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TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Become a Helldiver! Keep an eye on the war effort! See the campaign map and supply lines!

Goon Discords
https://discord.com/invite/fHmzuHSHV8 #helldivers-2
https://discord.gg/PeRkhXTFsb Playstation Goon Nation Helldivers 2 Discussion

////~~~***CURRENT WAR SITUATION***~~~\\\\

Terminid's are demonstrating resistance to Termicide, our scientists said it was not possible! They have been arrested for dissident actions.

https://www.youtube.com/watch?v=d_mqixDEafA



https://i.imgur.com/p08Z5pC.jpeg

https://www.youtube.com/watch?v=KR92qfoiI58

https://i.imgur.com/nr1Vn1Z.png

https://www.youtube.com/watch?v=_le3HEcLFSY

https://i.imgur.com/SUqtq1w.png

https://i.imgur.com/4JFQ7Uf.png

______________________________________________

WARBONDS

Unlock Warbonds by using Supercredits found at Points of Interest in missions, or by using the in game Super Store. Each Warbond contains different types of weapons, new armour, helmets, capes and more - everything in a Warbond is purchased with medals earned by completing mission objectives. Each Warbond has stages: you must unlock a certain number of items at each stage to reach the next one, so you should start collecting some medals in advance.



POLAR PATRIOTS

https://www.youtube.com/watch?v=jcnzI0gN7z4




Previous Warbonds

DEMOCRATIC DETONATION

CUTTING EDGE

STEELED VETERANS


----------------------------------------

Helldivers Tips, Features and Game Mechanics (potential for change as balance patches go by):

https://www.youtube.com/watch?v=RudwPrcnmFc


- Since the release of the Cutting Edge, Chargers will die to a single EAT, Recoilless Rocket, or Quasar shot in the face. They can still lose armour around the body and legs to create weak points.

Away all Goats posted:

It's a counterintuitive but you wanna shoot at what looks like the most armored part of the head


EAT, Recoilless Rifle, and Quasar can all one shot Chargers this way


- Different weapons have different attributes and armour penetration levels (more complex than it sounds). Some attributes include electricity, explosive, beam, and heat.
--Weapons in game will be listed as light or medium penetration, but you might find that some weapons have better penetration based on unlisted stats like the 'Slugger' Shotgun firing slug rounds vs the Breaker shotgun firing shells.

--Explosive weapons don't always 'explode' with a large radius, but they are meant to do more damage to the exposed weak points of certain enemies e.g the ventilation of large Automaton bots and tanks, and flesh underneath broken Terminid armour plates.

--Electricity weapons have unlimited ammo, and their shots have the potential to arc between targets, potentially causing friendly fire. They also arc against corpses, so might become less effective as the kill count stacks up in a big fight.
Here are some general rules for arcing in the image below. The bug in the middle is getting shot with electricity, anything beyond the black line is likely to be zapped and possibly killed by an electric arc, anything on the line is at risk, anything behind the line is ok. There are some exceptions to the rule like when allies are wearing shield backpacks or shock resistant armour. Best not to shoot an enemy standing between you and a friend when your shot is going to jump straight onto them (good advice for real life, honestly).

--Heat weapons use heat absorbing cores as ammunition (the cores cool down slowly when you aren't firing). As long as you don't overheat the core, you have unlimited ammunition. Some exceptions like the Quasar have a single core which never has to be thrown away, but needs to fully overheat then cool for each shot.

--Incendiary weapons like the Flamethrower do 2 types of damage - damage over time to things set on fire ('things' include surfaces, allies, or enemies) and direct damage to the target in the path of the flames. It is best to shoot flames directly at the enemy while walking backwards and not the ground around them because direct damage is instant while damage over time is slow.

Beware! A burning enemy who makes contact with you can set you on fire! If you have caught on fire you can put yourself out immediately by diving on the ground. No factions are afraid of fire so you can't use it to repel enemies.

The Eagle Napalm Airstrike is a stratagem listed as having explosive damage, but leaves a flaming incendiary trail on the ground after exploding. Incendiary mines are the same but they sit on the ground.

--Beam weapons shoot an accurate, continuous beam doing damage per second. They are usually also heat based weapons.

--Other attributes include one handed (can sprint and shoot at enemies behind you without needing to slow down or face them, and can hold critical items in the off-hand), rounds reload (reload a gun without throwing away unused ammo), multi-level zoom (different scope ranges in first person view), safe/unsafe (charge the weapon past normal damage with potential risk).

-Unlisted attributes or unique weapon mechanics include things like:
--projectile drop,
--spin-up / warm-up time,
--immobile reloading (can't move or do other actions while reloading, applies to most shoulder mounted weapons and machine guns)

Galaga Galaxian posted:

Did some testing tonight:

GR-8 Recoilless Rifle Sight Ranges
Close range: use the inner dot
~100m: halfway between dot and bottom of outer ring
~200m: bottom of outer ring
~300m: halfway between bottom of outer ring and bottom edge of sight.
~400-450m: bottom edge of sight




Enemy Stats and Weaknesses



Because most of the information people have about understanding enemies comes from the community, it is usually presented in wiki form.
This document has a lot of well presented information. It has sections for most currently existing enemies, the best places to attack them, and what the armour values are for each of the body parts, while explaining how to read the damage info for each weapon.

____________________________________

Mission, Objective, and Campaign Basics

Find a mission at the Galactic Map. Each enemy faction has their own territory divided by colour.


You can use Quickplay to search for a group with open spots, select an Active Mission at the planet you're looking at, or host a new mission on a planet using the current difficulty from the bottom of the screen!
Changing the difficulty will alter what kinds of enemies and rewards you can find. You have to play higher difficulties to find specific research samples.



All of your character progress, and progress towards the war takes place inside missions.

Player XP and Requisition rewards come from completing objectives of any kind, for completing the mission as fast as possible, and for extracting with as many people in the squad as possible. As of May 2024 Requisition is capped at 50'000.

- You only earn medals if you complete the primary objectives - you don't have to extract to win the mission as long as those primaries are done.
Completing a mission is one step on the path to victory. Completing a campaign requires you to finish all of the missions in the area you've chosen to start fighting. There can be up to 3 different missions depending on the difficulty level and if you start one mission then you're effectively invested in a campaign. Once you're started you can only make progress towards the planet by completing all of the missions.

For each campaign mission you complete, you get an increasing number of medals. This number also increases with difficulty level e.g At difficulty 7 you might get 6 medals for the first mission, 8 medals for the second, and 10 medals for finishing.

Finishing the campaign is what contributes to planet liberation, and is very important for the defense total - if you abandon a campaign in progress then there is no contribution to defense! Unfortunately, the amount of contribution looks so tiny that it doesn't appear to move the total bar at all when viewing campaign results - just take Super Earth Command at their word when they say you did a good job, Helldiver!

- *The longer you spend in a mission, the harder it gets More objectives you destroy in a mission, the more patrols will appear (you can watch the mini map every time you deal with an objective, there will be enemy groups moving towards your location even if no enemies were alarmed before hand). The enemy patrols move towards active objectives, which include things like a destroyed base, bug hole or an active terminal. Pretty much whenever an important target in this game gets blown up or engaged with in some way, your enemies will want to know about it. You do not have to shoot every patrol you see, and you get more bonus experience points for finishing faster.
Always keep in mind that there is no actual reward for killing enemies unless they are an objective. They don't drop loot in this game, so the best choice is to destroy the targets and move on before you get surrounded by overwhelming numbers.


- It's possible to find premium currency (super credits) or extra medals in missions. Some people have said to look out for things crashed cargo pods or hidden shipping containers in different colours. They need to be destroyed with something like a grenade, explosive barrel, or something with a bit of bang behind it (feel free to experiment, it might change between patches). There are often explosive barrels near these caches:

Insert name here posted:

Specifically, look for these:

Most of my super creds I've picked up have been from these.

You can also find locked bunkers that require two people to open by pressing the button on each side of the door. You do not have to hold the buttons once the doors start opening.


Some missions will have a secondary objective to raise a Radar Dish - this will reveal, on the map, the location of every hidden 'Point of Interest' and all of the other Secondary Objectives, including the ones like Spore Spewers and Stalker Lairs which can sometimes be difficult to find and can cause a lot of stress. If you find the radar dish early on, it's usually worth putting it up so that you can plan a route around a mission to maximise the collection of bonus currency and research samples. On the 3 highest difficulty levels, at least one of those secret points will contain Super Samples which are required for upgrading your destroyer. This is the only place on the map where they exist, and one person has to extract them from the mission and everyone can use them for upgrades (i.e they have to be carrying them on their person when they step into the extraction shuttle). Every diamond POI with square brackets could still have samples (it has something there). Interacting with a POI means there won't be square brackets there anymore, so make the visit worthwhile.

- How to mark the map and spot things: By default the 'spotting' button for PC is 'Q'. If you hold the spotting button down you get a wheel of responses like 'yes/no', 'thanks', and more. To mark a spot on the map, press the map key (TAB by default) then hold Right Mouse button to activate the marking cursor, now left click to put down a map marker on a location. The marker will show up on the compass at the top of the screen, and the person will call out where they placed the marker relative to your position (e.g "Placing a marker North West") - If you place a marker on an objective, it will have a relevant icon on the compass. There are armour perks which cause your map markers to act as radar points, and let you see where are enemy patrols are going to be ahead of time. It is useful for planning a path of least resistance to a next objective.


- Going prone after running out of stamina helps it recharge about 1 second faster (that's if you can afford to lay down).

- The game has 'procedurally generated levels' but it seems more like the different objectives themselves are made to a template and always require the same steps, in the same order, but might require a different input e.g 'Activate The Radar Tower' requires you to turn on a computer, raise and then align a radar dish - but the direction you have to turn the dish is not always the same, and sometimes you might not need to turn it at all! - Some mission objectives have changed in the past, like Launch ICBM missions became more 'impactful' because standing too close to the missile launch can knock you off your feet or even kill you, when in earlier versions it was possible to stand on the missile while it was taking off (those were the days...)

- Some missions might seem like they have greater numbers of tough enemies to fight even though they're all the same mission difficulty number, and this might have something to do with the randomisation during mission generation, possibly based on the number of players in the group when the mission begins, but nothing is certain.

_________________________

Calling In Attack Stratagems

The over the shoulder perspective makes the explosions and combat look and feel amazing. Some of them are orbital strikes, and others come from a jet named 'The Eagle'. - Some Eagle strikes can be used more than once, and take a few seconds to recharge, but after all charges are used up it will need to fly away and do a full reload (it takes the same amount of time to reload no matter how many charges you've used). This means that if your Eagle is reloading, then you can't use ANY Eagle stratagems. The Eagle will automatically reload once you have no Eagle stratagems left, so don't be afraid to reload it early when running a long distance so that you always have options. Every Helldiver has their own Eagle. Reloading will not prevent others from using their own stratagems.

- Stratagem items are called in from outside of the level: Bombing and strafing runs, turrets, anti armour rifles and launchers, support drones, and shield bubbles are all fired from an actual destroyer flying in lower planetary orbit. If you are in the middle of the map, then the stratagem will fly straight down, but if you are closer to the boundary, then it will come in at a steep angle - this might impact the usefulness of your orbital strikes! They might just fly against a cliff face and do nothing to the target. There is only one destroyer for the entire team and it leaves when the mission timer runs out regardless of how long the mission lasts, so you can't use ANY stratagems or call anymore reinforcements, but you can still extract.

- All Stratagems (strafing runs, bombing runs and orbital strikes) come in at a certain angle to the player, sometimes perpendicular to the direction they were facing when they threw the beacon, and sometimes in the same direction they were facing. This can be effected by a number of aspects, like what kind of stratagem it is. So if you are being chased by a column of enemies, you might need to adjust the angle you are looking before you throw the attack beacon on the ground - Take note that if your stratagem bounces off the terrain it can change the approach!

- Orbital Gas Strike and Eagle Smoke Strikes (not Orbital Smoke) can destroy Bug Holes and Automaton Fabricators as long as they are a direct hit!


https://www.youtube.com/watch?v=Eu1-chjh0JA

_________________________

Support Weapons and Equipment Stratagems

- Equipment, weapons AND resources can be dropped and looted by teammates. You can go and get your dropped stuff back if you die (unless it is destroyed, or falls into deep water or other hazards), and this means you can pick up some of the premium weapons without buying them. You can also choose to drop and swap items willingly, or call in another item if the cooldown timer has expired. Give someone else a shield backpack or guard drone if they have the space for it.


- Backpack loaded weapons like the recoilless launcher and autocannon fire a lot faster if someone else is loading the weapon for you (called Assisted Reload). They must be standing on your right hand side and be carrying the ammo back pack for that weapon to be able to speed load the weapon. If they don't have the ammo pack then you can drop it for them to perform a quick load action, then they can give it back to you. When they press the interact key they get tethered to you as you move around, automatically reloading for you as you fire. These support weapons don't have a back pack icon in the equipment screen because you don't HAVE to carry the backpack portion to make it work (if you want to carry a loaded Autocannon just to fire it once, that's up to you).

https://www.youtube.com/watch?v=3dn4FpzhCMM

--Support weapons such as machine guns, the anti-material rifle, the break action shotgun, and flame thrower DON'T count as back pack slot items even when stored on your back - but equipment like the jump pack, rover drones, and shield packs do require a back pack slot. Any weapon where you carry visible ammunition that doesn't have a numbered ammo counter on the UI probably takes up a backpack slot.

Stratagems highlighted red are backpack only (with exceptions). Notice how the logo has a back pack shape with an icon inside to define their purpose. The shields have a shield/badge shape with a ballistic or energy logo in the middle, not to indicate what they protect from, but just the type of shield that they are - energy shield backpack forms a small dome and has health that needs to recharge after taking damage, while the ballistic shield is held in one hand to defend from one direction at a time (this means you can only use it with one handed weapons).

The best way to get some practice with everything is to take things out into the field. Try some lower level missions like Difficulty 4 or below where there are very few heavy enemies.


Always take a second to double check your stratagems before dropping, because you can't exchange them on the ground unless someone can offer it to you (do not try to exchange orbital strikes).

- The team shares up to 20 revives (5 added per team member). If 3 friends are dead it costs 3 revives to respawn them all even when 1 revive beacon is being used. If someone dies after the previous respawn beacon was thrown down, you will have to throw a second beacon. You can't choose who will spawn next. I'm not sure of how the reinforcement order is decided.
--Total number of revives might vary depending on certain conditions or equipment (there is one booster item in the 'Helldivers: Mobilize' warbond that says it gives more revives).

- The UI shows damage to body parts can impact player performance like accuracy, ability to sprint, and cause bleeding that results in death (torso only at the moment, the player will announce that they are bleeding out). It is also possible to be set on fire by enemies or friendly fire, and be slowed by things like slime, tar, deep water, heavy bushes and deep snow. Your character cannot swim for more than approx 10 seconds, and will drown if they're in deep water too long, they also can't do anything like shoot or call stratagems when swimming so consider water to be a serious obstacle unless you know it's not too deep.

Health stims provide a short damage immunity effect when applied as well as recharge stamina for more sprinting. If you are taking too much damage at the same time as applying a stim then you won't heal. The animation to apply a stim can be interrupted by enemy damage or environmental effects so you may need to spam the button until it gets applied (you can't apply a stim with full health so there's no worry about accidentally using too many). Wearing certain armour makes the stim healing effect last longer, and lets you carry more stims (but it doesn't give you more stims per supply pack).


- It is possible to drop your collected research samples without dying. Since your team can only earn research samples by extracting successfully, if you are running past the extraction point consider dropping off what you have collected in case you die out in the field. You might also consider giving your samples to someone who is a better player than you are, but keep in mind you are putting all of your eggs in one basket. If that person runs off alone then dies, you might not have enough reinforcement points to go and recover all of the samples AND make a successful extraction.

TheMostFrench fucked around with this message at 05:24 on May 11, 2024

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TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



There have been 2 different enemy factions shown so far, while the first game had 3. Some footage of the campaign map in the player hub shows that it still uses a circular / pizza shape, which was suited to 3 or more campaign maps.
These images show the campaign and mission maps from the first game. Defeating an enemy faction would lock off faction for a while.



I haven't dug up any info on how it works on Helldivers 2 so it's safe to assume it might just be the same system for now. See how it worked in the past here https://helldivers.fandom.com/wiki/Galactic_Campaign

It'll be interesting to see if they keep the Capital Defense missions which lasted for 1.5 hours.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



This new trailer answers a lot of questions about the upgrade and progression system in the campaign:

https://www.youtube.com/watch?v=22rg3bHqSVc

edit:

Some pre-order packages come with items which can be purchased with Warbonds, one of the in game currencies.

Warbonds can be purchased with real money, but nothing in the game store is cash only, and devs say that there are no pay2win items. Some people are feeling dubious because Helldivers 1 had a DLC which included All Terrain boots, removing the negative movement effects of difficult terrain.

https://www.youtube.com/watch?v=LmbPoA6lcb4

TheMostFrench fucked around with this message at 04:37 on Jan 31, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



credburn posted:

Wasn't the first one top-down?

Yes, with up to 4 people who could never move out of each other's sight it could be difficult to get introduced to the game with more experienced people who knew the mechanics of where and how to move. Since you would just be constantly slowing them down or getting in the way, less experienced players were probably better off dead a lot of the time so would make very little personal progression in groups getting their own kills. If you aren't communicating well or paying attention to where the rest of the group is going, you might be thinking "ooh we could kill these guys by going around this way!" but the other members are focused on a completely different objective, but can't move towards it because you are holding up the screen, so now everyone is getting spotted by scout groups just out of sight on each side, which is summoning larger enemy forces from every direction which are unlimited in number.

The new switch could be really interesting because it helps create a bigger scope and gives everyone a bit more freedom to move. The friendly fire element is still there but will probably be less frustrating since you can focus on what you're aiming at as opposed to everything that is between you and the thing that you're aiming at. It should be good in the sense that people will probably get to spend more time actually playing the game, and it should still be easy to jump out of the way of anything dangerous.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



This new video shows pre-order items available in certain packs, and that there will be different types of ammo. According to devs all of these items can be purchased with Warbonds, which are one of the in game currencies. It sounds very similar to something like Planetside 2 which converts experience points into a different currency (that game has a subscription model which increases the conversion rate).

Warbonds can be purchased with real money, but nothing in the game store is cash only, and devs say that there are no pay2win items. Some people are feeling dubious because HD1 had a DLC which included All Terrain boots, removing the negative movement effects of difficult terrain. There is yet to be any footage of gameplay showing negative effects of things like deep snow, or moving through water in Helldivers 2 though.

https://www.youtube.com/watch?v=LmbPoA6lcb4

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Last 15 seconds teases driveable mech(s?) Just one week to go, they are really drip-feeding stuff.

Caption says "Coming soon after launch".

https://www.youtube.com/watch?v=vXddWD88jeI&t=3s

TheMostFrench fucked around with this message at 03:23 on Feb 1, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



The very latest IGN preview showing the most in game footage I've seen yet. It looks intense, and over all sounds a lot like the first game.

- Launching with 2 enemy factions

- Vehicles and mechs 'Coming Soon' after launch

- Procedurally generated levels (So far seen jungle/swamp, deserts, lava worlds, rocky/mountainous with and without snow, missions happening at day and night)

- Stratagems similar to the first game: Bombing and strafing runs, turrets, anti armour rifles and launchers, support drones, shield bubbles.

- Friendlies will drop collected samples and carried weapons on death

- The team shares 20 revives (speculating that this can be altered by mission difficulty and stratagems)

- The UI shows damage to body parts can impact player performance. Maybe this will make secondary weapons more useful? I don't think I ever actually used a pistol on purpose in HD1.


https://www.youtube.com/watch?v=fGd0m1qjOJ4

TheMostFrench fucked around with this message at 05:02 on Feb 4, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



https://www.youtube.com/watch?v=F36q5eJuaGI

More gameplay footage and discussion of mechanics. Stuff like changing weather - deep fog impacts visibility at ground level, there is rain but no evidence that it effects mobility or weapon functionality (e.g setting targets on fire), not sure if snow comes and goes mid mission. Planets go through day/night cycles.

According to the video, the galactic campaign allegedly will never end? It might be ongoing for the entire life of HD2, whereas in HD1 you could fight all the way to an enemy homeworld and capture it to defeat that enemy, then would have to fight other factions. This may be a good thing; some people would stop playing HD1 because they didn't enjoy fighting specific factions, and would just wait for other people to defeat the remaining factions to start the war again.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Looks very good!

So from that video we can see that stuff like weather will have an effect on weapon performance



Not totally sure but it looked like at the end of the mission they only had 1 research point extracted, even though they picked up more than that along the way. Seems like you really have to make an effort to survive the entire time if you want those resources.

TheMostFrench fucked around with this message at 13:35 on Feb 3, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Secret Agent Cow posted:

From what I understand you still have unlimited lives, it’s just after the first 20 uses you need to wait for a minute cooldown before using it again.

Yeah I think they've redesigned it to avoid those situations where everyone dies in the first 10 seconds and goes back to HQ

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Some discussion of rewards grinding and time/cost expectations.

Edit: this is more clear than whatever I typed
https://steamcommunity.com/app/553850/discussions/0/4206993388794675479/

quote:

# Warbonds, Super Credits, and Superstore FAQ

# Warbonds

**Q. How do the Warbonds work? Is it a pay-to-win model?**
A. The goal with our Warbonds is to provide players with different gameplay experiences, but not unfair advantages when comparing the content.

We designed Warbonds as an optional way to support Super Earth's war effort in the game and get access to additional gear for your Helldiver. Warbonds are unlocked with Super Credits, which can either be discovered at points of interest during missions or purchased through the in-game store. Once you own a Warbond, you can then use Medals you’ve been awarded in-game to unlock more content [Sounds like Medals are an upgrade currency spent within the Warbond]


Warbonds are evergreen, so players are welcome to take their time in unlocking, and we'll be keeping things fresh with future updates containing new Warbonds to choose from.

**Q. How often will new Warbonds be released? Can we preview the content in them?**
A. For right now, Warbonds will be released every second Thursday of the month. Every time a new Warbond is released, you will be able to preview the content, and the Warbonds will never disappear, so you can purchase them or not whenever you want to.

**Q. How many Super Credits does a Warbond cost?**
A. It will depend on the amount of content in the Warbond. For example, the Steeled Veterans Warbond costs 1000 Super Credits.

**Q. If I only want one item from the Warbond, do I still have to pay to get that item?**
A. Yes, you must unlock the Warbond itself before you can spend medals on the items in it.

**Q. Can you progress two Warbonds at the same time?**
A.Yes you can progress your Warbonds any way you choose. If you have 2 Warbonds unlocked you can spend your first 50 medals in Warbond 1 and then switch and spend 50 medals in Warbond 2.

**Q. Can old Warbonds be purchased a year from now? **
A. Warbonds are evergreen, so players are welcome to take their time in unlocking, and we'll be keeping things fresh with future updates containing new Warbonds to choose from.

**Q. Are all the items in the Warbond strictly cosmetic?**
A. No, Some of the items in Warbonds have passive effects attached to them.

**Q. Will progressing through Warbonds separate me from other players?**
A.Nope! You will always be able to play all our content updates with other players who have only bought the base game. All other future updates, for example enemies, environments and missions will be free for everyone who's bought the base game.

**Q. Will Warbonds contain stratagems?**
A. No. New stratagems will be added to the stratagem menu and be unlockable through in-game play. We may add them to Warbonds or SuperStore in the future.

**Q. How much will Warbonds cost in USD?**
A. As Warbonds are all unique and do not always have the same amount of content, the price will vary.

**Q. Can you still earn medals without an active Warbond?**
A. You will always earn medals, no matter if you have outstanding Warbonds, completed Warbonds or no Warbonds

**Q. Is it possible to buy the DLC packs directly? Like buying a Warbond with money and not requiring you to buy the premium currency?**
A. You will not be able to buy the Warbonds directly with real money. You would need to purchase a pack of Super Credits and then buy the Warbond.

# Super Credits

**Q. What's the target earnable SC rate? How long should a player need to play to unlock the things they want?**
A. There are two ways you can earn Super Credits (SC) in HELLDIVERS 2. The first is by progressing through Warbonds, and the second is by finding SC on missions[so it is possible to find super credits in game]. We’ve balanced the game to let you have more than enough SC to get one Warbond for free after you’ve completed HELLDIVERS MOBILIZE, which is the Warbond that comes with the base game.

As for how long it takes to progress through a Warbond, it’s based on what we think is most balanced and fun for players based on our extensive testing. If you unlock items too slow, it can feel grindy, and if it’s too fast, you get overwhelmed.

We hope you will agree that the current balance feels good and fair, and we would love to get your feedback as we continue balancing and improving HELLDIVERS 2 over time.

**Q. There’s only so many Points of Interest to find in levels, so does that mean there’s a finite limit of super credits earned for free? Also, how many credits are earned for each POI?**
A. Each level has a finite number of Super Credits that are obtainable. You can play as many levels as you want though so you can continually obtain Super Credits. The value of Super Credits awarded per PoI is varied.

**Q. Are Super Credit packs on Steam going to be priced according to regional pricing?**
A. Steam handles USD to player regional currency conversion. We will indicate the USD value for each Super Credit package, and Steam will convert it to the equivalent currency value for your account.

**Q. Do higher difficulty missions have more spawns of SC or spawn a larger value of SC.**
A. Higher difficulty missions do not currently spawn more Super Credit (SC).

**Q. Depending on how hungry people are for SC. It might encourage people to leave and start a new map if the SC is already collected if you join in progress.**
A. Super Credits (SC) are not awarded to the players who join after the SC has been found. If players find SC on missions, they will be rewarded instantly. However, if they then leave immediately afterwards, they lose out on all other rewards you get for completing a mission.

# Superstore

**Q. What is the Superstore?**
The Superstore is a place where you can buy individual items. Here you can choose, for example, an individual armor for a small amount of Super Credits (SC).

We are also taking your feedback into account as we build out the Superstore so that we can provide the best possible experience.

**Q. Can the content of the rotating store be purchased outside of the rotating store, or is that the only source for this content?**
A. You will not be able to obtain the items from the Superstore from any other source.

**Q. What's the frequency of the Superstore? **
A: There will be 4 items available at once, and at launch the rotation time is set to be every 48 hours. Items in the Super Store will always come back.

https://www.youtube.com/watch?v=Uy_sPAdIraw

TheMostFrench fucked around with this message at 09:17 on Feb 5, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Marx Headroom posted:

Yeah like oh nooooo, my teammate spent $600 on a gun that deletes the bug trying to rearrange my limbs, who will answer for this crime??

After playing years of stuff like Warframe, these whales can decide the development direction of the game

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Philthy posted:

So this looks like EDF ish?

Yeah but there is less class variance, less building destruction and less crazy vehicles. The focus is on completing objectives and escaping the mission area instead of just killing everything.

There is no reason not to sing the EDF anthems while playing though.

Ciaphas posted:

why is the thread poll radio buttons and not checkboxes :mad:

Each citizen you drop in will live long enough to use one of them.

TheMostFrench fucked around with this message at 02:11 on Feb 8, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



I logged into the first game recently and the community had lost a war. The guy next to the campaign map was like "We lost and have to find a new Super Earth". There was a cutscene where the planet exploded, the credits rolled and I was sent back to the main menu. I was able to start the game again where a new capaign was being run. This might be why the new game is allegedly running a never-ending campaign, because it was kind of confusing to see "We lost! Game Over" and then having to manually start the game again.

I think there were achievements for defeating the homeworld of each faction, and also one for defending against attacks on Super Earth (so you had to be intentionally losing, or the community had to be low on players or ignoring a faction for a while). If you beat a faction or defend earth there is also a cosmetic reward.

There were stratagem and weapon unlocks up until level 30 something (upgrades were unlocked with research points found in missions), and then DLC added another 20-25 levels just for the sake of progress, with another armour at the highest level.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Hawke posted:

Been playing all morning and haven't run into any issues until just now when me and my buddy both got kicked out of our game with a network error, you win this round bugs! :argh:


Same, can't get back into the game. It's been fun playing solo and it's cool being able to find some different weapons in the field to mix things up.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



bandaid.friend posted:

The first time I used a ping to alert my team of the minefield I'd laid someone went directly to the ping point to check out what the glowing red thing was

Glad I read this because I saw it just now and wondered what they were.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



TaurusTorus posted:

Game worked fine with just my friends, fun as hell, but couldn't use matchmaking.

The first marksman rifle you unlock is worthless, but the anti-materiel rifle is extremely good.

lol Im dropping into a mission with that one right now for the first time

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



SES Superintendent of the Stars - Aura Borealis, at this time of day, in this part of the galaxy, localised entirely within your deployment zone.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Badly Jester posted:

Anyone struggling with matchmaking, particularly on PS5: a huge part of the problem seems to be the backend being unable to keep up with requests. If you ignore the major order and go to the automaton sector, the matchmaking actually works. It's not a 100% success rate, but close enough.

Devs say to turn on cross play, go to a planet with less players, or just try to arrange a private group with people.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



SG-225 Breaker Shotgun in the Warbonds is a full auto version of the one you can get early on, and it loads full mags instead of one shot at a time. It's great for things like chargers if you can get in short-medium range behind them and just unload on their weak point.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Dr. VooDoo posted:

How is the PC performance? When this first released I had seen rumblings the PC was kind of garbage and there was a lot of CTDs and poor Performance despite systems that should easily handle the game at max

Devs have reported issues with 7000 series cards, but nothing else specific seems to be an issue. I have an NVIDIA rtx 4070 and the game runs great at 1920x1080.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



I just got a Railgun and it's a bit like the autocannon but can penetrate light armoured enemies, and doesn't need a backpack to load.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



e: I've noticed that I have access to the railgun right now, is this because of the recent planetary liberation? I thought it was because I bought a suit with supercredits, but a friend new to the game hasit as well

BeAuMaN posted:

Not worth it, or at least I didn't notice much difference. At least against bugs.

On that note: How's the grenade launcher stratagem?

Grenade Launcher is good, but better to shoot the ground right in front of enemies instead of directly at them because the nades will bounce off of heavily armoured enemies. A few times I have killed myself or been killed by others because of the ricochet.

1stGear posted:

Feels like Challenging is the limit of a what an uncoordinated group can manage to full clear the map and Hard is the limit for just doing objectives and bailing. My Super Destroyer for a pubbie who understands that just because we can see the bugs does not mean we have to engage them.

Yeah this is annoying. Yesterday I had a mission where my team used up all the reinforcements and failed because they wouldn't run away from the last bug nest they killed. Would just keep running circles around it from the chasers who kept spawning in for 15+ minutes, and would reinforce me back to them when I got killed trying to escape.

Sestze posted:

You can also pop bug holes with a well placed grenade launcher shot. Kills the big bile bugs in 2 shots or so as well.

Combine with the resupply backpack to keep the freedom flowing. You can resupply yourself by tapping (5).

I think anything that does explosive damage is good for bug holes. I've been closing them with the autocannon at long range as long as I have a good angle. This might be what makes the premium weapons good? Maybe you can just run up and shoot them closed without needing grenades or using stratagems or support weapons.

TheMostFrench fucked around with this message at 04:19 on Feb 11, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



JBP posted:

Game didn't give me any of the rewards for two missions and I can't use the ship menus lmao... Ughhhhh....

Yeah this happened to me randomly the other day, but worked again next time I played. There are lots of issues which are there one moment then gone the next. I entered my ship outside of the world geometry one time, and have been knocked into the void by bug chargers then forced to commit suicide by holding a grenade.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



A good video of game mechanics. Always remember to check weapons for alt fire modes, like different RPM, zoom level.

https://www.youtube.com/watch?v=RudwPrcnmFc

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Too many people getting into fights with enemy patrols, and then just staying to fight the enemies that spawn instead of running away. Slowing down a big wave of enemies chasing you is when something like a minefield stratagem would be useful, but so many times I've seen people go into a heavy nest, clear it, and then just run around the put in circles fighting the new enemies that are appearing out of thin air instead of moving away to something else.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Fishstick posted:

Relevant question: when you get that deflect prompt, do you do any damage at all, or is 100% of it negated by armor?

Pretty sure it does no damage, I've had much smaller enemies put their armoured limbs up in front of them while I unload a primary weapon into them and they won't die.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



As we discuss more things I'm adding them to the OP so feel free to check back there for more info from time to time. There is a video there with some good game mechanics tips, info on marking the map and spotting things in the field (the same button for spotting things can be held to give responses).


quite stretched out posted:

i figured out changing scope/flashlight with mwheelup and down but what do i press to change the options to the side in the hold reload screen? there's an upwards arrow underneath the icon but up arrow key doesnt seem to do it.

On PC mwheel up, down, and right click should adjust the alt fire and flashlight.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Typical Pubbie posted:

They need to tone down the ragdolling a bit. It was funny, but now it's frustrating to dive over a wall and have your character go limp after dropping 3 feet.

Yeah, for a force called The Helldivers, they really don't enjoy 'deep dives', including swimming for more than 5-10 seconds.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Had a drat 'kill terminind holes' mission where the entire map was covered with spore dust. There were THREE of the things as secondary objectives. You barely have time to see chargers coming out of the mist.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Regarding armour and upgrades I have been wondering what some of these passives do. I have 5 medium armours that say 'extra padding' so that they act as a higher armour class, but I have no idea what benefits each armour class provide to me as a player, since I don't know what types of damage the enemies are doing. Will a heavy armour class be able to withstand being spat on by a big stream of bug bile? Because right now my light armour guy has to run away or he will definitely die. At least one armour I have offers better limb protection, but what does it mean if I'm using a one handed gun, or throwing a grenade?

There's heaps of mechanics to keep track of but barely any time to really think about them when you will be dead in 5 seconds or less the moment something goes wrong. Just hit a stim and run away fast. I feel like the benefit of a jet pack is probably for heavy armours who don't have the manoeuvrability to side step things like chargers without diving. It's also saved me in moments where I find that a small rock face is just a tiny bit too tall to climb by hand.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



I feel as though some bugs have backed away or delayed attacking when the fire is spewing out, but I think their normal behaviour is to hop around a bit before charging in as a mass.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



neurotech posted:

I'm close to pulling the trigger on this, but I'm not sure my system (CPU mainly) is up to the task:

CPU: i7-8700K CPU @ 3.70GHz
RAM: 32GB
GPU: Geforce RTX 3060 Ti

Does anyone have the same or similar CPU? If so, how does the game run?

You are close to recommended for CPU, try not to have too much going on in the background when you play.

TheMostFrench fucked around with this message at 07:05 on Feb 14, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Now that I've got the hang of it, RR into the leg armour of a charger is super powerful. Chargers seem super polite about letting you line up a shot while they line up a charge.

In moments like that I stop worrying about whether someone is standing too close because i am doing them a favour.

Once more people know to just shoot the wounded leg they will be a piece of cake and it'll be a Democratic Christmas everyday.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!






"Why did you shoot me in the head?"

"I was just following orders"

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Helldivers 1 had DLC which included a silenced gun https://helldivers.fandom.com/wiki/Commando_Pack ("there is no proof that it actually reduces the risk of detection.") and remote explosive https://helldivers.fandom.com/wiki/REC-6_Demolisher. Both sound like heaven for people who love to run off on their own.

e:

https://www.youtube.com/watch?v=xzfwtVswxK8

TheMostFrench fucked around with this message at 06:43 on Feb 15, 2024

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



I swear that the free incendiary mine drop has been limiting people to taking only 3 stratagems. This feels more like a punishment than a bonus.

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



Came home from a campaign with 49/50 kills for the 120mm :argh:

TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



I had my first extraction bug recently where the dropship said that it had landed, but didn't put the door down, I think because it was trying to land on a big corpse. It looked as though it was moving verrry slowly towards the ground. It took off without any of us and showed the extraction cutscene, but the mission was still a success.

Regarding the defence event, I'm pretty sure it's way harder than usual because it's a sneak attack. We are meant to be caught unaware and dealing with more than expected. People are saying "Hey this isn't the same as the difficulty level I usually play, something must be broken!" but I think it has its own mission modifiers on top of that difficulty like extra enemy drop ships.

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TheMostFrench
Jul 12, 2009

Stop for me, it's the claw!



According to some people the 4 stratagems on one loadout is a UI exploit so it should probably get fixed. Can't speak for the people with 999+ research samples. I guess feel free to report them in the name of Managed Democracy.

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