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Dandywalken
Feb 11, 2014

jokes posted:

Just add a SAM site that you reload every so often. While it's reloading, you get dropships otherwise you get robots slowly walking towards your position.

Good idea. Use the arty mechanic so you've gotta top magazine off

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Darox
Nov 10, 2012


What is everyones favourite armour trait?
I've been using Servo Assisted (extra throw range, extra limb health) basically the entire time and I love it. I picked it up initially for the throw distance but the extra limb health is low key incredible. I took it off for a bit and realized that other people actually have to care about limb damage when taking hits, which burns through stims faster and can really screw you. Meanwhile Servo armour means you only get limb injuries when artillery blows them off your torso.

Phenotype
Jul 24, 2007

You must defeat Sheng Long to stand a chance.



Who else is having a hard time thinking about Final Fantasy Rebirth and just wants play more Helldivers after work?

Coldforge
Oct 29, 2002

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

Phenotype posted:

Who else is having a hard time thinking about Final Fantasy Rebirth and just wants play more Helldivers after work?

I have dreams where all I do is play Stratagem Hero.

Risky Bisquick
Jan 18, 2008

PLEASE LET ME WRITE YOUR VICTIM IMPACT STATEMENT SO I CAN FURTHER DEMONSTRATE THE CALAMITY THAT IS OUR JUSTICE SYSTEM.



Buglord

Darox posted:

What is everyones favourite armour trait?
I've been using Servo Assisted (extra throw range, extra limb health) basically the entire time and I love it. I picked it up initially for the throw distance but the extra limb health is low key incredible. I took it off for a bit and realized that other people actually have to care about limb damage when taking hits, which burns through stims faster and can really screw you. Meanwhile Servo armour means you only get limb injuries when artillery blows them off your torso.

I use this armour, easy 75m throws let you eagle nests/factories and walk away from the alarm

Bandire
Jul 12, 2002

a rabid potato

Nfcknblvbl posted:

I think it failed because of how difficult the escort mission is. Escort quests/missions in games are bad all around imo.

Sure, they were tuned poorly and they probably played as two or three ticks higher on the difficulty scale than other missions even after multiple adjustments. Plus the rewards were useless for people like me that have already played the game way too much. I also just think there were probably lots of people that don't spend time during their day jobs reading about video games that played a couple of these overly hard missions and got no feedback anything happened, and then moved on to more fun and less broken stuff to do.

Arrowhead has been great with communication though, and I expect them to adjust and smooth out the global campaign stuff as things normalize a little. 100 hours in and the game has been a blast so far with lots of neat stuff on the horizon.

Legit Businessman
Sep 2, 2007


Darox posted:

What is everyones favourite armour trait?
I've been using Servo Assisted (extra throw range, extra limb health) basically the entire time and I love it. I picked it up initially for the throw distance but the extra limb health is low key incredible. I took it off for a bit and realized that other people actually have to care about limb damage when taking hits, which burns through stims faster and can really screw you. Meanwhile Servo armour means you only get limb injuries when artillery blows them off your torso.

The ping + less aggro range for maximum scouting.

(it's probably actually the servo assisted)

hey mom its 420
May 12, 2007

finally managed to get 10 super samples to unlock the final eagles upgrade. it seems like I have infinite eagles and can just spam them non stop, this rules.

Ulio
Feb 17, 2011


Steve Yun posted:

https://x.com/jojakelion2/status/1763179350709444875?s=46

One person has already been spotted running around in a mech

Really hope this isn't like 10 months from now. The game is booming, would be happy if we get in a few months.

ninjewtsu
Oct 9, 2012

Darox posted:

Those are two different missions. The Defend Escort and the regular Escort missions are separate and both have existed at the same time.

i went from exclusively getting one to exclusively getting the other. i guess i jsut figured after all the complaints they brought it in line with the other mission types.

anyways they should double the amount of enemies you need to kill on those kill x enemies missions on the tiny maps. those missions always feel like they're over before they start. i want to shoot hordes of robots drat it!

Ulio
Feb 17, 2011


Also I know the servers would'nt be able to handle this but we really need a canteen hub zone to just emote nonstop and also remember all our fallen brothers and sisters.

jokes
Dec 20, 2012

Uh... Kupo?

On the surface of a world, you still get launched at it like a normal deployment

LuiCypher
Apr 24, 2010

Today I'm... amped up!

Risky Bisquick posted:

Not a surprise at all. They have to balance around lowest common skill level, controller players. They need a simple easy to use weapon and they still die using that weapon. It also helps that the weapon is a very early unlock.

Players who use other weapons over difficulty 6/7 i would argue know what they are getting themselves into

E: this sounds very reductive, I mean less precise input methods like controllers. Anyone who can play at or above difficulty 7 is doing pretty good regardless of platform

It doesn't matter what your control scheme is, Breaker is the seemingly magical combination of easy-to-use + effective. The spread is generous enough that you don't need to be precise to get hits and most chaff enemies for both bots and bugs will go down with 1-3 pellets - so you don't even need a particularly clean hit. Moreover, the spread is also such that even if you're not precise you might luck out and hit a critical spot, elevating the damage further and making the weapon feel a lot more effective. It doesn't matter what you use to control the game, any player can appreciate and will take advantage of this combination of forgiving + high damage.

Meanwhile bigger enemies will eat the entire spread, so you're doing great damage on larger targets with a good rate of fire to boot. All in all, the Breaker is a weapon that can carry pretty much any player in difficulty 1-5 where the number of targets that are vulnerable to it are abundant, and bigger threats (e.g., Devastators) are few enough that you can just brute force your way through them with the Breaker even though it's terribly inefficient at it.

When you get the higher difficulties, I think the Breaker is a lot less appealing. It still is one of the stronger picks against bugs, as the auto-fire, the relatively tight clustering that a lot of bugs do, and the fact that most need to get close to do damage keeps putting bugs right in the weapon's sweet spot range. But against high-level bots, I feel like the Breaker is a suboptimal choice.

Comparatively, you don't want to be close to the bots at higher difficulties - they have a ton of things that absolutely obliterate you if you get too close (like Heavy Devastators) - but the bots also don't like to get too terribly close to you either and are more that happy to fire away at you from midrange (unless they're zerkers or jumppack boys). In those scenarios, the Breaker is not very ammo-efficient - it takes a lot of shots to take out a fair number of bots, and Devastators have a decent enough HP pool that even lucky crits at range from the Breaker aren't going to deal a ton of damage. And you really don't want to spend a lot of time shooting bots at range - the longer you take, the more likely that a bot is going to successfully shoot off a flare and summon the whole house down on you, not to mention the random patrols that start converging on your position. Or if there's a Rocket Devastator in the mix, you really can't afford to be doing suboptimal damage to them at range, since they can and will one-shot you with a rocket at a moment's notice.

To that end, you need a weapon that can pop off a bot in a single shot at range to stuff flare attempts and kill off a formation quickly so you can keep moving to the next target. The Breaker just doesn't do that well unless the patrol spawns on top of you (which can happen, admittedly).

LuiCypher fucked around with this message at 22:33 on Feb 29, 2024

jokes
Dec 20, 2012

Uh... Kupo?

I feel like explosive liberator is just better than the liberator but I still just use the liberator, knowing that emptying a clip into a bug's rear end is mostly just wasting ammo

Phenotype
Jul 24, 2007

You must defeat Sheng Long to stand a chance.



Darox posted:

What is everyones favourite armour trait?
I've been using Servo Assisted (extra throw range, extra limb health) basically the entire time and I love it. I picked it up initially for the throw distance but the extra limb health is low key incredible. I took it off for a bit and realized that other people actually have to care about limb damage when taking hits, which burns through stims faster and can really screw you. Meanwhile Servo armour means you only get limb injuries when artillery blows them off your torso.

I like that one a lot, I'll wear the light armor version sometimes, but I'm increasingly finding it hard to go without the Engineer armor that gives you extra grenades. I'm just about always wearing the light armor with that on it. It just feels so freeing to be able to toss grenades at packs whenever I want and still have a couple left to close bug holes if needed. I've heard the Fortified (50% less explosion damage) is really useful for higher difficulties, though. I get exploded enough that I really should try it out, but G R E N A D E

Can't wait for armor values to work correctly, though, would really like to see if the heavy stuff makes you tough enough to be worth the tradeoff in speed.

Radical 90s Wizard
Aug 5, 2008

~SS-18 burning bright,
Bathe me in your cleansing light~
I really don't see how it's gonna work considering how vital mobility is to survive long-term. I'd wear the fatty fat fats armour 24/7 but it sucks so hard huffing and puffing all over the map. Extra armour isn't gonna help if it means you can't outrun the tidal wave of bugs enveloping you.

LuciferMorningstar
Aug 12, 2012

VIDEO GAME MODIFICATION IS TOTALLY THE SAME THING AS A FEMALE'S BODY AND CLONING SAID MODIFICATION IS EXACTLY THE SAME AS RAPE, GUYS!!!!!!!

jokes posted:

They really shouldn't let it regenerate or turn against us. Just make it be a rigid, overall campaign contribution goal with no losing condition. I mean, the devs can just put a finger on the scale whenever they want, to fit whatever narrative they want.

It would be nice if there were clear rules for how it all worked. Right now, we get a tiny fraction of a percent for each mission. And systems seem to lose an arbitrary amount of progress here and there. That's pretty opaque and feels unrewarding. In which case I'll do what's fun, regardless of what I'm "supposed" to be working on.

JonBolds
Feb 6, 2015


Darox posted:

What is everyones favourite armour trait?


The medic trait is outrageous. Two extra stims, and when you use the stims you get extra seconds of delicious combined regeneration and status effect, stagger ignoring freedom screaming drug power.

LuiCypher
Apr 24, 2010

Today I'm... amped up!

Darox posted:

What is everyones favourite armour trait?

Reduced visibility w/radar pings. You can cheese your way past a surprising number of patrols (especially bot patrols) and get pretty far into an outpost/base before they notice you. Moreover, you can give yourself/your team a lot of advanced awareness of patrol locations so you can path yourself around them without getting into scraps or needing to crouchwalk/crawl in order to avoid them. Being able to run at full tilt for extended periods of time (if you've got light armor with the trait) and weave your way around patrols without aggroing them is pretty goddamn amazing in that regard.

In higher difficulty missions, you really do not want to get into any kind of firefight with a patrol - not only will enemies start converging on your noise, you run the risk of them spawning a breach/dropship and summoning an ungodly amount of things wot want you dead. While you can almost always outrun bots even when they spot you, Bile Titans/Chargers will pursue you to the ends of the planet and the other bugs are all too happy to trail behind them and keep chasing you until they murderize you.

It also allows you to break through enemy lines if your team decides to dig in and fight (they'll prioritize your teammates firing on them who are much more visible than you) to either start doing other objectives or sneak around and shoot weakspots on things like tanks.

LuiCypher fucked around with this message at 22:38 on Feb 29, 2024

Internet Explorer
Jun 1, 2005





JonBolds posted:

The medic trait is outrageous. Two extra stims, and when you use the stims you get extra seconds of delicious combined regeneration and status effect, stagger ignoring freedom screaming drug power.

This is kind of where I'm at. I don't know if there's a light armor that has this, but the Twitch drop medium armor that I'm using has this trait and it's really, really strong. I'm not sure I'll be able to switch to something else now that I'm used to it.

LuiCypher
Apr 24, 2010

Today I'm... amped up!

I wish pubbies would stop picking up the Super Samples that I leave at the Evac point, there is no way on God's Super Green Super Earth that those samples are more likely to make it on the Pelican when they're next to your inevitable corpse all the way across the map in the middle of the enemy's heavy base than they would've been had you just left them there and picked them up before getting on the Pelican.

turn off the TV
Aug 4, 2010

moderately annoying

Ulio posted:

Really hope this isn't like 10 months from now. The game is booming, would be happy if we get in a few months.

you're going to be waiting two weeks for a few of those. stuff like the mech and a few of the new weapons are release ready and already mostly in the live version of the game

jokes posted:

Just add a SAM site that you reload every so often. While it's reloading, you get dropships otherwise you get robots slowly walking towards your position.

there are actually sam sites in the game as side objectives and they do shoot down dropships. the only issue is that they have a range that covers the sam site and basically nothing else.

Infidelicious
Apr 9, 2013

mentalcontempt posted:

Are the Eagle 110 rocket pods capable of taking out a bile titan? I called them in for the very first time against one, and it just got…deleted. Felt awesome, assuming it was my call-in that did the job and not some other source of damage that I didn’t see.

Yeah, if it's stopped and the eagle comes from its front all the rockets hit the head and it falls over.

slicing up eyeballs
Oct 19, 2005

I got me two olives and a couple of limes


Internet Explorer posted:

This is kind of where I'm at. I don't know if there's a light armor that has this, but the Twitch drop medium armor that I'm using has this trait and it's really, really strong. I'm not sure I'll be able to switch to something else now that I'm used to it.

the light version was in the super credit store just yesterday! it's called combat medic I think, it'll come back around

Risky Bisquick
Jan 18, 2008

PLEASE LET ME WRITE YOUR VICTIM IMPACT STATEMENT SO I CAN FURTHER DEMONSTRATE THE CALAMITY THAT IS OUR JUSTICE SYSTEM.



Buglord

LuiCypher posted:

It doesn't matter what your control scheme is, Breaker is the seemingly magical combination of easy-to-use + effective. The spread is generous enough that you don't need to be precise to get hits and most chaff enemies for both bots and bugs will go down with 1-3 pellets - so you don't even need a particularly clean hit. Moreover, the spread is also such that even if you're not precise you might luck out and hit a critical spot, elevating the damage further and making the weapon feel a lot more effective. It doesn't matter what you use to control the game, any player can appreciate and will take advantage of this combination of forgiving + high damage.

Meanwhile bigger enemies will eat the entire spread, so you're doing great damage on larger targets with a good rate of fire to boot. All in all, the Breaker is a weapon that can carry pretty much any player in difficulty 1-5 where the number of targets that are vulnerable to it are abundant, and bigger threats (e.g., Devastators) are few enough that you can just brute force your way through them with the Breaker even though it's terribly inefficient at it.

When you get the higher difficulties, I think the Breaker is a lot less appealing. It still is one of the stronger picks against bugs, as the auto-fire, the relatively tight clustering that a lot of bugs do, and the fact that most need to get close to do damage keeps putting bugs right in the weapon's sweet spot range. But against high-level bots, I feel like the Breaker is a suboptimal choice.

Comparatively, you don't want to be close to the bots at higher difficulties - they have a ton of things that absolutely obliterate you if you get too close (like Heavy Devastators) - but the bots also don't like to get too terribly close to you either and are more that happy to fire away at you from midrange (unless they're zerkers or jumppack boys). In those scenarios, the Breaker is not very ammo-efficient - it takes a lot of shots to take out a fair number of bots, and Devastators have a decent enough HP pool that even lucky crits at range from the Breaker aren't going to deal a ton of damage. And you really don't want to spend a lot of time shooting bots at range - the longer you take, the more likely that a bot is going to successfully shoot off a flare and summon the whole house down on you, not to mention the random patrols that start converging on your position. Or if there's a Rocket Devastator in the mix, you really can't afford to be doing suboptimal damage to them at range, since they can and will one-shot you with a rocket at a moment's notice.

To that end, you need a weapon that can pop off a bot in a single shot at range to stuff flare attempts and kill off a formation quickly so you can keep moving to the next target. The Breaker just doesn't do that well unless the patrol spawns on top of you (which can happen, admittedly).

I agree with this. I personally roll breaker on bugs, and the JAR on bots doing 8/9s. Against unarmoured bugs the breaker is hands down the best thing next to the grenade launcher, autocannon, or eagle strikes.

Legit Businessman
Sep 2, 2007


LuiCypher posted:

I wish pubbies would stop picking up the Super Samples that I leave at the Evac point, there is no way on God's Super Green Super Earth that those samples are more likely to make it on the Pelican when they're next to your inevitable corpse all the way across the map in the middle of the enemy's heavy base than they would've been had you just left them there and picked them up before getting on the Pelican.

You gotta super punch them in their super nuts when they do this.

For super science!

Vargs
Mar 27, 2010

Darox posted:

What is everyones favourite armour trait?
I've been using Servo Assisted (extra throw range, extra limb health) basically the entire time and I love it. I picked it up initially for the throw distance but the extra limb health is low key incredible. I took it off for a bit and realized that other people actually have to care about limb damage when taking hits, which burns through stims faster and can really screw you. Meanwhile Servo armour means you only get limb injuries when artillery blows them off your torso.

Against bots, the reduced damage vs explosions trait is a godsend. I would die so much more frequently without it. Explosions are what kill you when fighting bots almost every time. Non-negotiable.

Bugs? I like the medic trait, but to get it on light armor I'd have to purchase the one in the supercredit shop and that thing is far too ugly to wear. Ugly christmas sweater-rear end armor. So, reduced aggro radius it is.

You definitely do not have to care about limb damage without Servo-Assisted. I've never once had it be a problem. Anytime you're hurt enough to have a debuff, you need to be healing anyways. Seems like a completely pointless system.

Vargs fucked around with this message at 23:00 on Feb 29, 2024

Internet Explorer
Jun 1, 2005





slicing up eyeballs posted:

the light version was in the super credit store just yesterday! it's called combat medic I think, it'll come back around

Oh man, bummed I missed it! But at least now I know to keep an eye out.

flashman
Dec 16, 2003

Our buddy just bought the game and he wants to be a sniper guy and I've never seen so many breaches as we jsut had on bugs 9 lol it was bile titan fiesta.

The breach mechanic and slowly picking off a bunch of dudes in a patrol do not mix

Rectal Death Alert
Apr 2, 2021

LuiCypher posted:

I wish pubbies would stop picking up the Super Samples that I leave at the Evac point, there is no way on God's Super Green Super Earth that those samples are more likely to make it on the Pelican when they're next to your inevitable corpse all the way across the map in the middle of the enemy's heavy base than they would've been had you just left them there and picked them up before getting on the Pelican.

At least you can try and get them back that way

If they trip into a bug hole or dive into the center of Lake Michigan you are hosed

jokes
Dec 20, 2012

Uh... Kupo?

flashman posted:

Our buddy just bought the game and he wants to be a sniper guy and I've never seen so many breaches as we jsut had on bugs 9 lol it was bile titan fiesta.

The breach mechanic and slowly picking off a bunch of dudes in a patrol do not mix

I actually had a pretty great experience with some doofus who wanted to just snipe. He was pretty good at covering us from far away without engaging dudes on his own but the game is definitely not designed for that kind of play style one bit

Phenotype
Jul 24, 2007

You must defeat Sheng Long to stand a chance.



Internet Explorer posted:

This is kind of where I'm at. I don't know if there's a light armor that has this, but the Twitch drop medium armor that I'm using has this trait and it's really, really strong. I'm not sure I'll be able to switch to something else now that I'm used to it.

There sure is, and it's actually on the store right now. It's messing with me hardcore, because I need another 150 SC to buy it but I really don't want to no-life Helldivers all night instead of playing FF7R.

e:

Internet Explorer posted:

Oh man, bummed I missed it! But at least now I know to keep an eye out.

Nope, just checked and it's still there til tomorrow morning, costs 250 SC. And I have 110 right now...

haldolium
Oct 22, 2016



played a 5 to relax a bit after a 9 but the game decided to spawn 20+ chargers at the extract point even before calling it in lol

Au Revoir Shosanna
Feb 17, 2011

i support this government and/or service

Radical 90s Wizard posted:

I really don't see how it's gonna work considering how vital mobility is to survive long-term. I'd wear the fatty fat fats armour 24/7 but it sucks so hard huffing and puffing all over the map. Extra armour isn't gonna help if it means you can't outrun the tidal wave of bugs enveloping you.

Yeah being able to tank more hits is always going to lose out to not getting hit in the first place. It might be more useful against bots if it lets you shrug off ranged fire though.

SplitSoul
Dec 31, 2000

Rusty posted:

I tried the mortar turret, I should have thought more about placement as that thing is so good at killing teammates.

That's not all it's good for.

Oneiros
Jan 12, 2007



haldolium posted:

played a 5 to relax a bit after a 9 but the game decided to spawn 20+ chargers at the extract point even before calling it in lol

the spawn rate of chargers at low-medium difficulty is absurd. i've never seen a patrol of four chargers in a lv9 mission but while i was loving around in some lv4 they were fuckin' endless

DarkDobe
Jul 11, 2008

Things are looking up...

Darox posted:

What is everyones favourite armour trait?
I've been using Servo Assisted (extra throw range, extra limb health) basically the entire time and I love it. I picked it up initially for the throw distance but the extra limb health is low key incredible. I took it off for a bit and realized that other people actually have to care about limb damage when taking hits, which burns through stims faster and can really screw you. Meanwhile Servo armour means you only get limb injuries when artillery blows them off your torso.

Looking Good

I use the gold plated fancy edition armor.
The 50% don't die trait is randomly very useful - if only to survive explosions and die from hitting the ground 300 meters away.

Sindai
Jan 24, 2007
i want to achieve immortality through not dying

Au Revoir Shosanna posted:

Yeah being able to tank more hits is always going to lose out to not getting hit in the first place. It might be more useful against bots if it lets you shrug off ranged fire though.
Give heavy armor the same debuff immunities the backpack shield grants.

the unabonger
Jun 21, 2009
Just figured out you can toss the markers for orbital strikes and eagles directly onto enemies for max precision.

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RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Risky Bisquick posted:

Not a surprise at all. They have to balance around lowest common skill level, controller players. They need a simple easy to use weapon and they still die using that weapon. It also helps that the weapon is a very early unlock.

Players who use other weapons over difficulty 6/7 i would argue know what they are getting themselves into

E: this sounds very reductive, I mean less precise input methods like controllers. Anyone who can play at or above difficulty 7 is doing pretty good regardless of platform

If you're taking time to line up your shots you're playing wrong

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