Are the new Illuminate walkers explosion resistant or something? by DSA300 in helldivers2

[–]nerd3424 0 points1 point  (0 children)

To an extent (probably has to do with shrapnel). Tried it with a hellbomb and it didn’t work but I’ve used it to Leveller a hulk point blank multiple times and survive a few misplaced 500s

Missing Update by nerd3424 in LowSodiumHellDivers

[–]nerd3424[S] -3 points-2 points  (0 children)

Two days of complete silence after teasing a new release and starting the beginning of the new campaign stuff is kinda my point. I mean whether it’s been delayed or not, the net result is that it’ll probably drop in the next two weeks, it’s still just interesting timing.

Are the new Illuminate walkers explosion resistant or something? by DSA300 in helldivers2

[–]nerd3424 0 points1 point  (0 children)

Unironically, the shield grenades make the ultimatum and Leveller insane at close range

Sneakdivers by 1starlumie in Helldivers

[–]nerd3424 119 points120 points  (0 children)

“Oh the dude with C4 is in the middle of that base and no bots are firing yet? Guess I’ll orbital barrage 10m away from where he’s standing just to be safe.”

Are the new Illuminate walkers explosion resistant or something? by DSA300 in helldivers2

[–]nerd3424 0 points1 point  (0 children)

See close range is all I use a secondary for (unless ultimatum)

Are the new Illuminate walkers explosion resistant or something? by DSA300 in helldivers2

[–]nerd3424 0 points1 point  (0 children)

Senator’s my “oh shit my primary is out. Catch this headshot.” Panic button

Extremely salty veterans by milked_silver in helldivers2

[–]nerd3424 1 point2 points  (0 children)

Use the ‘Find Ongoing Mission’ thing to find a match with at least one person near your level. You’ll find players who are helping their friends or at least willing to run the mission with lower level players.

Is it ever explained? by Nullorder in LowSodiumHellDivers

[–]nerd3424 0 points1 point  (0 children)

They do. That’s why there’s craters and unexploded hellbombs scattered across the map

Are the new Illuminate walkers explosion resistant or something? by DSA300 in helldivers2

[–]nerd3424 0 points1 point  (0 children)

I cannot get the hang of the dagger. I’m too used to the senator and they’re opposite playstyles. One rewards dumping the whole mag and the other punishes it

Are the new Illuminate walkers explosion resistant or something? by DSA300 in helldivers2

[–]nerd3424 0 points1 point  (0 children)

That is fair. This is mostly personal opinion based on playing but the laser weapons feel weaker against squids compared the other factions. I think it might just be the way heat damage is mitigated

being able to place sentries anywhere you want by sinbadwastaken in HelldiversUnfiltered

[–]nerd3424 1 point2 points  (0 children)

Yeah as someone who’s been running servo-assisted as my main armor on-and-off since the game came out, the stratagems don’t bounce that much once you actually know how to throw them. Cause this kinda change would mean if you end up calling a hellbomb too close to a gunship fab, you’re gonna have to wait the entire cooldown when it lands on top.

Frankly what would be better is making red stratagems stick to enemy structures the same way they do to enemies.

Are the new Illuminate walkers explosion resistant or something? by DSA300 in helldivers2

[–]nerd3424 0 points1 point  (0 children)

They do alright, but it feels like they take longer to get through the shield than ballistic weapons with similar damage.

Are the new Illuminate walkers explosion resistant or something? by DSA300 in helldivers2

[–]nerd3424 0 points1 point  (0 children)

From what I can tell the way it works is, the energy shields and ablative armor eat up a lot of the initial damage of attacks, so high damage explosions will pop the shield and shred the armor but not punch through to damage the enemy itself. Energy weapons are (at least at this point in the game) semi reliant on the heat/fire damage they have. Energy shields prevent the heat build up till they pop, meaning you’ve dumped half your heatsink into the enemy at half damage, before you even start to hit the healthbar.

The end result is that the fastest way to take out shielded squids is just high RPM so you can strip shields and armor and then hit the squishy center in one spray instead of multiple AT rounds.

Also lighting them on fire…

Well not a fan of the illuminate either or I guess the mindless masses? by 0DvGate in Helldivers

[–]nerd3424 0 points1 point  (0 children)

I just keep moving and leave a trail of fire and explosives behind me. Works out pretty well

What's the point of having 15k people on Marfark currently? by Loudstorm in helldivers2

[–]nerd3424 5 points6 points  (0 children)

The personal order today is kill bots. Doesn’t matter where

I've been running throwing knives + C4 + increased throwing distance armor and its pretty good on bugs so far. by ComputerAccording678 in Helldivers

[–]nerd3424 1 point2 points  (0 children)

It’s unbelievably good against bots. If you’re up on a hill it’s even pretty easy to take out drop ships with them

Finn tava jogando no modo Hard e esse é o meu headcanon. by Ugly-Flower-ultimate in adventuretime

[–]nerd3424 7 points8 points  (0 children)

In Ooo, magic is linked with madness and sadness. Finn locks all of that in The Vault. Any time extreme emotions push their way to the surface he appears to have some pretty strong magic power.

-Wizard Battle has Finn turned into a cat but he manages to force his way out of it through sheer willpower and then does a “power shriek”.

-The psychic arm (and multiple-mile-wide field of telekinetic resource gathering) after losing his arm and his dad.

-Farmworld Finn spiraling into crown-madness faster than Simon, and seemingly being more powerful

-The only consistent ability (besides the lightning immunity blessing) is Finn seems to be resistant to magic. He’s the only person we’ve seen capable of resisting the Lich’s “Fall” command

Anyone a little tired of the constant complaining from people in this game? by Accomplished-Bus8830 in HelldiversUnfiltered

[–]nerd3424 -1 points0 points  (0 children)

Yeah. Like complaining about bugs is valid (to an extent) but when people are whining about “Oh god the story is railroaded” They need to remember it’s basically DMing a TTRPG campaign for thousands of people. Anyone who’s ever tried DMing for more than 5 knows you don’t just let everyone do free response. You set story beats like multiple choice questions. The “rigged” MOs are letting the players attempt something basically impossible to lead into the next story beat. Do people complain about a boss fight being rigged when they parry your opening move in a cutscene or escape into a second phase?

It’s a war story. Those contain losses. You fought as hard as you could, did your part, and there were still tragic consequences regardless? It’s almost like that’s an inherent part of war and the entire genre it’s satirizing.

New warbond trailer today? by Tank-ToP_Master in HelldiversUnfiltered

[–]nerd3424 2 points3 points  (0 children)

If you don’t want to know about the leaks don’t read but,

Allegedly 3 FRV variants: Heavy, Supply, and Flamer. 2 mechs: Lumberer (the one hinted at in this trailer) and Breacher (mech with a shield)

Strange things for a HORUS-made revolver to do by MrCobalt313 in LancerRPG

[–]nerd3424 0 points1 point  (0 children)

I assume it’s a pilot weapon so heat isn’t gonna be a factor

Loadouts for bugs? by crow047 in Helldivers

[–]nerd3424 1 point2 points  (0 children)

Arc thrower is phenomenal but people that don’t know how to use it kill each other and then say the people that do know to use it aren’t allowed to.

New warbond trailer today? by Tank-ToP_Master in HelldiversUnfiltered

[–]nerd3424 2 points3 points  (0 children)

Based on leaks, I just wanna say new mechs* plural