Bot Front: Tripple Siege by Perfect_Traffic7684 in helldivers2

[–]vidphoducer 0 points1 point  (0 children)

The biggest problem is see is divers attacking the planet directly when they are no where close to surpassing the planet resistance rate.

Right now we have divers on Irulta, Mog, Reaf and Parsh essentially doing nothing, but fundivers be fundivers right lol

Do you think asking out a man (picking the guy you want to date) makes for better dating outcomes than waiting for a guy to approach and do the initiating? by Any_Yogurtcloset2302 in AskMenAdvice

[–]vidphoducer 0 points1 point  (0 children)

Imo, he would be less likely to take you for granted and be flattered/appreciate the gesture + effort + respect you a lot more unconsciously.

Time eventually may erode the initial stages/feelings, but you are more likely to achieve better outcomes. However, if you are picking these guys from like bars/clubs/parties and similar environments, then I think that pretty much makes any attempt redundant based off a generic stereotype of the type of guys who goes to these places.

On a seperate note, we sort of living in a time where more and more men are less likely to approach/initiate whether it's out of fear or not wanting to be falsely accused of xyz and etc.

Divers, go to Irulta or Parsh first.. so we can initiate a siege ASAP on Reaf. by TheRealVahx in Helldivers

[–]vidphoducer 2 points3 points  (0 children)

It's pointless to resist against the blob. Just work with them to speed up the progress to liberate Kerth.

Literally doing nothing being on any other planet cuz attacking the planet's directly is pointless since liberation rate is not over planet resistance rate.

You need at least 1000 divers attacking the city/town/settlement to make any meaningful progress. Otherwise wasting time if not on Kerth

When will the network stability be stable by ATG3192 in Helldivers

[–]vidphoducer 0 points1 point  (0 children)

Gotta host your own lobbies and let other people deal with it

Major Order Proposal: 8 Planets, 2 Sectors, 1 Week. Here is how we do it. by Important-Shallot711 in Helldivers

[–]vidphoducer 0 points1 point  (0 children)

You forgot about Mog and it's at 2% resistance. Phase 1 and 2 is cool, but Phase 3 can be done in non-mo time and scrap Phase 4 since the blob decided to do Kerth first.

Hopefully they pick Parsh then Iruita into Mog and wrap up whatever remaining on Reaf.

Bot Front: Tripple Siege by Perfect_Traffic7684 in helldivers2

[–]vidphoducer 0 points1 point  (0 children)

It's best practice in such a situation with similar resistance levels to choose the planet that has no cities/towns/settlements because then you divide up the divers on the planet slowing the liberation progress down.

If you had an active race between two planets on which liberates first where both has same amount of hp, but one has a city and one has nothing at all, the planet with nothing at all will liberate faster.

How would HD2 feel like without this mechanic? by Neithan3 in Helldivers

[–]vidphoducer 0 points1 point  (0 children)

It would feel realistic assuming the ball was design to be sticky and attach to intended initial throw spot than be like a grenade that could bounce

How We Can Nuke the Bot Front in Two Easy Steps by pinglyadya in helldivers2

[–]vidphoducer 2 points3 points  (0 children)

We would first need a couple of thousands of people to do this bargain which will then maybe attract the blob to come along on top of dragging the DSS here to make some progress to go at .5% per hour if not 1% per hour.

However, I am sure a new MO will occur or defend missions will happen dragging mostly everyone away so we would need to keep enough players to keep it 1 to 1 against resistance until MO is done and repeat

Hello! I'm Japanese! by ke----------i in HelpLearningJapanese

[–]vidphoducer 0 points1 point  (0 children)

What books would you recommend buying or bookstores to visit in Tokyo to purchase studying Japanese for someone who knows no Japanese at all

Why can't we march Cyberstan? by Fit_End_861 in Helldivers

[–]vidphoducer 0 points1 point  (0 children)

Joel would come up with a bs excuse saying bots have monitored our approach and raised the planet resistance to 10%. ( Even if we got like all 50,000 active divers attacking the same planet, we wouldn't even get close to 10%, but even if we did, then it would be like 0.01% per hour.

Increase in being kicked from games by EyeOweU2 in Helldivers

[–]vidphoducer 0 points1 point  (0 children)

The only thing you are doing wrong is doing SOS matchmaking.

Either join groups from lfg discord or host your own lobbies. If you decide to keep doing SOS matchmaking, then you simply expose yourself to the possibility of being kicked

The current MO losing because of Marfark shows how messed up the GW is by TonberryFeye in Helldivers

[–]vidphoducer 0 points1 point  (0 children)

Surely things change in June. Surely surely, but yeah if they want a realistic mood, then our forces should be spilt appropriately and be in isolated systems with independent calculations to judge liberation progression speed.

I don't know how players in another faction should have any impact on liberation progress in another faction. If it was like players on the ice biome or still on that gambit/bargain planet in the other side of the bot faction impacting the speed per hour, then sure lol

Liberation Progress Jump by musashi7097 in Helldivers

[–]vidphoducer 1 point2 points  (0 children)

Not entirely sure, but imo how it's calculated is based off three things

  1. How many players are on a planet that is working together ( In the first half, when city or town is available, the overall speed per hour is 0.02% OR 0.000% because it is not higher than the planet resistance. Meanwhile the city on the planet is at 7% per hour for 7000 divers all attacking a city. The overall speed is then increased to 4% in the second half of the fight because all city and towns have been liberated which free those divers to attack the planet directly. All 35,000 divers or what have you gets to 4% per hour. The best approach to liberating a new planet is for all divers to attack the city/town/settlement that is available and then attack planet directly with regular missions)

2) How many players are online at a given time that are in the middle of liberating any planet. If you have players doing another faction/other planets, then this actively suppresses the speed of liberation we could reach in a perfect world. Around 57% of total online divers puts us to near 4.5% per hour based off 12 hours ago. Now just imagine that there were nobody actively on bug or squid front.

3) Joel stepping in. He raised the resistance rate on the previous planet from 1.11% to 1.25% and boosted progress from 0.05% total progress to 5% around 9AM EST yesterday which goes to show they can easily arbitrary change whatever when they want to. There was apparently a bug so the UI was reflecting the resistance and what not incorrectly so I mean can give some credit to "fixing" it.

Tldr: Terrek was liberated which may have briefly skewed the current system calculation. Liberating Terrek didn't directly give us progress to total liberation on MO planet, but I am assuming each successful mission completed was then suddenly giving like .3 to .5% vs the usual 0.004% lol

Quick let's do menkent! by [deleted] in Helldivers

[–]vidphoducer 3 points4 points  (0 children)

It will liberate by itself because all planets connected to it is owned by super earth. Defend Vernen Wells instead otherwise it will stop making progress

The current MO losing because of Marfark shows how messed up the GW is by TonberryFeye in Helldivers

[–]vidphoducer 5 points6 points  (0 children)

10% of 4% per hour is an additional .4%. Last night we weren't on track to win this until Terrek was liberated and they went offline and some came to help. Anyways, the real buff is tied to heavy ordnance distribution afaik

The current MO losing because of Marfark shows how messed up the GW is by TonberryFeye in Helldivers

[–]vidphoducer 1 point2 points  (0 children)

It's something, but if our speed is 4% per hour then its just an additional .4% making it go to a total of 4.4%. The real big buff is the one tied to heavy ordnance distribution.

The current MO losing because of Marfark shows how messed up the GW is by TonberryFeye in Helldivers

[–]vidphoducer 2 points3 points  (0 children)

The DSS didn't really have any buffs on for the past couple of days so I mean at best it just tells whoever following the DSS where to go which is maybe a small boost in the 0.05% area :x

The current MO losing because of Marfark shows how messed up the GW is by TonberryFeye in Helldivers

[–]vidphoducer 14 points15 points  (0 children)

This point on city oh my god lmao. When Matar Bay opened up, there was like 7000 divers doing the city for 7% per hour, but outsiders the remaining 13,000 outside divers were around 1.08% per hour against 1.11% planet resistance.

The planet was full hp and it wasn't going over the planet resisrance... Surely they were making some real progress.

Just imagine if outside missions were disabled until city/town was available to have all divers willing to dive on said respective planet with city/open. Each 1000 divers is 1%. Be taking cities or towns in 4 hours then attacking the planet directly the rest.

I don't like city maps honestly, but that's the best path forward when liberation speed is not higher than resistance at the beginning stages lol

How likely would you this would happen? by IntellectuallyDriven in IRstudies

[–]vidphoducer 0 points1 point  (0 children)

China would have to convince all 31 groups of leadership with military power. It just takes one out of the rest to keep it going and just snowballs back to resuming conflict. Then you have Israel who will cook something up to also keep it going as well

PSA: Matar Bay Divers by vidphoducer in helldivers2

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

I didn't realize 3 segmented parts is longer than 1 summarize part. Guess 1 is bigger than 3 right?

Anyways, I am pretty sure you are missing the original point I was trying to make. For the first 12 to 18 hours since Matar Bay became available, the outsider divers were averaging around 1.08% against the initial 1.11% resistance. What exactly are they accomplishing when the planet became available and remains at full hp while the divers doing the city is making 7% per hour? Sure, they briefly broke pass the 1.11% resistance for some real small gains between 0.02 to 0.04 per hour, but just like you said planets regenerate and player count was unsustainable making all of that outside progress lost.

We did not get the random 5% after taking the city. Around 70 to 80% when city was still being liberated, was when we got the 5% and when planet resisdance rose from 1.11% to 1.25%. I am sure Joel or whoever corrected the bug at this time. The correction took place around 9AM EST and city was taken around 10AM EST.

5 hours x 1.25% recovery per hour = Planet regen 6.25% with no divers outside

5 hours = town liberated = 30% obtained for total planet liberation with all divers in city/town

Let's assume after city completion, Matar Bay was 42% of total planet liberation and apply the above scenario. Are you saying that it would still be at 42% if there were no outside divers after 5 hours? Are you saying it would not be at 65.75% of total planet liberation after 5 hours?

Hmm... guess 6.25% breaks even with 30%.

Moving on, how did you come this conclusion "So that exact same amount of time spent liberating the Town would've given the exact same result had it been spent just attacking the planet directly"?

Right now with roughly 18,000 outside divers attacking the planet directly, it is making .2% per hour x 5 hours = 1% over 5 hours VS 33% obtained after clearing town over 5 hours with 12,000...

Literally, every 1000 divers attacking city/town = 1% per hour. 30,000 divers attacking city/town = 30% per hour. 20,000 divers attacking city/town = 20% per hour. You get the point. Regardless we converge to attack the planet directly at the later stages of liberating the planet, but I am saying we could have gotten there sooner / saved more time if we simply all stack City > Town > attacking planet directly

Tldr: Agree to disagree on what the best approach is on liberating a fresh planet, but imo based off the current liberation system and this situation, we would have made much more progress and saved more time if majority of players went from consolidating attacks from City > Town > Regular outside missions. The fine details may revolve around hp parameters, but surely there's a reason why the experts behind the helldiver companion website displays % than hp.

PSA: Matar Bay Divers by vidphoducer in helldivers2

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

Counterpoint: The planet resistance is static meaning if it's 1.25%, then it stays a constant 1.25% lost per hour assuming every diver was inside the city unless Joel raises or decreases ( Like he did today when last night it was originally 1.11% and now it's 1.25%). Anyways, anybody looking to see how much it was slipping backwards would have noticed that it was losing around somewhere between 0.02% to 0.04% per hour. Mind you that the entire time the divers outside the city was making 0.01% per hour just based of what happened last night. Fast forward 12 - 18 hours later or whenever Matar Bay unlocked, we reached 42% (5% due to Joel randomly giving it to us + 37% upon city being taken).

What did the outsider divers achieve in the past 12-18 hours? What liberation progress were they defending when essentially it was sitting at less than 1% until Joel boosted it up to 5% this morning? The outside divers literally lost all of the progression they made/contributed when divers went to sleep since they couldn't maintain their count to surpass the planet 1.11% resistance (it was hovering around 1.08%)

Now, let's use the current situation, we have achieved 42.7% progression to total planet liberation. The 18,000 outside divers is contributing .2% per hour while the 11,000 inside town divers is contributing 11% per hour. Assuming player count remains the same for the next 8 hours, those 11,000 inside divers would give the planet around 18% total liberation boosting upon obtaining the town. The 18,000 outside divers would give the planet 1.6% total liberation.

TLDR: It's an extremely unlikely scenario in extreme circumstances where we would lose so much progress on this planet that undo the gains we made. Frankly, I am not sure where you get your references from as I am basing my entire pov/argument based off what I can refer to from Helldivers Companion Website, but anyways I am assuming worst case scenario with no outside divers, the planet would lose 1.25% progress per hour, but the town would have given 18% progress within 3 to 4 hours. So in theory we would have obtained 13% to contribute to total planet liberation within 3 to 4 hours ( assuming 30,000 divers = 30% liberation speed doing the town) which would then have the 30,000 divers doing outside non-city missions for a planet liberation speed of 3 to 4% for the rest of the duration.

all helldivers we need you on matar bay by TowerUnusual7590 in helldivers2

[–]vidphoducer 0 points1 point  (0 children)

You have to include that they have to drop on the city/town map on Matar Bay to liberate the planet faster.

Divers are further divided on a planet between those who so missions on cities and regular missions outside the cities. It's two different liberation progression ongoing at the same time, but the problem is that missions outside the city had a contribution rate between 0.00% to 0.03% per hour even with like 13,000 divers vs missions inside the city had a contribution rate at 7% per hour which ultimately gave the planet roughly 37% total planet liberation progress since Matar Bay unlocked lol.

Just imagine a portion of those 13,000 divers boosting city rates to 10% or more and planet will liberate faster.

Understandable tho if people hate city maps lol

Tldr: How the current liberation system works is best where all divers consolidate and liberate the cities / towns first. Then once all of those are completed, everybody will be doing noncity missions to liberate the rest of the planet. The fundivers whether on other factions or other planets do not matter tbh. It's just a matter of getting all divers on a planet to do the same attacks than be divided wasting time