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Join The Helldivers!
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Call for reinforcements!
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Sam Sanskrit
Mar 18, 2007

Relentlessboredomm posted:

It’s loving incredible. Love comboing that with my gotta go fast armor and then try to split off at times to go knock out quick objectives. The laser dog plus a turret means you can handle a lot of the side objectives if you’re careful. That said, do not take the laser dog to a super high position with bugs below you, it’ll murder you trying to get to the bugs.


My new favorite way to kill chargers is to throw the reinforcement call onto their backs since it sticks for some reason.

An underrated thing about it is that it makes elites way easier to deal with. Most of the time you can just focus on the big threats because your dog will pick off little guys as they try and rush you. It genuinely makes things like chargers easier because you can kinda just zone in on dealing with them and only flick a bug or two off your shoulder as you do it. I really want to be the guy who carries the ammo packs but it is hard to give up the dog.

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GruntyThrst
Oct 9, 2007

*clang*

CuddleCryptid posted:

The "picking one of 10,000 Helldivers out of cryo" load in screen implies every ship has a ton of divers on it but functionally it's funny how every single diver seems to get their own ship. When one goes in and immediately gets mulched by friendly fire does the captain just throw his hat down and turn around to go home?

The Helldiver IS the Captain. When Helldiver 1 dies, Helldiver 2 is defrosted and is now the Captain. Rinse and repeat until out of Helldivers.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

CuddleCryptid posted:

The "picking one of 10,000 Helldivers out of cryo" load in screen implies every ship has a ton of divers on it but functionally it's funny how every single diver seems to get their own ship. When one goes in and immediately gets mulched by friendly fire does the captain just throw his hat down and turn around to go home?
They unfreeze the next dope super patriot, give them command, and immediately send them down into the fray in a reinforcement pod (where upon they are martyred shortly after and the cycle continues)

sure okay
Apr 7, 2006





5 railgun shots drops any charger in about 15 seconds. At 20 rounds I can kill 4, and at any range and without much risk of friendly fire. It also stunlocks them.

You become more of an ammo hog, but you learn to grab all the ammo lying around POIs that no one seems to grab anyway.

Retro42
Jun 27, 2011


The fact I've now read 5 different viable strategies to handle chargers is amazing btw. Game good.

darkroot
Apr 11, 2012

Strikers Over Scarif

Elendil004 posted:

Twitch Chat asking about why the game doesn't have PVP. Never change.

This game has the best kind of PVP. Accidental “I was trying to help” PVP reigns supreme.

johnny park
Sep 15, 2009

Dark_Swordmaster posted:

I've been under the impression that's essentially what validating does.

No. I'd uninstall it and then also go into your Steam game directory and delete any remaining installation files as well as that AppData folder you mentioned before, and definitely look into if you have to/can uninstall the anti-cheat separately and scrub it from your system. Then reinstall and see what happens :shrug:

explosivo
May 23, 2004

Fueled by Satan

Eschatos posted:

Am I missing something or is the jetpack basically useless? Being able to jump 10 feet is not remotely worth the strat/backpack slot.

I haven't used it yet but it seemed like it would at least be somewhat useful for jumping over chargers or getting behind enemies with weak points in the back like basically any of the robos.

Edit: Shelling a pack from above with a Grenade Launcher seems like it'd be neat too.

explosivo fucked around with this message at 18:41 on Feb 13, 2024

Tibbeh
Apr 5, 2010
The jetpack is excellent as a "oh poo poo I need to get out" option and it opens up the ability to jump on top of large buildings/rocks and make the bugs have a much harder time getting to you

dogstile
May 1, 2012

fucking clocks
how do they work?

Typical Pubbie posted:

I've been playing since launch and haven't noticed behavior like this. Not only are the patrol spawns relentless, they're also quicker to call in reinforcements. Maybe the game has given me Super PTSD.

This is a couple pages back, but you can test this any time. Go stand near a patrol, fire off a round (not at them) and then go hide. They'll move to your last position. I use this occasionally to pull patrols away from teammates who are about to be walked on.

Inzombiac
Mar 19, 2007

PARTY ALL NIGHT

EAT BRAINS ALL DAY


I wonder how soon it'll be before someone figures out a stealth solo speed run strat for high difficulties.

I've run some basic solo stealth missions and it seems kinda plausible but I'm only level 10 and don't have all the tools required.

Mulva
Sep 13, 2011
It's about time for my once per decade ban for being a consistently terrible poster.
The thing about the jetpack is you can't think of it as a mobility option, it's a super dodge that occasionally gets you to places that cheese the AI.

Typical Pubbie
May 10, 2011

sure okay posted:

5 railgun shots drops any charger in about 15 seconds. At 20 rounds I can kill 4, and at any range and without much risk of friendly fire. It also stunlocks them.

You become more of an ammo hog, but you learn to grab all the ammo lying around POIs that no one seems to grab anyway.

It's good and I wish it wasn't in the game, along with the auto-cannon being a crew served weapon that's so quick to load solo that team loading it will pretty much always be suboptimal. Devs, stop undermining the core mechanics of your game!

Typical Pubbie fucked around with this message at 18:57 on Feb 13, 2024

AndyElusive
Jan 7, 2007

So is there a way to quickly switch between weapons using the mouse scroll wheel or am I just a stupid recruit?

explosivo
May 23, 2004

Fueled by Satan

Typical Pubbie posted:

It's good and I wish it wasn't in the game, along with the auto-cannon being a crew served weapon that's so easy to load solo that team loading it will pretty much always be suboptimal. Devs, stop undermining the core mechanics of your game!

The auto-cannon being able to be reloaded solo is kind of weird, like I appreciate them allowing it but yeah I wasn't giving it a second thought when playing with pubs because I assumed it required a second person to reload. The description of the weapon even kinda makes it sound like this is the case, so I have to wonder if that wasn't a change they made later in development or something based on player feedback.

darkroot
Apr 11, 2012

Strikers Over Scarif

Typical Pubbie posted:

It's good and I wish it wasn't in the game, along with the auto-cannon being a crew served weapon that's so easy to load solo that team loading it will pretty much always be suboptimal. Devs, stop undermining the core mechanics of your game!

In my experience, the autocannon is pretty good solo, but it’s absolutely amazing when you have a loader with you. You literally don’t have to ever stop firing until ammo runs out.

Also putting it on full auto is too much fun and should be illegal.

Eschatos
Apr 10, 2013


pictured: Big Cum's Most Monstrous Ambassador

explosivo posted:

The auto-cannon being able to be reloaded solo is kind of weird, like I appreciate them allowing it but yeah I wasn't giving it a second thought when playing with pubs because I assumed it required a second person to reload. The description of the weapon even kinda makes it sound like this is the case, so I have to wonder if that wasn't a change they made later in development or something based on player feedback.

Is it not just like the recoilless where you can absolutely run it solo, but it's much faster to reload with a buddy? Seems like a less big deal when the weapon has a magazine.


explosivo posted:

I haven't used it yet but it seemed like it would at least be somewhat useful for jumping over chargers or getting behind enemies with weak points in the back like basically any of the robos.

Edit: Shelling a pack from above with a Grenade Launcher seems like it'd be neat too.

Yeah but I can also just sidestep em. There's definitely not enough jump height to safely shell anything from above.

Typical Pubbie
May 10, 2011

explosivo posted:

The auto-cannon being able to be reloaded solo is kind of weird, like I appreciate them allowing it but yeah I wasn't giving it a second thought when playing with pubs because I assumed it required a second person to reload. The description of the weapon even kinda makes it sound like this is the case, so I have to wonder if that wasn't a change they made later in development or something based on player feedback.

One way to make team loading more attractive would be to have it so that the weapon user always carries the backpack, and anyone on the team can act as a loader by pulling clips/rounds from the shooter's backpack. Having to lug someone else's specialized ammo is too big a hurdle for most players.

Diephoon
Aug 24, 2003

LOL

Nap Ghost

sure okay posted:

5 railgun shots drops any charger in about 15 seconds. At 20 rounds I can kill 4, and at any range and without much risk of friendly fire. It also stunlocks them.

You become more of an ammo hog, but you learn to grab all the ammo lying around POIs that no one seems to grab anyway.

Is this on higher difficulties and are you overcharging your shots? I just tried Railgunning a Suicide Mission and it felt like it took forever to body shot them to death. It was difficult for me to time overcharging but not exploding while lining up shots on limbs.

Surprised I lived through this launch:

https://i.imgur.com/MWzFeP5.mp4

explosivo
May 23, 2004

Fueled by Satan

Typical Pubbie posted:

One way to make team loading more attractive would be to have it so that the weapon user always carries the backpack, and anyone on the team can act as a loader by pulling clips/rounds from the shooter's backpack. Having to lug someone else's specialized ammo is too big a hurdle for most players.

This is actually what I figured it was when I first encountered a teammate running it. Once I realized it was a pack they had to drop I kept asking them to drop it so I can help but they never did and just reloaded it themselves the whole game :(

Eschatos posted:

Yeah but I can also just sidestep em. There's definitely not enough jump height to safely shell anything from above.

Dang. I hadn't tried it yet so I wasn't totally sure about that. The GL definitely has a wide blast radius.

Internet Explorer
Jun 1, 2005





Tibbeh posted:

The jetpack is excellent as a "oh poo poo I need to get out" option and it opens up the ability to jump on top of large buildings/rocks and make the bugs have a much harder time getting to you

I'm convinced that the jetpack is a trap. It's just not worth using your backpack slot on. I've seen it enough with pubbies, but I have a friend who beelined to it and it's definitely reducing his impact because he spent all his strategem currency on it instead of something more useful like a supply pack.

Durzel
Nov 15, 2005


Diephoon posted:

Is this on higher difficulties and are you overcharging your shots? I just tried Railgunning a Suicide Mission and it felt like it took forever to body shot them to death. It was difficult for me to time overcharging but not exploding while lining up shots on limbs.

Surprised I lived through this launch:

https://i.imgur.com/MWzFeP5.mp4
Drop down from a ladder height on to your feet and lose like 1/3 of your health. Get catapulted above the tree line, crash into the ground, and lose about the same. Makes sense :(

Harlock
Jan 15, 2006

Tap "A" to drink!!!

What's the character progression loop in the game?

Coldforge
Oct 29, 2002

I knew it would be bad.
I didn't know it would be so stupid.

Harlock posted:

What's the character progression loop in the game?

Accidentally kill your friends and take their unlocked weapons.

Use them to find and earn medals in missions to unlock your own weapons, so someone else can accidentally kill you and take them.

It’s more of a chain than a loop.

Typical Pubbie
May 10, 2011

darkroot posted:

In my experience, the autocannon is pretty good solo, but it’s absolutely amazing when you have a loader with you. You literally don’t have to ever stop firing until ammo runs out.

Also putting it on full auto is too much fun and should be illegal.

Oh it's awesome, but unless you have two ammo packs, having a loader means you're separating the gun from its ammo supply, while reducing the number of people who are firing their own weapons by 1 when you team load. It's rarely worth it and can really screw you over.

Back Hack
Jan 17, 2010


Potato Salad posted:

how quickly does it produce a kill? or does fire stagger them somehow?

It doesn’t stagger them, but you can hit them from any direction and they’ll go down after using 3/4 of the magazine, 1/2 if let the DOT from the fire kill it.

If doesn’t tickle your funny bone, bring a Breaker shotgun, let it charge past you, unload two magazines into the butt until it pops, you’re then good to move on because it will bleed out.

Or just bring an Autocannon or rocket sentry, they’ll stun-lock a charger to death

Or or bring an ARC rifle, electricity ignores armor, a good 15 shoots from it from any angle will drop it.

Or or or a bring a rail gun that’s overcharged, shot will stagger it and kill it relatively easy.

I’m really confused why people having such hard time dealing with Chargers, even on the higher difficulty when there are 3-4 of them.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

darkroot posted:

In my experience, the autocannon is pretty good solo, but it’s absolutely amazing when you have a loader with you. You literally don’t have to ever stop firing until ammo runs out.

Also putting it on full auto is too much fun and should be illegal.
Yeah, autocannon self-loads are quick enough you can get away with it, but being able to literally hold down the trigger until 100% of your ammo is gone with zero downtime when team-loading is insane.

Back Hack
Jan 17, 2010


Another thing mobility > armor protection. Light is the way to go.

victrix
Oct 30, 2007


Back Hack posted:

It doesn’t stagger them, but you can hit them from any direction and they’ll go down after using 3/4 of the magazine, 1/2 if let the DOT from the fire kill it.

If doesn’t tickle your funny bone, bring a Breaker shotgun, let it charge past you, unload two magazines into the butt until it pops, you’re then good to move on because it will bleed out.

Or just bring an Autocannon or rocket sentry, they’ll stun-lock a charger to death

Or or bring an ARC rifle, electricity ignores armor, a good 15 shoots from it from any angle will drop it.

Or or or a bring a rail gun that’s overcharged, shot will stagger it and kill it relatively easy.

I’m really confused why people having such hard time dealing with Chargers, even on the higher difficulty when there are 3-4 of them.

how are you getting the time to use 1/2 - 3/4 of a magazine or 15 shots with a charged arc rifle or 2 full magazines on a single charger on helldive?

there are so many bugs swarming at all times that the extra health and precision required to drop chargers just isn't practical, sure you can shoot off their leg and then gun it down - except you just got whacked by the other 30 bugs after you fired at its leg, and that's if a small one didn't mr president the rocket, and now you're trying to find which of the multiple chargers had its armor removed if you did hit it

we stay alive with mobility, killing everything hasn't been practical - every now and then you'll get a brief lull (typically after everyone has just hard dumped bombardment and killed everything in the area), but generally it's just a constant running fight while 2-3 bile titans and 3 chargers and the rest of the swarm chases you around the map - god forbid there's stalkers, mortar bugs or spitters mixed in there too

the issue isn't 'I don't understand how to kill chargers' it's 'chargers are disproportionately tough and disruptive relative to everything else on the field' so typically they just kind of... stay alive while we're dealing with the swarm or the bile titans or the spitters or the stalkers, all of which will loving murder you if you don't give them your full attention

also please give me some kind of medal for my uncanny ability to throw impact grenades under chargers and completely miss them (I guess that qualifies as hitbox porn but it's less funny when you're getting rammed :eng99:)

Coldforge
Oct 29, 2002

I knew it would be bad.
I didn't know it would be so stupid.

Back Hack posted:

Another thing mobility > armor protection. Light is the way to go.

Unless you're doing a defense mission, then heavy isn't so bad!

megane
Jun 20, 2008



victrix posted:

the issue isn't 'I don't understand how to kill chargers' it's 'chargers are disproportionately tough and disruptive relative to everything else on the field'
Yes, exactly. People keep posting methods for killing them, and all of those methods boil down to "lol just bring specialized equipment and spend tons of time and ammo on them, bro." You can kill them with the arc thrower!!! ...if you're willing to stand there and zap them like 8 loving times. And bring an arc thrower in the first place. That's fine for a miniboss; it's not fine for a enemy that you have to kill like 20 of every mission.

e: The equivalent unit for bots is the Hulk. But Hulks spawn alone, and are slow enough that you can just lead them around a corner and ditch them if you want. Chargers come in packs and will chase you across the face of the loving planet.

megane fucked around with this message at 19:54 on Feb 13, 2024

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Typical Pubbie posted:

Oh it's awesome, but unless you have two ammo packs, having a loader means you're separating the gun from its ammo supply, while reducing the number of people who are firing their own weapons by 1 when you team load. It's rarely worth it and can really screw you over.
Honestly for the AC I'd have the gunner carry the pack for general use, then drop it for the loader when it becomes necessary to team-load (I'm assuming you're already coordinated enough by virtue of doing team-loading that the extra half-second to drop the pack to the ground isn't a big deal).

tokenbrownguy
Apr 1, 2010

some real commie talk in here. if super earth wanted the chargers to be easier to deal with, they would've been bred weaker.

Typical Pubbie
May 10, 2011
A lot of the natural assumptions people have about weapon balance break down on higher difficulties. You just don't have time to fiddle with stuff when "bot reinforcement" means 6 drop ships are landing on top of you on an already crowded objective, and a giant wall cannon located in a completely different base has somehow aggro'd your squad and is killing you from a mile away.

"Helldivers, you have 10 minutes remaining!"

Typical Pubbie fucked around with this message at 20:05 on Feb 13, 2024

explosivo
May 23, 2004

Fueled by Satan

God damnit I just wish quickplay worked :(

Inzombiac
Mar 19, 2007

PARTY ALL NIGHT

EAT BRAINS ALL DAY


hosed up that there's no achievement for killing a charger with your drop pod.

You kill me? My clone kills YOU!

ZeusCannon
Nov 5, 2009

BLAAAAAARGH PLEASE KILL ME BLAAAAAAAARGH
Grimey Drawer

megane posted:

Chargers are just way too numerous for what they are. You don't put 3 of the same puzzle miniboss in every fight. The necessity to fit massive amounts of anti-armor into every single build, always, to the point where anything that doesn't punch through the heaviest armor in the game feels like a waste of a slot, was a big annoyance in HD1, and it seems like HD2 is the same way.

Once you start targeting legs they're way less threatening. Strip the arm mag dump an smg and down it goes.

Edit: to be clear i mean that really only one teammate needs anti armor so long as the rest know to focus the broken spots.

LuiCypher
Apr 24, 2010

Today I'm... amped up!

megane posted:

Chargers are just way too numerous for what they are. You don't put 3 of the same puzzle miniboss in every fight. The necessity to fit massive amounts of anti-armor into every single build, always, to the point where anything that doesn't punch through the heaviest armor in the game feels like a waste of a slot, was a big annoyance in HD1, and it seems like HD2 is the same way.

You could also just make them charge through a minefield - it's one of the cheapest strategems and can be bought at a very low level. As it turns out, chargers are not terribly well-armored on their underside!

Although in my experience with public players, minefields are often much more dangerous to the team than to the enemy...

Vasudus
May 30, 2003
I've accepted my role as the opposite - I'm the garbage man. I take out the trash. I run with cluster bombs, a stalwart at 1150rpm, the laser guard dog (which I have nicknamed "the cornballer"), and the 500kg bomb or orbital laser. I'm the guy that gets 400 kills and the biggest thing I've killed is a stalker.

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CuddleCryptid
Jan 11, 2013

Things could be going better

It has been 0 days that I loaded into someone's map and immediately ran into a minefield.

Has anyone played this on Steam Deck? If so, how does it run?

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