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LazyMaybe
Aug 18, 2013

oouagh
evacuation missions are a lot more reasonable when you're with a team that's properly built for them.
The tesla coil and timestop thing are great for defense, and autocannons are great against most of the bots.

That said, it's still markedly harder than the other mission types are probably deserving a nerf.

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LazyMaybe
Aug 18, 2013

oouagh
The best way by far to kill chargers is to use something that can crack armor(like an expendable anti-tank, or a couple of railgun shots) on one of their legs.
Then once the armor is broken, shoot the leg with a normal gun.

The reason this works so well is that charger's back weakpoint takes 10% damage from normal ballistic guns, and 100% from explosive guns. Which is why they take so loving long to kill shooting their rear end.
But if you break their leg armor and shoot them there, they take 100% damage and keel over very quickly.

Flamethrowers also kill them pretty quickly. And as long as you're killing them quickly, you can keep situations with them under control much better.

LazyMaybe
Aug 18, 2013

oouagh
I love to play my favorite game, permanent silent black screen

LazyMaybe
Aug 18, 2013

oouagh

Pharmaskittle posted:

this game is euro-EDF and I mean that as high praise
it's like EDF with approximately 100x more polish

LazyMaybe
Aug 18, 2013

oouagh

The Grumbles posted:

It's definitely to see a game that is in many ways borne from that Northern Europe PC weirdo design sensibility hit bigtime like this
So much of it is the framing of things in not just a cinematic style, but specifically the satirical starship troopers with the serial numbers filed off aspect.
People are way more willing to deal with stuff like the way weapon sway and player injuries work when the game is making you feel like you're storming the beaches of normandy vs robots, and way more willing to deal with getting ragdolled across the map or exploded to death by friendly fire when the whole thing feels like a slapstick war comedy.
Kind of a perfect confluence of multiple different mechanical choices and aesthetic tone.

LazyMaybe
Aug 18, 2013

oouagh

CainFortea posted:

This is not true. You can reload at 5/10, 4/10, 3/10, 2/10, 1/10, and 0/10 remaining.
Their point is you only go up to exactly fully reloaded at either 5/10 or 0/10, if you reload at say 3/10 you'll be at 8/10 and unable to reload further until you go down to <=5.
I don't think this matters much at all though.

LazyMaybe
Aug 18, 2013

oouagh


-1 is back let's gooo

LazyMaybe
Aug 18, 2013

oouagh

Potato Salad posted:

DRG has been in the same patch for what feels like a year now, Darktide's developers seem to have never returned from vacation, and Helldivers 2 is very difficult to get started at present.

Doggone it can one of these 4-player Hazardous Workplace games just be normal
darktide is at least partially that company having a weird pipeline, but in the case of DRG it's to a large degree just the simple fact that unless you are the fortnite team cranking out content at an unreasonable pace that totally burns out your many many employees, players will get sick of game content way faster than you can actually make it

LazyMaybe
Aug 18, 2013

oouagh
how the gently caress have console gamers managed to still be using mics this loving terrible, after this many years

LazyMaybe
Aug 18, 2013

oouagh

flashman posted:

Got to play a bunch because I just left it open for two days once I logged in at like 0400 est. Pretty fun poo poo and I got the anti material rifle so hopefully it's cool and helps me kill the chargers easier.
AMR is good against most robots(kills more armored guys if you shoot them in the eyes, bigger ones take a few shots) but for chargers you want expendable anti tank or railgun, for the most part

LazyMaybe
Aug 18, 2013

oouagh
I'm sure most of you have seen, at least once in a while, hosed up bug model vertex glitches. ala this:


I encountered one of those to the nth degree earlier. see here-



-you see that giant, low poly orange and black triangle in the distance? That's actually some part of a bug's model that's gotten absolutely hosed up and stretched up and outwards towards the sky.
Didn't get to see it up close before the mission ended, but it was wobbling side to side and slowly moving towards us.

Unrelated, this happened on another mission:




Lots of other stuff was hosed up on that mission as well. No one could interact with terminals or pick up resupplies, so we had to wait for the "time's up" extraction, seemingly all press E prompts were broken.

LazyMaybe
Aug 18, 2013

oouagh
if you fall in a hole and die you have actually bravely sacrificed your life in the cause of slapstick

LazyMaybe
Aug 18, 2013

oouagh
Yeah, I haven't been playing like crazy and I'm currently at about 1/3rd of the supercreds needed for the premium pass-if I hadn't bought some supercred armor I'd be at more than 1/2 of the way there.

LazyMaybe
Aug 18, 2013

oouagh

ScootsMcSkirt posted:

how the gently caress are ppl even getting into the game, let alone getting into the game consistently enough to unlock poo poo
start game up during off hours and wait a long while to actually get in. I have basically mostly played the game after midnight.

BeanpolePeckerwood posted:

HD has long had a reputation for being punishing and technical. Even middle tier difficulties can be an unrelenting uphill battle with weak weapons and strategems plus a few reinforcement failscades. Initially dropping right away into short range of a Stalker lair for example is always fun :suicide:
It also stands to be said that if their frame of reference is DRG, DRG just isn't hard on any vanilla difficulty. Haz 5 DRG is easy compared to max difficulties in other coop shooters-L4D, vermintide/darktide, payday 2, etc

LazyMaybe
Aug 18, 2013

oouagh

WoodrowSkillson posted:

Yes I'm aware it still went well beyond that thanks so much for this
It didn't just go well beyond that-they did plan for it to get way more players than HD1, and then it not only did that, it stumbled across explosive viral success that is virtually unheard of.

Like, Deep Rock Galactic is a very successful 3d indie coop FPS. Way more than most. And it had an all-time peak playercount of 46,392.

LazyMaybe
Aug 18, 2013

oouagh

JBP posted:

Who gives a poo poo
weird response to someone saying(correctly) why everyone is using one weapon over another

LazyMaybe
Aug 18, 2013

oouagh


R

LazyMaybe
Aug 18, 2013

oouagh
what is up with high level players who just never use boosters

do they think they're consumables that'll get used up or something

LazyMaybe
Aug 18, 2013

oouagh

drrockso20 posted:

Gave the Laser Cannon a try and it seems pretty bad aside from not needing ammo
this is also true for the laser rifle, and kind of true for the lightning gun(not so bad, but not competitive compared to other support guns)
perhaps an overvaluing of ammo econ going on with how these are balanced. which would be in line with how players often think so it makes sense

LazyMaybe
Aug 18, 2013

oouagh
crashed after finding 3 ultra rare samples. uuuoooorugh

LazyMaybe
Aug 18, 2013

oouagh
the best thing about the autocannon is when you have 2 or more people running it and you can hit E when next to each other to reload each other ultra fast because you're both wearing the autocannon ammo backpacks

the worst thing about the autocannon is no shield backpack

LazyMaybe
Aug 18, 2013

oouagh

that's a new one

LazyMaybe
Aug 18, 2013

oouagh
getting a little sick of the number of random lobbies I join where the host is just endlessly grinding elimination missions instead of actually doing campaigns

LazyMaybe
Aug 18, 2013

oouagh

CuddleCryptid posted:

It feels like a dick move to take someone's stuff so in my experience people don't take drops, even off corpses. Imo it comes down to communication; they will take it if you tell them it's okay.
people grab shields and railguns on a moment's notice on higher difficulty robot missions, and frankly they are right to do so. I don't know if I'm managing to get back over there anytime soon if I got gibbed there earlier

Captainicus posted:

I will note about the tesla tower that I didn't quite get at first - it charges up, then releases a jolt than chains through nearby enemies, then has another charge up and shoot, etc. So dense enough medium health packs like hive guards and spewers can overwhelm and get through it and smash it. I also found it to be rather poor against robots for obvious reasons - they can stand far enough away while they aggro on it and smash it safely, especially rocket devastators who often like to hang back up on hillsides and shoot at a distance.
If it's around a corner it will farm robots for days. Well placed ones can do super well on escort/elim missions.

LazyMaybe
Aug 18, 2013

oouagh

veni veni veni posted:

heavy armor enemies consist of probably 1/3rd of the enemies, yet there is literally one weapon in the game that can break heavy armor, and it's a strategem.
railgun/recoilless rifle/EATs, so at least 3 weapons that can break heavy armor

also while they're in certain animations(skidding after a charge), charger's leg armor can be broken by literally anything

LazyMaybe
Aug 18, 2013

oouagh

TheDeadlyShoe posted:

There's 4 (5?) support weapons that break heavy armor - the eat-17, the recoilless, the spear (debatable i suppose) and the railgun. AMRs can efficiently kill every robot unit except tanks and base turrets. There was a gif posted not long ago in this very thread of someone killing two hulks with the AMR.
Yeah it should be said, if you actually hit shots on bot weakpoints you can kill bots quite effectively with the AMR, because it penetrates medium armor and bulk weakpoints are medium armor.
That's at least one reason why medium armor pen matters. It doesn't need to be able to break heavy armor to be useful, and there's other weapons that need help far more than it does.

Railgun and grenade launcher are definitely the two best general use support weapons right now, but AMR is a decent sidegrade for some missions.

LazyMaybe
Aug 18, 2013

oouagh

jokes posted:

The AMR can very easily take out hulks if you shoot them in their behind. It just sucks that you have to use the gigantic sniper rifle that shoots explosive bullets like it's a DMR.
It can also kill hulks by shooting them in the eye(twice).

LazyMaybe
Aug 18, 2013

oouagh

AlternateAccount posted:

So far nothing feels satisfying or powerful against armored bugs. Autocannon, one-shot, recoilless, they all just seem to ping off armored guys and I don't know what I am supposed to be doing to actually be effective against them.
If it's a charger, shoot their legs with something that breaks heavy armor(recoilless, EAT, 2 railgun shots) to break the armor and then shoot it with normal bullets.
Their "weakpoint" at the back only takes 10% damage from bullets, but exposed leg flesh takes 100%, so they die super fast that way.

As for stuff like hiveguards, you can just autocannon/grenade launcher/railgun them down no problem.

LazyMaybe
Aug 18, 2013

oouagh

Oneiros posted:

that's a global order that requires the entire player base to successfully win eight planetary defense campaigns against the automatons, not eight missions/operations

it's also probably gonna fail because five dozen youtube influencers and a hundred thousand poopsockers are intentionally failing countless operations by grinding out the most brainless mission in the game to the exclusion of everything else
considering how incredibly small the reward is relative to how long 8 campaigns would take the playerbase even if they were all serious about it, no skin off my back

drop me some samples/supercreds if you want that extrinsic motivation

LazyMaybe
Aug 18, 2013

oouagh
dunno if it's what you're talking about, but when repeatedly dropping/picking up artillery shells I got bugged and could no longer do any "press E" interactions, and also could not get onto the pelican at the end

-6 super samples

LazyMaybe
Aug 18, 2013

oouagh

magiccarpet posted:

Grenade launcher has lots of ammo and doesn't require a backpack
I've become extremely grenade launcher pilled lately. shreds groups and most armored enemies, does better damage to bile titans than most(still gotta use stratagems to effectively take them down, but it can finish them off after a rail strike or some orbital laser). Still wanna have people with railguns on the team to deal with chargers though.

LazyMaybe
Aug 18, 2013

oouagh

apostateCourier posted:

three grenades under a charger's belly should finish it
if you mean from the gun, they absolutely do not

LazyMaybe
Aug 18, 2013

oouagh
Right now my favorite difficulty is 7. I've done my fair share of 9's, but on 7 there's a bit less constant bug pressure and while bile titans show up not infrequently, it doesn't spam them like it can on 9.

LazyMaybe
Aug 18, 2013

oouagh
I think once you have gear that is good at killing hulks and are used to them, tanks are a lot worse because the stuff that works around them is more limited/limiting(and they'll just gib you with their cannon at range)

anything that pens medium armor can kill hulks to the eye, but unless you can get behind a tank(only sometimes realistic) you're gonna need to hit it with airstrikes or very limited ammo support weapons

LazyMaybe
Aug 18, 2013

oouagh

LuiCypher posted:

I think it's kind of too good right now. It probably needs to have a limited number of recharges before it burns out in order to balance it, or a longer time between when it gets knocked out and refreshes. It's now like the high-level (pre-nerf?) Laser Guard Dog in that it's something that generates consistent value for you with zero drawbacks. Heck, even the Guard Dog had drawbacks in terms of friendly fire and TKs, now that I think about it...
It's not even actually about the amount of extra HP it gives you or the sustain from recharging, though those things are obviously good.

The actual reason the shield backpack is so incredibly strong is that it completely prevents most hit reactions. You don't get slowed by bug melee attacks when you have a shield up, you don't normally get ragdolled unless it's a charger running into you or like, a nearby tank shot. And being able to keep running when you take a stray hit is really, really good. It enables so much more aggressive play and means you can kite bugs around in FUBAR survival situations like the extract being overrun, usually to the point of surviving all the way until the pelican shows up even when there's bugs everywhere.

LazyMaybe
Aug 18, 2013

oouagh
How much are super cred drops worth? Seems like 10 per, but I don't know if it varies.

LazyMaybe
Aug 18, 2013

oouagh

Spanish Manlove posted:

The equivalent of $1 per hour doesn't seem worth the effort.
I'm not a paypig and I would much rather play the game to earn my superbux than swipe my credit card

already got the super battlepass just through playing

LazyMaybe
Aug 18, 2013

oouagh
Let's not pretend that the AMR having a zoomed scope(one that doesn't have an obnoxiously large dot that obscures weakpoints like the railgun's) and multiple shots before reloading aren't advantages.

LazyMaybe
Aug 18, 2013

oouagh
I had no idea until now that it was possible to drop samples, which implicitly must be why I've seen sample stacks near extract before(and immediately grabbed them)

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LazyMaybe
Aug 18, 2013

oouagh

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 distance enemies can spot you at is reduced by 30%" and it's not close

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