tiberius

joined 1 year ago
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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.

[–] [email protected] 2 points 2 days ago

Went back to playing Luck be a Landlord.

[–] [email protected] 2 points 4 days ago

Someone needs to double check this but it's still grey...

[–] [email protected] 1 points 6 days ago (3 children)

Typically, there's only a few configuration. Near the terminal or within visible range of it.

 

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

[–] [email protected] 3 points 1 week ago (2 children)

Were these a terror before the 1.001.100 patch? I didn't encounter them since I was only playing level 6. Was it like trying to extract while in range of a mortar emplacement?

[–] [email protected] 4 points 1 week ago

If this is a player hub, it would be amazing to lose it to the enemy. It would make the war impactful.

You can feel it when super earth will fall as everything is scattered and in ruins. When we're beating the enemy back, we have shiny toys as our logistic network is operating at full power.

[–] [email protected] 8 points 1 week ago (3 children)

Sounds like it's going to be a tough fight to keep it alive during construction.

I can picture it getting trapped behind enemy lines, leading to its destruction.

[–] [email protected] 1 points 2 weeks ago (1 children)

I completed my first 10 - Super Helldive operation today in a 3 helldivers team. It went too well. I feel like they need to reintroduce those pulled planetary modifiers if their design goal is to have high failure rate at that level. Maybe revert back to heavy spawn rate of heavies for Super Helldive. As a causal noob with skill issues, I shouldn't be able to do Super Helldive on my first go. However, if their design goal is for everyone to complete Super Helldive then this comment will be invalid.

[–] [email protected] 7 points 2 weeks ago

This really hits the point. I'm pretty sure a fresh team would have issues due to the lack of ship modules.

Your power output dramatically increases when a resupply pack fills your entire support weapon ammo supply.

[–] [email protected] 2 points 2 weeks ago* (last edited 2 weeks ago) (1 children)

I only play in two helldiver squads and the game has definitely gotten easier. I always play on 6 - Extreme, except for Terminid High Value Assets missions due to Impalers. After the first mission, we immediately went up to 7 - Suicide Mission due to the lack of spawns. Generally, I would say it's a good thing as you typically don't see bile warriors, bile spewers, or spore chargers at level 6.

 

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.

[–] [email protected] 1 points 2 weeks ago

It quite fun at wiping out chaff with assisted reload but at that point, an auto cannon could do the same job.

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submitted 2 weeks ago* (last edited 2 weeks ago) by [email protected] to c/gamedeals
 

TOEM is going to be free Sep 19-26 on EGS. Pointed out by [email protected]

[–] [email protected] 5 points 2 weeks ago

Used Air Burst, Knives, Pummeler, and all 3 mines. I could not stop laughing as I used up all our reinforcements.

 

Air burst sacrificed itself for the good of the team. It refused a buff so others would benefit.

[–] [email protected] 7 points 2 weeks ago (1 children)

Change is good, whether it's a nerf or buff. You gain a certain perspective and experience on the difference.

I'm looking forward to relearning the 500kg blast limit, just like using the orbital precision strike.

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