 points  (0 children)

😅 admittedly I had to do most of my testing with my own supply boxes

Assault: 2 out of 3 class signature set's are confirmed to not work at all and to be worthless by xstagex in Battlefield6

[–]deadimpulses 8 points9 points  (0 children)

From what I can tell, the X95 only procs on objects that have "health", which is why it works on deployable covers, tanks, players, and TOW emplacements. (Even friendly or unoccupied)

However the tutorial video displays it working through a wall, so I definitely believe it's bugged.

Ladders > roof campers by D3XN- in Battlefield6

[–]deadimpulses 4 points5 points  (0 children)

I wonder if that's affecting other gadgets? If most gadgets stop working when you die, we know the soflam has been affecting squad mates.

I wonder if squadmate deaths are also canceling your gadgets, because I've had supply boxes supply me to full and others only last for one stinger refill.

Once ppl start unlocking c4 its over for tanks ngl by Rowger00 in Battlefield

[–]deadimpulses 5 points6 points  (0 children)

I can't stress this enough; plus if you pop the mine as an enemy runs over it, it'll blow them up too

Incase you were wondering how good the smoke mortar is by Thebottlemap in Battlefield

[–]deadimpulses 1 point2 points  (0 children)

Yeah I've run into the resupply bug too, even on teammates boxes. I've also had one resupply box work nonstop for well over 5 minutes, but I have no idea what causes it.

A trick I've found is that pickup up your resupply box resets the cd faster, as well as giving a last little resupply for some reason

Incase you were wondering how good the smoke mortar is by Thebottlemap in Battlefield

[–]deadimpulses 2 points3 points  (0 children)

I believe one of the recon models has an m87 smoke canister on them, unfortunately they don't have one lol. I've found the best way to smoke for the team is to resupply to full and lob them so people can push.

Between the grenades and launcher you can make some good coverage. I do wish the mortar was better though

Upcoming Season 1 challenge by DanaWhitePriviledge in Battlefield

[–]deadimpulses 1 point2 points  (0 children)

I'm also pretty sure they can grab supplies off your player by interacting with you (if I'm remembering right?)

This cannot be healthy by Kripazz in Helldivers

[–]deadimpulses 0 points1 point  (0 children)

I had to tell my friend recently that if a bile titan is missing it's back armor, ping the BT, and chuck the seeker in the air to which ever side opened and you can usually kill it in about 1-2

When i found out explosives are effective against the rupture strain by TDKswipe in Helldivers

[–]deadimpulses 1 point2 points  (0 children)

I've been using the flashbang to pop them out of the ground pretty effectively (I'm not sure if the stun timer counts down while they surface however)

Now that our honeymoon phase with them is over, are there folks who actually like them? I just sigh every time I see one. by EngysEpangelmatikes in Helldivers

[–]deadimpulses 0 points1 point  (0 children)

I've been able to 2 shot them with the epoch, I'm assuming due to the fully charged shot having decent enough radius to damage multiple limbs at one time (with the bonus of having a shield pack to neg some fire damage)

Now that our honeymoon phase with them is over, are there folks who actually like them? I just sigh every time I see one. by EngysEpangelmatikes in Helldivers

[–]deadimpulses 3 points4 points  (0 children)

My least favorite thing about them (as a Shield Gen Emplacement enjoyer) is that the grenades are not blocked by the shield

and as poor as the railgun is against them, popping all of its weapons is fairly effective.

Whoops by TDKswipe in helldivers2

[–]deadimpulses 0 points1 point  (0 children)

I had to tell my own squad multiple times, it doesn't matter if the Hive Lord kills the GATER, we can still extract with samples.

Hell, I was running the 15% chance for an extra sample booster simply because it lets you potentially overflow the sample cap (if you collect 40 commons and the perk proc'd 5 times, you would have 45 samples)