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Scrub-Niggurath
Nov 27, 2007

so should I just be ignoring this Major Order thing? there's only one planet thats Defending against automatons and the only missions I can do are the escort 30 scientist ones that suck rear end through a straw

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Scrub-Niggurath
Nov 27, 2007

I think the reason the bots are kicking our rear end is because for whatever insanely stupid reason, the only defense mission available at the lowest levels is the rescue 30 scientists one, which is nightmarishly hard compared to every other mission for new divers and almost impossible to solo

Scrub-Niggurath
Nov 27, 2007

toasterwarrior posted:

This is the first time I'm doubting Steamchart numbers because playercounts going up while the servers remain as volatile as ever seems wildly incompatible. Surely everyone eventually fuckin gives up sitting in queue or black screen or whatever situation

Id argue that the patch made a lot of people try again who might've given up previously

Scrub-Niggurath
Nov 27, 2007

Typical Pubbie posted:

In my experience, weapons that require the user to ADS and engage targets at long range all suck.

Engaging targets at long range in this game is generally a bad idea. If you're attacking an objective or a patrol for some reason it's best to get as close as possible before your team opens up. That way you kill the defenders quickly while limiting the area of the engagement. This is good because sprawling fire fights over a large area are bad. They aggro more patrols, which has a snowballing effect when the patrols call for reinforcements. This is what overwhelms you.

Also, weapons that need you to ADS to be good just suck in a game where a strong gust of wind will throw your character to the ground, and anything and everything will cause your aim to flinch.

I think it depends on the biome. On desert planets/rocky moons you have much farther sightlines and there's usually a lot less cover over open spaces. It's much easier to scout patrols and pick off the important targets quickly. Versus in the jungle/forest planets you usually have dense foliage keeping you from seeing entire patrols at once, and it's a lot easier for things to sneak up on you at close range

Scrub-Niggurath
Nov 27, 2007

Love loading into a scientist rescue mission to see that all 3 of the other divers are bringing cluster bombs to ensure we end with a net gain of like 100 requisition

Scrub-Niggurath
Nov 27, 2007

GlyphGryph posted:

They really need to let you use it midair, though. It feels really bad that you can't.

They should let you Jetpack while ragdolling but instead of straight up it launches you in whatever direction your torso is pointing when you activate it

Scrub-Niggurath
Nov 27, 2007

New favorite tip:

"Don't forget to take breaks!
---------------------------
If you want to be remembered as a coward!"

Scrub-Niggurath
Nov 27, 2007

Icedude posted:

Is the Tesla Tower any good? It seems like it'd be great for closing off a direction from bugs, but I only ever see people taking gatling/mg turrets instead.

Proof positive right here not to take the loadouts pubbies run, since the MG turret is hot rear end

Scrub-Niggurath
Nov 27, 2007

imho the way to make chargers less obnoxious isn't through changes to the guns, it's through buffing gas/incendiary damage. They already completely ignore armor when dealing damage, the devs just need to make the damage non-trivial and you now have a strong case for bringing incendiary weapons on bug missions

Scrub-Niggurath
Nov 27, 2007

People who bring mortar sentries to open map bug missions hate Democracy

Scrub-Niggurath
Nov 27, 2007

Aphrodite posted:

What's the best pair of eagle call-ins? I'm using Cluster Bomb right now and it's great but can't hit buildings.

Cluster Bomb is great early on but gets less potent as more and more heavily armored enemies show up, but if the rest of your load out is set up for dealing with large armored targets it can be a good way to handle chaff, especially with its high amount of call downs per rearm.

Airstrike is probably the most versatile, can deal with both buildings and heavily armored enemies but still has enough spread to make it work vs groups of enemies without killing your whole team

Napalm is a solid option for bug missions, call it down on a bug breach after the first wave appears and it'll do a great job holding down the position. Not recommended for bot missions.

110mm Rocket Pods is a good heavy armor piercing option. Excellent for destroying tanks and hulks, good for damaging bile titans, less useful vs chargers since they're so mobile. Excellent take for bot missions, and viable for bug missions if you don't have the orbital laser/railcannon

500kg bombs are your all purpose heavy duty Thing Removers. They are great for destroying bases, especially Automaton ones, and for obliterating tanks and bile titans. One thing to note is that the 500kg stratagem gets substantially better once you get the final hanger upgrade, since 1->2 uses is a bigger deal than 2->3 or 4->5.

Strafing Run is the cheapest and weakest of the stratagems, and smoke I guess might be useful for solo stealth stuff? Idk I've literally never seen it used

Scrub-Niggurath
Nov 27, 2007

jokes posted:

What up with this wack-rear end turret that one-shots me from super far away but doesn't seem to have a weakpoint? I dropped an air strike but I guess it missed? Anyways, I decided to land on a tank and was standing on top of it just emptying my clips into the vent on the back of the tank and then the turret shot me and destroyed the tank. Thanks?

It has a small heat vent weak spot on the back of the turret, just like the tanks do. It's also still a huge pain in the rear end to kill even if you're shooting the weak point. Orbital Laser is highly recommended

Scrub-Niggurath
Nov 27, 2007

So do Super Samples just spawn at a random point of interest or is there a method to finding them consistently?

Scrub-Niggurath
Nov 27, 2007

hey mom its 420 posted:

I played an extract the NPCs defense mission yesterday and to my surprise they made the radius of the map like three times bigger. not sure if that was just a random occurrence or if that came with an update. anyway, it made the mission much more fun because you could actually utilize your range and strategems and keep the situation under control

The larger extract NPC missions are wayyyy better on high difficulties than the small ones because when you inevitably get overrun you can abandon your position and draw the enemies out of the base to the outer part of the map while someone loops around to go back in and pull more civvies out

Scrub-Niggurath
Nov 27, 2007

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.

They won't 1 shot a full HP titan but they do a ton of damage to them and you should be able to finish them off easily if they eat the whole barrage

They ARE enough to take out a full hp bot tank in 1 shot, and they're one of my favorite bot strategems to being alongside the airstrike/500kg bomb for destroying factories

Scrub-Niggurath
Nov 27, 2007


Oh word? The people who are endlessly farming the Eliminate missions are just using whatever default gun they have because it doesn't matter? What an insight

Scrub-Niggurath
Nov 27, 2007

Coldforge posted:

It was buggy or something, we did several full 3-mission campaigns on the Defend planets and got no credit. I finished the week at 6/10, and did dozens.

Completing the campaigns contributes a fraction of a % point to the overall planetary goal, which is what the Major Order was referring to. The playerbase as a whole needed to successfully defend 8 planets, not you the player needs to complete 8 campaigns

Scrub-Niggurath
Nov 27, 2007

Is there a way to know if youre going to be encountering Spewers before you drop? Is it a planet by planet thing?

Scrub-Niggurath
Nov 27, 2007

what's the deal with the JAR? It's an explosive type weapon but doesn't deal explosive damage?

Scrub-Niggurath
Nov 27, 2007

blastron posted:

Do we know how armor penetration works? I’m convinced that the DMR is more efficient at doing damage to armored targets because of its higher base damage, but that’s based on my completely untested belief that armor is a flat reduction to incoming damage. If that were to be the case, then against a hypothetical target with a beefy 40 armor, the DMR would be doing 72 damage per shot versus the starting AR’s 15, with smaller rounds just bouncing off.

From a dev's comment: armor and armor penetration is a number from 0-10, if the bullet's armor penetration # is higher than the armor # of whatever it hits, it deals damage. If the armor # is higher than the armor penetration # the shot ricochets. If the numbers are equal then the shot deals 50% damage

Scrub-Niggurath
Nov 27, 2007

blastron posted:

Interesting, thanks! Do we have anything specific on what counts as “light armor penetrating” on a weapon’s description? Rather, do all weapons with that descriptor have the same value, or is there a range?

Unfortunately it seems to be a range, the dev said "light armor penetrating" was a 2 or less, but they also said they weren't 100% sure

Scrub-Niggurath
Nov 27, 2007

Triarii posted:

That seems really clear-cut (if obfuscated) but then there's also a loading screen tip that says the angle of impact affects armor penetration. Given the state of the game, it might just be lying, who knows.

There's a chance it's lying but there's also a chance that there's a modifier so that if the shot is at a certain degree angle it gets -1 to it's armor penetration

Scrub-Niggurath
Nov 27, 2007

The arc thrower gets big points for essentially being a primary that's able to take on a charger 1v1 (slowly, but you don't really have to aim) while still efficiently dealing with medium bugs.

Arc Thrower/Rover/2 orbitals or airstrikes has been a pretty reliable load out for high level bug missions for me

Scrub-Niggurath
Nov 27, 2007

Eediot Jedi posted:

Ever have the arc fire shoot but nothing happens? Fully charged shots just vanish into the ether, it seems to happen much more often when I'm above the target.

Oh for sure. No idea what it is, my guess is that the game thinks something's blocking the angle of the shot/arc, but honestly who knows

Scrub-Niggurath
Nov 27, 2007

TaurusTorus posted:

What sci-fi archetypes are left? Orks? Nanobots? Cosmic horrors? Posadists?

Space Reptilians obviously

Lizard and snake humanoids as the foot troops, giant armored dinosaurs as their elites

Scrub-Niggurath
Nov 27, 2007

Apes-A-Poppin posted:

7th difficulty feels just right enough, as has every difficulty thus far, imo they really succeeded in building the difficulty curve. I'd be happy staying on this level if 8 and 9 are just the same but with more hulks and tanks.

8/9 are mostly the same with more hulks/tanks but you also get another debilitating stratagem debuff

Scrub-Niggurath
Nov 27, 2007

nexus6 posted:

I destroyed a dropship with my mech. It just disappeared and a new, wrecked one spawned in at ground level, flew across the ground behind me destroying my mech in the process, and stopped where the original one should have fallen.

sounds like socialism to me

Scrub-Niggurath
Nov 27, 2007

WoodrowSkillson posted:

new one first since there seems to be a good gun in there. breaker incendiary is not better than the normal breaker

The other battlepass has a good gun in there too (the JAR-Dominator)

Scrub-Niggurath
Nov 27, 2007

Nuebot posted:

I was so excited to finally try the JAR, took aim at the center of an automaton, and then fired half a dozen shots over each of its shoulders and between its legs. Eventually I hit it and killed it though, but it's just an insanely inaccurate weapon. You can be a foot away from your target, the dot dead center of the circle lined up center mass and shots will still go wild.

I will readily admit that it's much more of a big primary than a bot primary, since even though it has great armor piercing it's much more efficient to just pick high accuracy weapons and aim for the bot's faces.

But for the bugs it's become my go-to if I'm not bringing the Arc rifle. Its ability to deal with all the armored medium bugs is really nice, you just punch right through hive guards and brood commanders without slowing down

Scrub-Niggurath
Nov 27, 2007

Durzel posted:

Did anyone else find themselves back in tutorial mode when they played today?

I wasn’t thrown into the tutorial, but I’m getting tips on basically everything including advice on changing weapons when they run out of ammo. It’s getting quite annoying to be honest and can’t see any obvious way of turning it off.

Yeah it seems they reset everyone's tutorial prompts so you'll get a lot of "this is how you change your armor" type messages when you log in

Scrub-Niggurath
Nov 27, 2007

Harlock posted:

Making more progress by not logging in for 2 weeks and collecting all the Major Order rewards than actually playing

Victories for Democracy are victories for us all.

Scrub-Niggurath
Nov 27, 2007

Can the slugger damage the exposed vents on Cannon/AA/Mortar Towers and Tanks?

Scrub-Niggurath
Nov 27, 2007

Has anyone found the eagle rocket pods to be less consistent than they used to be? I swear they were an easy bring for Bot missions since they handled Hulks and Tanks no sweat; now I feel like it's a 50/50 chance that they even hit hulks at all. It's not like they're not being targeted, it's just the delivery of the rockets is always a few feet behind or above them

Scrub-Niggurath
Nov 27, 2007

Guys the railcannons level 20 they said they're level 12

Scrub-Niggurath
Nov 27, 2007

Jack B Nimble posted:

TLDR; I'm level 13 playing with higher level friends: What's a versatile loadout consisting of, say, one eagle, one turret, one orbital?



Can some recommend some useful and versatile load outs for someone that's always lower level and with less play time than their friends? Im level 12, my friends are in the 30-50s, and they're always taking the lead and setting the pace, I just don't play the game nearly as much as they do.

So far I'm what I like the most is:

Breaker - I wish the other guns I had were worth taking , I try to experiment (liberator penetrator, laser rifle) and regret it

Small arms:
Auto Pistol - same, the starting pistol is irrelevant

Impact Grenade - it's the only thing can save me from the tougher enemies if I'm fresh out of the pod.

Support:
Grenade Launcher - great all around, mobile, powerful against anything less than a hulk/charger

Backpack - my go to backpack slot

Auto Cannon - also good and versatile, but I think I prefer it more against automatons

Recoilless Rifle - as above but for bugs, love to have one of these loaded when I see a charger.


What I'm really struggling with is fire support stratagems. I'd like to have One Versatile Loadout I always bring.

Let's assume I'm using a backpack fed support weapon and have three fire support stratagems. What's a versatile loadout consisting of, say, one eagle, one turret, one orbital?

So here's your stratagem situation:


Eagle: honestly you should consider 2x eagles and no orbitals for a while as your fire support. You get a lot more uptime and you can use them liberally against drops/bug holes while your teammates handle bigger threats and objectives.

As for which two it's honestly very flexible. Cluster Bombs put in serious work against big crowds, at the cost of not being able to dent heavy armor. But with a lot of call downs per rearm they really do get a lot of work done on, say, spewer heavy bug missions. Eagle Airstrike Classic is the most versatile: kills structures, heavy armor, small crowds, you name it. Should be a staple in your loadout for a while. Rocket Pods can be a consideration if the rest of your team's loadout is a little light on ways to deal with heavy targets. Napalm is a workhorse for bug missions, drop one on a bug hole after the first wave spawns, and you've basically locked it down for everything smaller than a charger. But don't bother bringing it for bots.



Turret: gatling for bugs (replace with autocannon once unlock it) mortar for bots. EMS mortar later on is the superior hard defence mortar (for missions like the Exterminate and TCS Towers)


Orbital: honestly don't bother until you get the Laser and the Railcannon. The Precision Strike is fine and if you insist on bringing one it should be this. The 110/380 barrages have a very niche case of being used to destroy bot objectives/outposts from a safe distance but are VASTLY outclassed by the Orbital Laser for this. Airburst is just a Cluster Bomb with 1/10th the uptime.

Scrub-Niggurath
Nov 27, 2007

Jerkface posted:

Airburst has delayed release of 3 explosions which gives it a slightly different use case than eagle cluster. you can throw it on top of a breech or behind you and you know the conga line is gonna get messed up.

I'd still argue that the use case of shutting down bug holes is better served by napalm since it'll keep it locked down while still dealing damage to any titans/chargers that come out

Scrub-Niggurath
Nov 27, 2007

I love the new bug planet with the canyons. Feels super dramatic

Scrub-Niggurath
Nov 27, 2007


Lmao I've been running arc thrower nonstop and haven't been able to complete a single mission that runs for more than 30mins, glad to see I can at least try and minimize the chances of that

Scrub-Niggurath
Nov 27, 2007

novaSphere posted:

The Dominator is misleading; while it is classified under 'Explosive' in the list, it does not actually possess the Explosive tag like the Scorcher and Lib-Conc do. It doesn't actually deal explosive damage, it just shoots big bullets that hit kinda hard. I strongly disagree on calling it a 'much worse Slugger' though because the Dominator has triple the fire rate and can actually deal with crowds. Both guns are good.

It's an 'Explosive' type weapon because the ammo is literally tiny rockets; each shot is a rocket propelled slug projectile.

I personally love the gun for bug missions, especially if I'm not bringing the Arc Thrower. It's able to punch through all the armor on brood guards/commanders/spewers and while it handles like a truck, since I usually bring the extra grenade armor for bug missions it also gets a big recoil reduction if you take a knee.

You can also take out spore spewers from a mile away with half a magazine

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Scrub-Niggurath
Nov 27, 2007

atelier morgan posted:

if you see a charger: E.A.T.!
red brood commander: E.A.T.!
destroyer shooting at us: E.A.T.!
when you don't have any ammo: E.A.T.!
even at extraction: E.A.T.!
everybody else is dead: E.A.T.!

to the tune of

https://www.youtube.com/watch?v=5KIX3kb7Yxs

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