Helldivers 2

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Looks like the socialist scum are going after the DSS through Mastia. Hopefully we can mount a solid defense to keep the DSS from bot hands.

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I’ve been using the Dominator for a while now and it’s definitely fun but I’m wondering if there’s more viable options. I’ve been eyeing the scorcher cus it looks cool and I’m thinking my potato aim will like that recoil better than the dominator sending my camera towards the heavens above with each shot

Also side note, anyone use the new plasma pistol yet, maybe I can knock out the senator as my only used secondary

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... hold on, "players are unable to emote when flying through the air"?
Is that currently possible or is it supposed to be? Either way I have questions.

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Snipers blow chunks in Helldivers 2, and here's why.

The Diligence does a pathetic 165 damage and basically isn't worth using, especially since it can't penetrate armor. It probably is similar to a 5.56 rifle which means it should be medium armor penetrating at least. It's literally outperformed by almost every other weapon in the game for either penetration, damage, or both.

The Diligence Counter Sniper does 200 damage, which is OK, but still pathetic. Penetrates medium armor, but is embarrassed by the fact that the Senator does the same 200 damage and penetrates heavy armor. I've got a news flash for Helldivers devs - there is no universe where a revolver does more penetration than a fucking sniper rifle. The Counter Sniper is probably a .50 BMG rifle or similar, and if I shoot a Charger or Hulk in the face, it should immediately sit right down on its ass. The Senator, since it fires a slower round, should be the one doing medium penetration.

The Eruptor is pay-to-win, since it's the only usable sniper rifle in the game, but it's crippled by short range(the round explodes after a short distance) - so why bother putting a sniper scope on it at all? It's the only rifle capable of clearing out medium bugs just fine, but not due to precise sniper shots - due to exploding rounds. The rounds bounce off Bile Titans unless you hit them juuuust right - but it can one-shot a Factory Strider from beneath(as it should). It's utterly incapable of damaging a Charger at all, unless for some reason the Charger is heading away from you.

Here's how sniper rifles should work: the recoil should be horrendous unless you're prone. The Diligence should penetrate medium armor. The Counter Sniper should penetrate heavy armor. The Eruptor should penetrate heavy armor, stun, and clear the surrounding area with the explosion. There is very little, if any, armor that we know of that can stop a .50 BMG, so there's basically no bug or bot that should be able to take Counter Sniper rounds or greater and keep walking.

Sniper rifles are meant to be slow firing, high damage weapons that reward precision, and penetrate effortlessly. I should be able to find a spot, see a long distance with the scope and ping for my team, and land shots in critical hit points at range and bring large enemies to their knees while my team is working on crowd control. Unfortunately, most of the sniper rifles in this game are fucking useless, because the devs feel like you're supposed to bring a rocket launcher instead of a precision rifle.

Signed, the teammate who wants to play as a sniper, but can't, because there are no good long range rifles in the game.

I also posted this rant to Steam Community if you want to discuss there.

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What does "make other public performance of it" mean? Am I subject to licence revokation if I make a screenshot and post it on social media or something?

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Got team killed in revenge twice in 2 different games in less than 10 mins. Sure, I effed up and shot a diver. It happens we all shoot and get shot. It's a flaming shotgun it's not easy to control and they were behind a bug.

You reinforce, apologize and move on for the mission. You do not revenge kill your fellow diver the moment you step out of your pod and then say it's my fault.

That's enough for me tonight.

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Much of the time if I hit the quickplay option, it dumps me into a ship, pretty much at the same exact time as 2 or 3 other players. I don't have great sampling here, but it seems like the players are lvl 70+ who know how to do this. Is there some SOS Beacon or equivalent that I'm missing?

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If there’s one thing we love here on Super Earth, it’s the truth. We’ve even got a whole Ministry dedicated to the creation, fine-tuning, and wide distribution of it. It’s about time we gave our Helldivers some Ministry of Truth-approved equipment to match our deep, enduring love of and commitment to the Truth. With these tools, you will become one of Super Earth’s official Truth Enforcers.

Being a Truth Enforcer means showing your allegiance–your loyalty–to Super Earth’s superiority as the arbiters of truth. The best way to demonstrate loyalty? By carrying the PLAS-15 Loyalist plasma pistol. Come on, it’s got “loyal” in the name already. It also allows you to shoot semi-auto style, or you can charge it up for a shot with more kick.

We have two infallible primary weapons available in Truth Enforcers, too. First up is the SG-20 Halt: a pump-action shotgun, similar to the Punisher, that can alternate between stun rounds and armor-penetrating flechette rounds. You can stun foes with accuracy and pierce through their lies with little arrows of veracity. If that’s not enough raw sincerity to take them out, you’ve also got the SMG-32 Reprimand, which is a heavy SMG. It also has a cool slap reload, just like in the accurate, true-to-life movies you love.

It’s not enough to signal your Enforcer status with weapons alone, however. You’re also going to need some new Helldrip. For our light armor loving comrades, you can tap into your bureaucratic spirit with the UF-16 Inspector in crisp, stain-free white with red accents and a coordinating cape, the “Proof of Faultless Virtue.” It’s giving overseer. Squad Leader.

But let’s say you want something a little more hefty and protective, in which case I recommend the UF-50 Bloodhound medium armor and the “Pride of the Whistleblower” cape, picking up on those deep, official-looking reds. And because we want our Helldivers to stand strong against all who oppose the truth, both of these armors have the Unflinching passive, which reduces staggering when hit.

Truth Enforcers also includes new cosmetic patterns for your hellpods, exosuits, and Pelican-1. The Inconspicuous Black Pattern looks as mysterious as it does ceremonial. Equip these and you’ll bring immediate order to the chaos of other divers in your squad. To fully walk the walk and demonstrate your commitment to Super Earth’s order to the team, you can equip the new player title, Free of Thought.

You’ll also be able to secure the At Ease emote, giving your Helldiver a stoic, commanding, order-following vibe. This Enforcer isn’t the type to laugh at all these pull-my-finger emote jokesters on the squad. You know they need proper clearance and permits for that.

Don’t worry–we didn’t forget about the booster, either. Have you ever wanted just a little bit more stamina on the battlefield? Have you ever thought, while being chased by a Terminid horde, I’d die to have just a bit more gas to go the distance. If that sounds like you, Helldiver, then I have some good news: the new Dead Sprint booster may drain your health once your stamina is at zero, but it will enable you to keep outrunning the enemy.

The spread of truth and justice across the galaxy is a big job, Helldiver, but a real Truth Enforcer has the tools and the talent to do it. The Truth Enforcers Premium Warbond* lands on October 31st!

PlayStation Steam Discord Announcement

GhostlyPixel has posted an image if you want to see what the items look like

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One of the best moments in Helldivers 2 is dying from ragdolling into a wall from friendly fire, especially from an air burst rocket or back blast.

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Do we have the strength and courage to protect it from the socialist menace?

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Anyone experiencing low spawn rates on Eradicate Automaton Forces mission? It took the full fifteen minutes plus more to complete the mission and we killed everything in sight.

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For bugs especially you need to bump the difficulty up to AT LEAST Impossible now for things to even feel threatening with a moderately high leveled team. A group of four of us around level 80 went through hard and Suicide with almost 0 deaths on our first attempts after these "patches." We did a run through one set for bots too and it definitely feels different.

I'm not sure this is a good thing.

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Patch 1.001.100 Release Notes (store.steampowered.com)
submitted 2 months ago by neme@lemm.ee to c/helldivers2@lemmy.ca
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Air burst sacrificed itself for the good of the team. It refused a buff so others would benefit.

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Helldivers 2 is getting a new "Chemical Agent" Stratagem next week, but you'll literally have to pay or grind for it.

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Man this update is starting to make me hard for freedom

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It looks like they're making a reply thread with the changes.

alt link: https://xcancel.com/helldivers2/status/1833853134755496240

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Good work, Helldivers. Our patriotic message to the bugs, by killing millions of them, has worked.

You may spot this latest Strohmann News video in your Super Destroyer regarding the Gloom.

I couldn't locate a source so this is the best I can do.

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Copypasted directly from source:

https://store.steampowered.com/news/?emclan=103582791473678397&emgid=4339866697736692015

Fellow Helldivers,

I want to directly address the feedback you've raised about the Escalation of Freedom update. We’ve spent the last week listening to feedback, reflecting about the path ahead for Helldivers 2 and how we want to continue developing the game. In short, we didn’t hit our target with the latest update. Some things we just didn’t get right - and other more fundamental inconsistencies in our approach to game balance and game direction.

All of that is on us and we are going to own that. As many of you have pointed out, and we agree, what matters most now is action. Not talk.

To that end, here's what we intend to do in the upcoming updates.

Our aim within the next 60 days: Continue to re-examine our approach to balance. Our intention is that balance should be fun, not “balanced” for the sake of balance. Update how the fire damage mechanic works to tweak how the flamethrower serves as a close range support weapon. (A quick straight revert won’t work, as it would break other things) Rework gameplay to prevent excessive ragdolling Re-think our design approach to primary weapons and create a plan for making combat more engaging Re-prioritize bug fixes so that the more immediate gameplay-impacting bugs are prioritized. Improve game performance (frame rate is a focus) Rework Chargers

Additionally, from a bigger picture perspective we will be: Exploring creation of an opt-in beta-test environment to improve our testing processes and we consider this a high-priority. Post regular player surveys to gather more insights and feedback from the community. Improve our process for patch/release notes - providing more context and reasoning behind changes. More blog posts and streams where we expand on these topics for those interested. We also want to thank you for your patience. We're grateful that so many of you provided constructive feedback and suggestions on the latest update.

Mikael E Game Director & Arrowhead Game Studios

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