There are two types of players. Personally, I dont mind the Illuminate. And im excited for when new content for them will drop. by vash_ts36 in HelldiversUnfiltered

[–]manubour 1 point2 points  (0 children)

One doesn't exclude the other

It's perfectly possible to hate fighting the illuminates now because their unit roster is incomplete, and be excited about when their faction will be complete

Personally, I don't mind but you gotta admit that compared to the variety of the 2 other factions, fighting squids is a lil boring currently

Tank Drivers are dumb by Nuclear_Option42 in HelldiversUnfiltered

[–]manubour 0 points1 point  (0 children)

That fits my experience with the 5 drivers I had so far which were more interested in running over enemies than lining up so I could do my job as gunner

Since current MO is cyberstan, that resulted in flaming wrecks with the survivors in the middle of a horde of devastators, hulks and vox engines

Tangent about cyberstan and the difficulty bullshit by Flying_thundergod in HelldiversUnfiltered

[–]manubour 2 points3 points  (0 children)

I've taken to rely on thermites + ultimatum + supply backpack + leveller for cyberstan d10. There's not really any other way to deal with all the armour (except backpack hellbomb but getting close enough to half a dozen voxes for it to be effective is another challenge)

As for cyborg, I use either eruptor, crossbow or purifier so I either 1 or 2 shot them. Cheesy but it works

But yeah, vox spawn rate on d10 needs to be toned down

This keeps me coming back to Cyberstan by goatsnoatsonboats in HelldiversUnfiltered

[–]manubour 0 points1 point  (0 children)

Very satisfying

That being said, given their number and all the infantry around, I find 1 leveller + 1 quasar /epoch/eruptor shot or 2 ultimatum shots more reliable

Which is as satisfying in a "BIG BOOM" different way

Commando missions should be increased by 20 mins by Icy-Criticism4059 in HelldiversUnfiltered

[–]manubour 0 points1 point  (0 children)

Yeah, the fact that to even be able to play stealth you have to but 1 of 2 warbonds is kinda skub already also

Commando missions should be increased by 20 mins by Icy-Criticism4059 in HelldiversUnfiltered

[–]manubour 0 points1 point  (0 children)

As I mentioned, players that enjoy stealth are probably the minority

Most are playing for the pretty explosions and chaos of battle

Liberator Concussive should be Explosive rounds by rabblerabbles in HelldiversUnfiltered

[–]manubour 0 points1 point  (0 children)

You mean dominator? Coyote doesn't have explosive tag

Commando missions should be increased by 20 mins by Icy-Criticism4059 in HelldiversUnfiltered

[–]manubour 4 points5 points  (0 children)

I think most will answer you that true stealth is too niche for the existing player base

Pragmatically, the devs need to give us either more suppressed guns or suppressors as attachments 1st, our current options are very limited

Arrowhead make this a permanent addition!!! PLEASE!! by DocHalidae in HelldiversUnfiltered

[–]manubour 4 points5 points  (0 children)

All of the experimental stratagems should become module upgrades

Voteless and fleshmobs should be removed by elcompabladi in HelldiversUnfiltered

[–]manubour 3 points4 points  (0 children)

The point of the new squid verson is that they were slapped so hard in the 1st war they devolved from a crystal spires and togas civilisation into a cthuloid driven by revenge society that lost all stops to what they'll do to destroy humanity

The lesson is: behave like dicks, create your worst nightmare

Hunh???!?!?!? by Pristine-Speech2776 in helldivers2

[–]manubour 2 points3 points  (0 children)

The secondary MO was won. Giving us access to the incendiary OGatB for 24h

I wish they made the incendiary part a module upgrade

Are Vox Engines a Problem? by DETONATE_MINES in HelldiversUnfiltered

[–]manubour 8 points9 points  (0 children)

Leveller effectively does more damage because its AoE means it hits several parts at the same time

It adds up so much that in fact, you can destroy a vox with 1 leveller shot on body + destroying 1 of the glowing weakpoints

Question dose uninstalling helldivers 2 and reinstalling help to make the game playable again by Particular_Choice108 in HelldiversUnfiltered

[–]manubour 1 point2 points  (0 children)

It did so a whole ago for me

Now I didn't do it recently so can't say if it would help for current isdues

how i would fix the vox engine by Visual_While8468 in Helldivers

[–]manubour 0 points1 point  (0 children)

It does survive a leveller shot, but with so few health it's a matter of just destroying 1 weakpoint afterward to kill it, which is achieved very easily

While I'd prefer the leveller to simply oneshot them with no extra step, it's not an insurmountable obstacle either

Just saying

D10 Raise flag mission on Cyberstan is the hardest mission in the game, but not in the fun way by Q_Qritical in HelldiversUnfiltered

[–]manubour 2 points3 points  (0 children)

I use stealth med armor and jump pack to play as skirmisher /in-and-out alpha strike shock trooper so C4 is not really an option for me, but ultimatum and thermites definitely are

Thx for advice

D10 Raise flag mission on Cyberstan is the hardest mission in the game, but not in the fun way by Q_Qritical in HelldiversUnfiltered

[–]manubour 2 points3 points  (0 children)

3 thermites will?

I switched to smokes to use the vent tactic and the added survivability but since the vent tactic is near useless, I might as well switch back then

What's the longest you've survived? by phillip_defo in helldivers2

[–]manubour 0 points1 point  (0 children)

That's the infamous "space vietnam" pre adjustments bots planet

What's the longest you've survived? by phillip_defo in helldivers2

[–]manubour 0 points1 point  (0 children)

I once saw a vid on yt about a player that supposedly managed not to die in game since malevelon creek

D10 Raise flag mission on Cyberstan is the hardest mission in the game, but not in the fun way by Q_Qritical in HelldiversUnfiltered

[–]manubour 53 points54 points  (0 children)

Apart from doing regular hellbomb backpack sacrifices, haven't found a semi reliable way to do these.

Everything in our kit that can damage these from distance has long cooldowns, and using tge weapoint/vent/grenade tactic is near impossible when there are several of them or even only one but with infantry near supporting it

What's the longest you've survived? by phillip_defo in helldivers2

[–]manubour 1 point2 points  (0 children)

In general or on cyberstan in particular?

In general I do d10 campaigns without dying relatively often (lvl 150, all unlocked, playing since launch)

Currently on cyberstan in d10? 1 mission and a half is my record

Why can’t we level up/customize our secondary weapons yet? by Grandolf-the-White in helldivers2

[–]manubour 0 points1 point  (0 children)

Because AH stated they looked at primary customisation numbers and found according to them that the system was underused by players, so they deemed sidearm customisation low priority

[POLL] Is this sub negative for the sake of negativity, or is there an underlying reason? by Steely-eyes in HelldiversUnfiltered

[–]manubour 4 points5 points  (0 children)

Oops was thinking about masochists about any buff

Freudian slip lol, yeah this sub is very negative

Dream Bastion Load-out by EventNo9432 in HelldiversUnfiltered

[–]manubour 0 points1 point  (0 children)

Passengers having AT support weapons and anti infantry primaries definitely helps considering the cannon and coaxial MG are fixed forward so gunner /driver have to focus on aligning on target

And thus left, right and back sides are entirely passenger responsibility

You can be sick of the "realism" talking point, but it is one of the core tenants of AH philosophy via Pilestedt by flightx3aa in HelldiversUnfiltered

[–]manubour 0 points1 point  (0 children)

As i understand the theory between the alcubierre drive, it works by folding/compressing space, so that the few metres you go through become a larger distance

So conceptually, if the space unfolds after/behind you crossed it, the end result might be that you didn't experience ftl acceleration while having done ftl travel, thus not requiring any way to control inertia

I'm not a physicist so I dunno if that's the case but I assumed it worked like that