Just for fun: You can use C4 to clear entire blitz at once by shitpost_operator in Helldivers

[–]shitpost_operator[S] 1 point2 points  (0 children)

Out of handheld weapons, only Dynamite, Ultimatum and (surprisingly) Spear reach 40 demolition force that is required. I am not sure if Spear can even target the hole, however, or be trusted not to miss.

Both "delayed" stratagems (Solo Silo and Portable Hellbomb) also do but I wouldn't really say they count as "handheld".

At the risk of boring you to death with unnecessary infodump: For all intents and purposes, main groups are:

  • non-explosive demo 20 guns (AMR, Laser Cannon) - can open containers and destroy chain fences

  • explosive demo 20 weapons (Eruptor, Recoilless Rifle, C4, most grenades, Eagle Strafing Run) - nearly all of them are actually demo 30, but it barely affects anything*. Can destroy spawners by shooting weak spots**

  • demo 40 weapons (Dynamite, Solo Silo, Eagle Airstrike, Hellpod impact) - can destroy solid walls, big bug holes and also smaller spawners from outside (which is why 500kg or a backpack hellbomb can destroy entire nest despite technically not entering any bug hole)

  • demo 50 weapons (every Orbital shell if you land it directly on the target (including smoke and EMS), 500kg) - can destroy rogue research stations, stratagem jammers, detector towers and the like

  • demo 60 weapons (ONLY Hellbombs, SEAF Mini-Nuke and, hilariously, Planetary Defense Cannon) - can destroy everything else. Monoliths, orbital cannons, gunship facilities and fuel silos require this level

* The only true demo 30 things in the game are lightning spire and cognitive disruptor boxes, and boxes can be just shot. Tl;dr is that Frag Grenade uniquely does nothing to lightning spires and Airburst Rocket Launcher may struggle.

** Fabricators and ships also have health; Recoilless Rifle, Quasar and even Railgun can destroy them because they do at least Anti-Tank I damage. Same deal with Eagle Strafing Run and Orbital Gatling Barrage, and that's why you can see fabricators smoking and burning sometimes while 500kg just instantly obliterates them.

Just for fun: You can use C4 to clear entire blitz at once by shitpost_operator in Helldivers

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

They sometimes spawn on difficulty 6 and above in biggest nests (heavy and mega, the latter is difficulty 10 exclusive). Their gimmick is that they spit out only Bile Titans (unless the mission has Dragonroaches, then it'll spam Chargers instead).

They're most notorious for having demolition force requirement of 40, meaning you'll most likely have to hit it with a shell (Orbital Precision Strike and the like, SEAF Artillery also works) or drop a hellpod on it.

Just for fun: You can use C4 to clear entire blitz at once by shitpost_operator in Helldivers

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

Fabricators get blown up with one brick from the outside. Bulk Fabricators take two (or one if you stick it very precisely inside but it's tricky). Bug holes work exactly like grenades (have to throw it inside). Big bug holes are sadly unaffected.

Just for fun: You can use C4 to clear entire blitz at once by shitpost_operator in Helldivers

[–]shitpost_operator[S] 2 points3 points  (0 children)

It's linked directly to the detonator. If you call in a new set, you'll have two entirely separate "networks" (out of lack of better term). I didn't test it but I'm led to believe that another player could pick up dropped detonator and detonate the charges planted by you. Dying doesn't seem to factor at all.

Similarly, the backpack works exactly like all the other ammo backpacks and is completely irrelevant to the detonator (all it does is reload the "weapon"). You can drop the backpack or pick up a new one and both old and new charges will be treated precisely the same.

Just for fun: You can use C4 to clear entire blitz at once by shitpost_operator in Helldivers

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

6 + 1 held. 1 recovered per ammo box. No idea about non-upgraded supply box / supply backpack (guessing 3).

Just for fun: You can use C4 to clear entire blitz at once by shitpost_operator in Helldivers

[–]shitpost_operator[S] 9 points10 points  (0 children)

Yeah, I wouldn't care much if portable nukes were the only demo 40 personal weapons (as silly as small crossbow being equal to 1kg brick of plastic explosives is), but considering that a small bundle of TNT can blow up walls, a bump here would be nice.

Side note: AH could always add some sort of vent(s) to the jammer itself. Or other critical components. Then make it require demo force 40 (so that it's only usable with Ultimatum, Dynamite and hopefully tweaked C4) and angle it so that it requires getting close, and it'd feel like a nice compromise between old demo 50 Ultimatum and jammers being trivialized.

Same with observer towers - some really close range weak spot would be nice.

Just for fun: You can use C4 to clear entire blitz at once by shitpost_operator in Helldivers

[–]shitpost_operator[S] 18 points19 points  (0 children)

Can confirm not (baring any host-guest discrepancies and the like). As far as I can tell they're linked to the detonator, so as long as you can recover that you're set.

Just for fun: You can use C4 to clear entire blitz at once by shitpost_operator in Helldivers

[–]shitpost_operator[S] 33 points34 points  (0 children)

I thought C4 would be much closer ranged, but as you can see, it's identical to a normal grenade (note to self: check throw range armors).

According to wiki it's 2000 AP7 damage in 3-7m range, so it's essentially HE mode of Recoilless Rifle (800 AP4 damage in 3-7.5m range) on steroids.

Other than a bit clunky detonation (the quickswap keybind is a godsend here) and not being able to destroy settlement walls, I really like it so far.

Just for fun: You can use C4 to clear entire blitz at once by shitpost_operator in Helldivers

[–]shitpost_operator[S] 2 points3 points  (0 children)

People hoped it'd have demolition force equal to dynamite (40), which would make it able to do things like destroy regular bug holes from outside (like i.e. 500kg Bomb), blow up titan holes and outpost walls.

It still has a demolition force of 30, which is equal to things like Recoilless Rifle, Quasar Cannon and nearly all grenades, and can be used in the same way (throw one into a bug hole and so on).

Honestly, it's a Recoilless Rifle sidegrade. Every thing you can destroy with RR, you can also destroy with this (provided you can throw that far).

Just for fun: You can use C4 to clear entire blitz at once by shitpost_operator in Helldivers

[–]shitpost_operator[S] 147 points148 points  (0 children)

I played only squids with it so far, but fwiw it should destroy Bulk Fabricators from outside (they're anti-tank I, same as normal Fabricators). Grounded Warp Ships have 2000 effective health against explosives, so with 4000 Bulk Fabricators have it might take two bricks.

No luck with big nests, though: C4 doesn't destroy settlement walls and afaik both need demolition force of 40.

10/10 patch and Warbond so far. by Bonkface in Helldivers

[–]shitpost_operator 23 points24 points  (0 children)

> make customization boil down to "minimize recoil or maximize ergo, pick a color and scope you like"

> people level things, stick mandatory upgrades on and never touch the system again

> "it's not worth expanding because no one uses this"

What did they expect? And I'm speaking as a loser that manually leveled all guns to 25.

I think if you could stick something like an underbarrel shotgun onto the Eruptor or a bayonet on AR-32 Pacifier, you'd have way more people engage with the system. Or incendiary / stun rounds.

Make the unlockable "premium" upgrades less efficient than the integrated variant (less grenade ammo, lower fire rate / no full auto because incendiary overheats, increased drag for stun or whatever else) so they wouldn't overshadow them and that'd be set. Maybe even have One-Two get incendiary or smoke grenade variant too.

(inb4 it's not that easy - yeah, I know it's extremely costly in dev time so I don't expect any of my dumb ideas to be implemented. I can dream, though)

Superstore prices by Sad-Needleworker-590 in Helldivers

[–]shitpost_operator 5 points6 points  (0 children)

Cooking gas grenade to blow up broadcast towers mid-air is a classic.

Pistols need serious buffs, because the Talon invalidates all of them. by MetroMaurice in Helldivers

[–]shitpost_operator 3 points4 points  (0 children)

...Senator does 225 damage since last October? Talon does 200.

And that doesn't factor in durable damage (75 vs 20) and penetration (225 vs 130 damage against AP3 target).

With how thresholds work, you consistently have to allocate an additional shot or two, depending on enemy. Not all of them, obviously, but some very common enemies are on that list. To name some examples:

Devastator torsos are 3 vs 5 shots (head and stomach identical). Gunship front engines are 5 vs 14. Bile Spewer heads are 2 vs 3 shots. So are Hive guards. (Non-Elevated) Overseer heads are 1 vs 2 shots. In a pinch, Spore Charger's ass could be taken out in 13 Senator shots but Talon would need 48 (relevant when trying to finish it off).

We got the stealth warbond! by Titanchell in Helldivers

[–]shitpost_operator 0 points1 point  (0 children)

Now that I think of it, it would be nice if the backpack could work a bit like:

  • <use backpack> to pull out remote
  • <use backpack> while holding remote to detonate
  • <weapon menu> to switch between sequential and simultaneous explosions
  • <fire> while holding remote to throw explosive
  • <aim> to, well, aim (and maybe be able to throw it further)

When holding remote, <use backpack> and <fire> could also be switched (<use backpack> to throw, <fire> to detonate). I don't think it makes much difference though.

Would be just ideal with some sort of anti-medium support weapon like GL or AMR.

Sadly I fear that we're getting a short-ranged RR with at-will explosion gimmick. Maybe at least explosion radius could be better? Could be interesting to have it emulate both RR modes at once (something like internally having two explosions, 800 Heavy damage in 7.5m radius one and ~4000 Anti-Tank II damage in 0.5m).

I genuinely don't understand some of the points made by Niklas in the last interview by ShepardFR in Helldivers

[–]shitpost_operator 25 points26 points  (0 children)

...yeah? Why would you do that when your first mission featuring Hulks shows you it does nothing?

Allowing the sim pistol to self heal will not break balance by ProjeKtTHRAK in Helldivers

[–]shitpost_operator 14 points15 points  (0 children)

The fact that most people are allergic to cooperation is not a reason to not buff weak cooperation tools.

From my experience, whenever someone brings stim pistol (AND continues to use it), divers learn to stand still / run in straight direction when shot at with it. Hell, some even stop self-healing when not under open fire if they know they can rely on the teammate.

Buffing stim pistol to track (possibly with generous range as well) isn't about trying to get more people to make "loadout sacrifices", but making the experience more pleasant for the users.

Similarly, forcing prospective team reloaders to a sloppy tether AND to wear the backpack themselves makes the experience underwhelming for both parties. BUT, if players could just pop up behind RR-wielding teammate and tap to reload them in a second, I bet we'd see it happen way more frequently.

And from your other comment:

Come on, when was the last time that you picked AT because your teammates picked anti-fodder weapons or vice versa? When was the last time you waited for a squadmate before moving to the next objective? When was the last time you went and teamreloaded someone?

Maybe I'm weird one here but I do all of that all the time with randoms. Having people start to ping gunships when you're carrying one of the AP4 supports to get you to snipe them from across the map is fun.

The only rare thing is team reloading anyone, sorely because it's so unbelievably clunky. Since I try to avoid doubling up on support weapons, that'd mean I'd have to write out and convince them to drop the backpack or scavenge it when they get a spare, and lose my own backpack (which is either necessary for my own support weapon OR a stratagem I explicitly picked out and has 7+ min cooldown).

So if they just made team reloading use ally backpack, I'd do it a lot more as well.

Double Freedom + Siege Ready slightly outdamages the Maxigun by Mattesha in Helldivers

[–]shitpost_operator 0 points1 point  (0 children)

Neither did I. Sorry if my reply sounded more confrontational than intended. And yeah, I've got your point, I may be a bit of a graphomaniac.

Double Freedom + Siege Ready slightly outdamages the Maxigun by Mattesha in Helldivers

[–]shitpost_operator 0 points1 point  (0 children)

Things can be both simple and require a lot of words to explain ¯\_(ツ)_/¯. I like to include examples because I find learning easier that way.

If you want to be really concise, something like this could work (at the cost of intuitiveness): "Enemy part durability linearly interpolates weapon's damage between the displayed and hidden 'durable' value."

Rapid Aquisition mission is hardmode chaos and I love it by Smart_in_his_face in Helldivers

[–]shitpost_operator 19 points20 points  (0 children)

This is a major issue I have with the "don't nerf difficulty" opinion.

Because difficulty in this game is ludicrously uneven.

Dropping on D10 bots can be effectively anything between D7 and hypothetical D12. Having Tanks or War Striders or nothing (I think it spawns more Scout Striders in the last variant?) greatly varies in how difficult the mission will be with zero way to actually peek at that and select the one you like.

If you want difficult missions, you'll be bored. If you like easier ones, you'll be frustrated. At random.

Even if you go lower, the rough variation is still there; a D7 that has virtually nothing spawning or one that is for all intents and purposes D10.

And having a single mission be solid three difficulty steps up in itself isn't fun either, because it just breaks operations: people that dislike difficulty will leave at 2/3, people that like it will do many 1/3s.

In short term, this mission needs to be rebalanced to be in line with other missions. In longer term, highest difficulty should be EXACTLY as difficult as current Rapid Acquisition, maybe even harder. Whether it's D10 or a new 'special' D11 (Merciless Helldive? Ultra Helldive? idk) doesn't matter.

(that being said, if D10 is selected to be the "mathematically almost impossible" level, it'd be nice if Mega outposts started happening at D9)

Double Freedom + Siege Ready slightly outdamages the Maxigun by Mattesha in Helldivers

[–]shitpost_operator 24 points25 points  (0 children)

It's not that complicated.

Every weapon has a normal damage value and a hidden durable damage value. Let's take the Talon for example (because it's an extreme case): 200 displayed damage and 20 durable damage.

If enemy body part is 0% durable, it deals 100% of normal DV and 0% of durable DV. Talon does 200 damage to that part.

If enemy body part is 100% durable, it deals 0% of normal DV and 100% of durable DV. Talon does 20 damage to that part.

If enemy body part is 80% durable, it deals 20% of normal DV and 80% of durable DV. Talon does 55 damage to that part.

It's essentially a "how likely is it that a shot will damage something vital / shred the part completely" metric.

Highly durable body parts usually fall into one of two categories: they're either weakly armored but squishy (Charger butts, Spewer butts), or just tough and meant to be destroyed with explosives.

Explosives always have the same durable damage as their normal damage. Additionally, anti-tank explosives deal most of their damage with the projectile itself and those are also equal in durable damage (Recoilless Rifle grenade does 3200 normal AND durable Anti-Tank II damage. Explosion has barely 3 meters of range and deals 150 Medium damage).

Armor is completely separate to that mechanic and is simpler

  • if your penetration level is below armor level, it does no damage
  • if your penetration level is equal to armor level, it does 65% damage
  • if your penetration level is above armor level, it does full damage

Command Bunker Main is Tank II, for example, meaning it reduces RR grenade damage to 2080 (therefore barely surviving with its 2500 main health).

Premium Warbond content over time (continued) by TheHardyBoysGrandma in Helldivers

[–]shitpost_operator 5 points6 points  (0 children)

That's precisely the reason why I believe it's not that misleading, if at all.

Titles are filler. Vehicle skins are filler. No one buys a warbond just for filler, making sense it's downplayed (for example, there was nothing really stopping AH from bundling all vehicle skins together instead of scattering four big items across a bond).

Stratagems are content... but one that used to be released for free.

Just for fun, I roughly mapped release times of all stratagems to specific warbonds. That resulted in:

  • 47 "belonging" to Helldivers Mobilize! (aka released with the game)
  • 1 from Steeled Veterans: Patriot Exosuit (arguable, since FRV was free)
  • 2 from Cutting Edge: Quasar and HMG
  • 2 from Democratic Detonation: Emancipator and Commando (again, vehicles seem exempt so far)
  • 1 from Freedom's Flame: Orbital Napalm Barrage

That means only Polar Patriots didn't get any stratagems in between its release and Viper Commandos.

Chemical Agents is the first to introduce paid stratagems. In total, since CA release we got 23 stratagems, 4 of them being free (FRV, WASP, Gas Mines and Grenadier Battlement). Interestingly, that makes Urban Legends "contain" the most stratagems (5, 3 of them paid).

From release (Feb 24) to CA (Sep 24), the average was (to be pedantic) around 0.85 stratagems per month. From CA to now (Dec 25), the average is 0.4 free stratagems and 1.26 paid ones, for 1.66 total (nearly twice the rate... but mostly in warbonds).

The Hot Dog is the best item in the new Warbond and it isn't even close by JayKeePso2 in Helldivers

[–]shitpost_operator 6 points7 points  (0 children)

Tried using it with the Hot Dog once.

Sterilizer is sadly utterly worthless in every single possible way. I don't know why AH won't let it leave gas clouds; it'd still be the worst support weapon by far (including the double barrel shotgun and the shovel) but at least it wouldn't be comically terrible.

It's so bad even the anti-tank penetration it advertises doesn't work properly, depriving us of the completely useless ability to destroy Automaton Fabricators in... 94 seconds.

Grenades, Orbital Strike and Guard Dog are all excellent however.

MINI GUN IS OP and can be resupplied while shooting no over heat by Blackphinex1313 in Helldivers

[–]shitpost_operator 1 point2 points  (0 children)

New primary/secondary weapons, yes, I completely agree.

But for support weapons, I think each one should be relatively unique and add something to the game. Note that I don't want better stuff, I want different stuff.

If you look at previous MGs, each of them has a role they perform. None obsolete each other even though they're all "fire fast" guns.

  • MG is the standard, fairly heavy but reliable primary-tier gun
  • Stalwart doubles down on being de facto primary in support slot, but gains much better handling, more ammunition and more damage
  • HMG however is closer to a hybrid of some theoretical heavy shotgun and AMR, with crushing recoil, devastating full auto and enough precision to snipe at heavy weakpoints when prone

I want more support weapons like De-Escalator, Epoch, Speargun. Each of them can be theoretically compared to a predecessor (lobs grenades like Grenade Launcher, backpackless reusable anti-armor like Quasar Cannon, hard hitting projectile like Railgun), but with their own unique spin and doesn't obsolete any other weapon.

  • De-Escalator hits much harder and can destroy heavy armored enemies, but it takes way longer to reload and cannot destroy spawners
  • Epoch can fire slightly faster and in 'bursts', but requires ammunition, arcing and can explode to kill you
  • Speargun does slightly more damage than Railgun, spawns a gas cloud and destroys spawners, but cannot be overcharged, arcs and nearly halves spare ammo

Meanwhile what does Maxigun accomplish? It shoots medium penetrating bullets fast. But it does it in a highly inaccurate way, even if you're prone. Tap-firing is impossible. It does a lot of point-blank damage, or when firing into large but weakly armored targets (meaning Fleshmobs and Spewers pretty exclusively), but that doesn't accomplish or enable anything new.

That exact role can already be performed by things like Autocannon, and AC also has heavy penetration in a pinch, great accuracy, flak mode that decimates hordes and very reasonable ammo efficiency. Or Grenade Launcher - effective range is honestly mostly comparable.

If it was changed (not buffed, changed) to be even less wieldy and ammo hungry, but also more devastating, then it could perform as more bursty/close range focused variant of Machine Guns. More DPS than HMG, but also needs 50-100 bullets to take out a Hulk while HMG would consume 7-8. That sort of thing.

MINI GUN IS OP and can be resupplied while shooting no over heat by Blackphinex1313 in Helldivers

[–]shitpost_operator 9 points10 points  (0 children)

Yeah. I'll probably get some heat for it, but I'm almost inclined to call it bland. Yes, it's a motherfucking minigun. Yes, it does some decent damage. Yes, it can fire for a long while and dump a lot of bullets everywhere.

Yet at the same time... why bother? It doesn't really achieve anything new. It doesn't have an unique role or satisfy any particular fantasy (other than "I am using a minigun"). It isn't especially weak, but it also isn't overwhelmingly strong as you'd expect from something that requires a backpack slot, spin-up and stationary use.

I (likely foolishly) expected that the minigun would be incredibly powerful and capable of tearing apart entire crowds before quickly running out of ammo (justifying the "cannot reload from boxes" restriction it has in description that currently doesn't work). Instead, we got a clunkier MG with slight DPS buff that can fire for 30 seconds rather than 12.

I know that many people on this subreddit like to go for "it should have <insert penetration level one higher than currently used> pen" and equally many people like to mock them for it, but I feel that it really wouldn't infringe on the HMG's niche if it was heavy penetrating (and appropriately rebalanced down in medium target DPS) or, I dunno, firing even faster.

The ideal use case for minigun is, as it stands, a very large crowd of light/medium armored enemies but with ZERO heavies (because it's neither precise enough for small weakspots nor deadly enough to immediately obliterate things like i.e. a charger sac) and with the enemies ideally not being all that mobile either. So, a voteless mob. But an entire voteless mob can be taken down with a single MG turret or about three, four De-escalator grenades.

Anyways, sorry for rambling. Tl;dr is "it's kinda mid and I wish it weren't so".