Helldivers II

Gravel

Mr. Poopybutthole
36,324
115,266
The bugs (coding ones) and glitches are constant. Its starting to get a little frustrating. Strategem UI not opening properly. Getting stuck in weird animation lock that makes changing weapons or aiming impossible. Had one yesterday where we couldn't get the reinforce to work. Everyone had to leave and rejoin the mission in order to reinforce.
We had a fun one where none of us could board the extraction. Leaving the area wouldn't reset it, either. We had to just ditch it.
 

Gravel

Mr. Poopybutthole
36,324
115,266
Weird reading those patch notes and their comment about "weak points" on chargers. I'd tried every spot and the leg is the only one that ever did anything. Shooting spots that "looked soft" did fuckall.
 

Hekotat

FoH nuclear response team
12,026
11,487
We had a fun one where none of us could board the extraction. Leaving the area wouldn't reset it, either. We had to just ditch it.

We've had this happen twice since we started playing the game, it's the only bug I truly get upset about. Especially if you have super rare samples.
 

Cybsled

Avatar of War Slayer
16,447
12,093
Weird reading those patch notes and their comment about "weak points" on chargers. I'd tried every spot and the leg is the only one that ever did anything. Shooting spots that "looked soft" did fuckall.

There is of irony of them saying the “obvious weak point”, then referencing the head instead of the unarmored ass of the bug
 
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Sludig

Golden Baronet of the Realm
9,004
9,314
There is of irony of them saying the “obvious weak point”, then referencing the head instead of the unarmored ass of the bug
Which looks like about the toughest part outside of it's topside, yknow kinda like the beetles it's based off of. But hey, I'm happy if the head is weak now.

Just not sure I can bring myself to use recoiless or embrace the disposables, might be acceptable if spawn rate truly is improved. I wish with patience a clip of autocannon would kill a charger in the head or expose the leg. Because at least then you have a good weapon for clearing out mediums as well. The heavy anti tank I dislike for leaving you much more open to all the more heavy mediums etc. And with breaker nerfs, the swarms of midsize certainly is an issue since they stated they dont want your primary doing that much clearing.

Anyone actually running the MG's? Starter vs the weaker purchased one? Debating like that + disposable, orbital rail then a tough call between 5 hit eagle or shield. Or maybe revisit 2 drop 500kg.
 
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Hekotat

FoH nuclear response team
12,026
11,487
Which looks like about the toughest part outside of it's topside, yknow kinda like the beetles it's based off of. But hey, I'm happy if the head is weak now.

Just not sure I can bring myself to use recoiless or embrace the disposables, might be acceptable if spawn rate truly is improved. I wish with patience a clip of autocannon would kill a charger in the head or expose the leg. Because at least then you have a good weapon for clearing out mediums as well. The heavy anti tank I dislike for leaving you much more open to all the more heavy mediums etc. And with breaker nerfs, the swarms of midsize certainly is an issue since they stated they dont want your primary doing that much clearing.

Anyone actually running the MG's? Starter vs the weaker purchased one? Debating like that + disposable, orbital rail then a tough call between 5 hit eagle or shield. Or maybe revisit 2 drop 500kg.

I run the heavy MG if we need Medium armor and horde clear (My go to for this is the grenade launcher, arc thrower or heavy MG).
 

BrotherWu

MAGA
<Silver Donator>
3,048
5,835
My standard loadout for bugs is: Spray and Pray, 500k, 380, Flamethrower, Rover.

For bots: Dominator or Scorcher, 500k, 380, AT, Shieldpack.

Not saying they're best, just what I like to use. The 380 is pretty good at taking out bug hideouts and large factories. Also pretty good at identifying retards on your team or you as the retard. You can clean up with the 500k (which needs an AoE buff), or drop it on Titans, especially satisfying if you can get the designator to stick to the titan.

Scorcher I didn't like at first but it is pretty good if you can place skill shots on bots. AT takes out drop ship if you hit the engine and you can call them down every minute or so. I think it is actually something like 80 seconds.

Shield is a must-have for high level bots missions.
 
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Hekotat

FoH nuclear response team
12,026
11,487
The actual carry one not the turret right.

Correct.

Scorcher is good but you need other people with better weapons to supplement your low ammo reserves. I usually run it with grenade launcher and ammo backpack, so good.
 

Mao

Trakanon Raider
567
1,397
I start to get the feeling and worry that this game is sliding into the 'You're not playing it right' Dev Mentality and its going to really hurt the game long run if its not avoided.

The Devs seem quick to make changes, which isn't bad per se, but the changes seem to be directed at nerfing playstyles and tactics that we keep using. The old 'That is not how we intended you to do that.' comment. Instead of embracing the way players find solutions that they didn't anticipate there is a feel of adversarial nature with the devs and not in a good way. Instead of being like, "Cool, you got us let us figure out another challenge" it becomes "You did that wrong lets nerf it."

I had heard they didn't like people stealthing higher level missions, so now we have a lot of random spawns that just 'appear' around us, even in the middle of us. No bug hole or factory nearby. There was a period of time where breaking contact was nigh on impossible. We would be out of sight half across the map and shit would still be following us. That one did get changed slightly to where if you kill all of an aggro'd patrol others won't follow now at least.

There apparently was an environmental effect that randomized your strategems? Who the fuck thought that was a good idea. Fortunately they stopped that one cause 'it was causing more frustration than intended'. No shit really?

There is also a confirmation now that once you finish your objectives and start heading to the extract, the devs have set it to up spawns and turn it into a running gun battle. They want that cinematic, Mogadishu Mile ending, which kinda removes your ability to avoid patrols and be sneaky.

I kinda feel this stems from the 'Joel GM' thing where they talk about somebody monitoring and dynamicaly adjusting the game. There seem to be a lot of adjusting of back end dials and switches in the game that goes on constantly. People here have talked about it how the difficulties seem to bounce all over the place daily and stuff keeps changing. It almost feels like they need to slow down and let things play out a bit instead of changing so much so quickly.

The other is I feel they are trying to make the game a faithful 'experience' that mirrors their idea for Helldivers 1. They want it to play the same way of the huge horde shooter with lots of dying and this fits with the feeling of that 'your not playing it right' vibe I get from dev changes. My friends and I have adjusted. We used to pride ourselves on clears w/o dying, hitting objectives while avoiding all the unnecessary fights etc. Now we embrace the 'life is cheap' mentality. As a friend pointed out, you are rewarded for speed of completion not cleanliness of completion. Suicide runs to blow an objective than death spawn back. Sacrificial lambs to pull patrols away while the rest move on. Turrets are out cause they cause aggro chains that tie to you no matter how far away you are. So now its just all the bombs to kill quickly as possible. We make it work, it just feels like someone has a heavy hand on the scales and it doesn't feel good and is starting to cause frustration in my group. It feels like creative solutions are getting nerfed for a 'fuck it, killem all' being forced on us.

So fair enough, we kill em all. Just feels cheap.
 
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Sludig

Golden Baronet of the Realm
9,004
9,314
Limited slots, rover I don't think kills enough near quick enough and only really real useful if your running a bunch of specialized main gun/support that you can't be bothered to kill trash. So w/ the scorcher and an AT makes more sense but not my cup of tea.

380mm again limited slots and I think is just a mix of TK machine, and doesn't really accomplish as much as a faster use eagle strike wouldn't do. I suppose now that it lasts longer, if you had like 2 bug breaches on top of each other it might be nicer.

Flamethrower I just don't think it's effective enough to have the added risk and possible oopsies with it. I think I've seen a few outside of the post here saying say theyve walked it back and is somewhere between original and first buff, so it doesn't just melt chargers quickly or anything. I always hated it for obscuring my sight while trying to hit stuff and not confidant of just where edge of it's range is.

I like concrete precise and hard hitting specialist weapons. So call ins that specialize on what I'm trying to accomplish.
 

Vuuxo

Karen
<Gold Donor>
818
2,099
The hit box for the Charger head must be tiny and their heads aren't that fucking small. So far only been able to 1 shot one.
 

Hekotat

FoH nuclear response team
12,026
11,487
Limited slots, rover I don't think kills enough near quick enough and only really real useful if your running a bunch of specialized main gun/support that you can't be bothered to kill trash. So w/ the scorcher and an AT makes more sense but not my cup of tea.

380mm again limited slots and I think is just a mix of TK machine, and doesn't really accomplish as much as a faster use eagle strike wouldn't do. I suppose now that it lasts longer, if you had like 2 bug breaches on top of each other it might be nicer.

Flamethrower I just don't think it's effective enough to have the added risk and possible oopsies with it. I think I've seen a few outside of the post here saying say theyve walked it back and is somewhere between original and first buff, so it doesn't just melt chargers quickly or anything. I always hated it for obscuring my sight while trying to hit stuff and not confidant of just where edge of it's range is.

I like concrete precise and hard hitting specialist weapons. So call ins that specialize on what I'm trying to accomplish.

The problem with orbitals is the long cooldowns and typically one use, especially the rail gun. It should be a guaranteed kill on heavy armor enemies and it's just not. The eagle loadouts are superior in every way, number of call ins, cooldowns and ability to send it for re-arm if you are heading across the map to a big objective and need them all when you start it. Especially with the fully updated Eagle, you can get 6 or 7 cluster bomb strikes before a cooldown.
 

Sludig

Golden Baronet of the Realm
9,004
9,314
They wont but I wish theyd make the shield a non backback item. It just really makes so many other support weapons a very hard choice. Having a hard time finding just what I like. I forgot how fucking slow the MG was to track on targets, not great for switching targets too rapidly.

I'm 4/4 for charger 1 shots w/ expendable, so not sure what other guys issue is. If not a non backpack shield, carrying one expendable in a non "3" slot would be very nice too. Because my issue is still I might need one, then you need to run 100 meters and end up needing one then and you've either left the 2nd or left your other support weapon and still waiting on that 1.5minute call in. (And yes omg wtf are you just solo, I just don't like to be reliant on teamates as too many still seem to struggle w/ dumb shit so I like being able to handle the heavies)

Railgun I do like for one tapping all the bigger mediums. So I think it's still gonna be meta for me w/ shield for the moment. I really hate the limited ammo on mech so I lean towards 500kg/cannon and debating dropping the cannon for 5 use eagle. Because in higher difficulties that timer is just way too long until it at least 100% kills titan. Wish overcharge on the rail went slower, or had a little longer cap as I blow myself up at least once a map trying to get precise shots on fucking titan heads.
 

BrotherWu

MAGA
<Silver Donator>
3,048
5,835
Limited slots, rover I don't think kills enough near quick enough and only really real useful if your running a bunch of specialized main gun/support that you can't be bothered to kill trash. So w/ the scorcher and an AT makes more sense but not my cup of tea.

380mm again limited slots and I think is just a mix of TK machine, and doesn't really accomplish as much as a faster use eagle strike wouldn't do. I suppose now that it lasts longer, if you had like 2 bug breaches on top of each other it might be nicer.

Flamethrower I just don't think it's effective enough to have the added risk and possible oopsies with it. I think I've seen a few outside of the post here saying say theyve walked it back and is somewhere between original and first buff, so it doesn't just melt chargers quickly or anything. I always hated it for obscuring my sight while trying to hit stuff and not confidant of just where edge of it's range is.

I like concrete precise and hard hitting specialist weapons. So call ins that specialize on what I'm trying to accomplish.

I typically run stealth armor and, when disengaging and moving to the next objective, the Rover is really nice for cleaning up anything that is tagging along. I also really like that it just helps with trash when you are focusing on other things. Eagle strike is nice and it's good to have one on the team but it won't take out a large base/hideout. 380 often does and it can be safe if you use it judiciously and also use your mic. Not saying you're wrong just saying what my reasoning is.

Flamethrower, I sort of agree with you. It was initially melting chargers but I think they toned it down. I've also played around with the arc but, again, TK machine.
 

Foggy

Ahn'Qiraj Raider
6,236
4,809
I love and hate the Rover. It is very effective, especially against bugs. However, it kills me and teammates too much without warning, and it prevents you from going stealth.
 

Cybsled

Avatar of War Slayer
16,447
12,093
Arc feels more effective than flamethrower now and also safer….I’ve encountered less arc bounce TKs than teammates running into burning ground patches and losing 75% of their Hp in 2 seconds