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[Helldivers II] Previous thread no longer online, deploying new thread

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Posts

  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    flamethrower secret sauce: it's supposedly actually pretty good on harvesters if you can get under them

    The problem I have is inevitably any time I want to go all Luke Skywalker on something big like a Harvester or Factory Strider, the rest of my team will inevitably decide to drop 500kg bombs on it.

  • DacDac Registered User regular
    edited December 2024
    Eravin talking about the current bug with the Peak Physique passive. Guess it's not surprising with these being the first melee weapons.

    https://youtube.com/shorts/fUEFJoAPAq0?si=6TZahwSwmH8Eq02q

    Phoenix-Sweating-1.webp

    Dac on
    Steam: catseye543
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  • Trajan45Trajan45 Registered User regular
    I found flame to be rather weak against them. I tried out the laser cannon and it just wasn’t doing as well as the machine gun imo.

    I don’t have the scorcher and other advanced guns unlocked, so i’m just sticking with my trusty crossbow. It can take out 2-3 voteless while 2 shotting overseers. I do want to try the Eurptor today and see how it does.

    I mostly rely on either MG, MG sentry, backpack, strikes, in some combo to deal with the large horde.

    Origin ID\ Steam ID: Trajan45
  • ArbitraryDescriptorArbitraryDescriptor Registered User regular
    flamethrower secret sauce: it's supposedly actually pretty good on harvesters if you can get under them

    I think it takes 3 Crisper canisters, in a pinch. I caught one outside the city and tortured it for a while, but I don't think I caused it much injury beforehand.

    (Elect resist armor + they can't step on you = they're absolutely helpless at close range without escorts)

  • RenzoRenzo Registered User regular
    Elec resist armor is really coming in handy with the Illuminate.

  • DysDys Registered User regular
    Tenderizer is a really good primary for Illuminates, I've found.

    It does high enough damage that you can remove any shield in less than a full magazine, and it kills voteless really fast.

    Not to mention that the lack of recoil makes it easy to take out scout drones, and also will effectively drill a hole through overseers' armor and let you shoot their main body easily for high damage. And thats without taking into account how easily it can hit their jetpacks and make them explode, either.

  • Trajan45Trajan45 Registered User regular
    Wish i had way more war medals

    sjyhzpuo9iel.jpeg

    Origin ID\ Steam ID: Trajan45
  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Apparently the AT emplacement it's also really really good, I'm looking forward to unlocking that one.

    Still a bit mixed on strats being in warbonds, even though from a mechanical level it's no different to weapons being in warbonds

    Ideas hate it when you anthropomorphize them
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  • CruorCruor Registered User regular
    The Blitzer is really good against the Voteless, and also stuns the bigger guys as well. Still settling in what strats I want to take. AMR is really good at dealing with the staff dudes and the flying jerks, which is very nice.

  • NobodyNobody Registered User regular
    Cruor wrote: »
    The Blitzer is really good against the Voteless, and also stuns the bigger guys as well. Still settling in what strats I want to take. AMR is really good at dealing with the staff dudes and the flying jerks, which is very nice.

    It also kills the Harvesters. Something like 4-5 shots into the hip joint I think?

  • CruorCruor Registered User regular
    Nobody wrote: »
    Cruor wrote: »
    The Blitzer is really good against the Voteless, and also stuns the bigger guys as well. Still settling in what strats I want to take. AMR is really good at dealing with the staff dudes and the flying jerks, which is very nice.

    It also kills the Harvesters. Something like 4-5 shots into the hip joint I think?

    It can kill with eye shots as well. Hip joint may be easier to land. The only issue Blitzer + AMR has is breaking shields, but I also pack impact grenades and eagle strafe for that.

  • BahamutZEROBahamutZERO Registered User regular
    I think the eye is a trap, it seems like it can survive several recoilless rocket shots to the eye while 1 RR shot to the upper leg segment kills them.

    BahamutZERO.gif
  • BahamutZEROBahamutZERO Registered User regular
    edited December 2024
    So for the squid spawner bases, what can destroy them? I have had good results with OPS and 500 kg bombs, which can kill them even with their shield up, but the recoilless rifle seems to just deflect off them no matter where you shoot it, even into the doorway, with or without shield. Grenades in the doorway like with bug holes and bot fabricators seem to maybe work sometimes, and sometimes not?

    BahamutZERO on
    BahamutZERO.gif
  • RanlinRanlin Oh gosh Registered User regular
    I think you just need to shoot down the shield before the smaller explosives like grenades or RR shots will work. I haven't personally tried nading the doorway but I did watch a tiny bit of someone who tried, and I thiiiiink you just need to get it in deep (heh) while the shield is down?

  • NobodyNobody Registered User regular
    edited December 2024
    Squid fabs are probably the biggest bugbear for my builds.

    My current technique is Strafing Run (shield break)/Impact Grenade through the door or chucking a Walking/120mm towards larger bases.

    Nobody on
  • BahamutZEROBahamutZERO Registered User regular
    Ranlin wrote: »
    I think you just need to shoot down the shield before the smaller explosives like grenades or RR shots will work. I haven't personally tried nading the doorway but I did watch a tiny bit of someone who tried, and I thiiiiink you just need to get it in deep (heh) while the shield is down?

    Shield might matter but I have never had a RR shot work either way. Grenades sometimes work and sometimes don't for unclear to me reasons.

    BahamutZERO.gif
  • Trajan45Trajan45 Registered User regular
    Apparently the AT emplacement it's also really really good, I'm looking forward to unlocking that one.

    Still a bit mixed on strats being in warbonds, even though from a mechanical level it's no different to weapons being in warbonds

    Feels like it’ll get some rebalancing to either shoot slower or have less ammo. Right now it seems really powerful.

    Origin ID\ Steam ID: Trajan45
  • NobodyNobody Registered User regular
    Ranlin wrote: »
    I think you just need to shoot down the shield before the smaller explosives like grenades or RR shots will work. I haven't personally tried nading the doorway but I did watch a tiny bit of someone who tried, and I thiiiiink you just need to get it in deep (heh) while the shield is down?

    Shield might matter but I have never had a RR shot work either way. Grenades sometimes work and sometimes don't for unclear to me reasons.

    Eravin just posted a video where he mentioned that the fabs have 2 doors, and one is bugged to not work properly. I hadn’t encountered that yet

  • CruorCruor Registered User regular
    The impact of a Gas Strike can one-shot Illuminate fabs through their shields. I was on a team where someone was using that to great effect.

  • RakeethRakeeth Registered User regular
    RR eye shot is a one shot for sure. But I only hit it around 70% of the time. The leg armor is only 3 AP and the segment connecting to body has way less hp overall. Apparently commando one shots that part.

    I'm falling in love with walking barrage again. just run within 100m of a base and line up a walking barrage. if you're lucky you can wipe a heavy base just like that without any risk. The way warpships are placed they usually line up pretty well.

  • shoeboxjeddyshoeboxjeddy Registered User regular
    The rocket turret seems to work really poorly in the new map. It ignored a strider walking around it to target one of those tesla towers which... okay, fine kill that first. It missed every shot, shooting over it continuously until it ran out of ammo or was killed, I didn't stick around to see which. Don't put "it focuses on larger targets" in the description if your sloppy coding makes that a lie, guys.

  • RakeethRakeeth Registered User regular
    The rocket turret seems to work really poorly in the new map. It ignored a strider walking around it to target one of those tesla towers which... okay, fine kill that first. It missed every shot, shooting over it continuously until it ran out of ammo or was killed, I didn't stick around to see which. Don't put "it focuses on larger targets" in the description if your sloppy coding makes that a lie, guys.

    None of the sentries can change targets once its chosen one. So that description only means that when its choosing a new target, after the current one dies, it will attack the largest one.

  • shoeboxjeddyshoeboxjeddy Registered User regular
    Rakeeth wrote: »
    The rocket turret seems to work really poorly in the new map. It ignored a strider walking around it to target one of those tesla towers which... okay, fine kill that first. It missed every shot, shooting over it continuously until it ran out of ammo or was killed, I didn't stick around to see which. Don't put "it focuses on larger targets" in the description if your sloppy coding makes that a lie, guys.

    None of the sentries can change targets once its chosen one. So that description only means that when its choosing a new target, after the current one dies, it will attack the largest one.

    When choosing targets upon landing, it didn't choose the largest one. Then it wasn't programmed to target a spot that it could actually hit, so...

  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    Finally found a primary that feels good against the purple bastards; the Sickle. High rate of fire and infinite ammo for chaff clearance, and super accurate for hitting the flying bastards. I've also been running the Stalwart for probably the first time since launch and that's also good against illuminate for exactly the same reasons.

    The Commando also seems to be a pretty good choice for support weapon; three shots will take down a harvester, and in a pinch it'll one-shot an annoying overseer.

  • ErrorError Registered User regular
    Weird. I picked Sickle as my first attempt at finding a primary and quickly found it was less than ideal. Maybe the planet's just too hot, but it would overheat and not act like a gun with limitless ammo.

  • shoeboxjeddyshoeboxjeddy Registered User regular
    Error wrote: »
    Weird. I picked Sickle as my first attempt at finding a primary and quickly found it was less than ideal. Maybe the planet's just too hot, but it would overheat and not act like a gun with limitless ammo.

    The key to using the Sickle is to attack and then stop shooting and move or switch to secondary instead of blowing out the ice. If you get used to this, you'll never need to reload it ever.

  • RenzoRenzo Registered User regular
    So far, vs Illuminate, nothing beats the Blitzer.

  • NobodyNobody Registered User regular
    Just tried out the autocannon against the squids and honestly, I'm kinda disappointed in most aspects.

    Pros:
    • It's good against the bases: Strafing run removes the shield and then pop a shot in the door.
    • Ground Overseers try to shield the damage and will run right into the fire, making them easy to hit.

    Cons:
    • Takes too many shots to take a leg off a Harvester, and the recoil is high enough to make it difficult to rapid fire it.
    • Even with Peak Physique armor the flying Overseers are a pain to hit with it.
    • Generally requires 3 shots to put down an Overseer (ground or air), which honestly is too much

    Build I was running:

    Sickle
    Stun Baton
    Impact Grenades
    Medium Peak Physique
    Autocannon
    Eagle Strafing Run
    Walking Barrage
    Gatling Sentry

  • NobodyNobody Registered User regular
    On a side note, the defense was a success!

    Also, the new factory hub in Terminid space is up and running so we should be getting the FRVs soon.

  • Trajan45Trajan45 Registered User regular
    Once I get the shields down, I can use the explosive crossbow to take out ships if you shoot them in the door opening.

    Origin ID\ Steam ID: Trajan45
  • DacDac Registered User regular
    Error wrote: »
    Weird. I picked Sickle as my first attempt at finding a primary and quickly found it was less than ideal. Maybe the planet's just too hot, but it would overheat and not act like a gun with limitless ammo.

    This was my experience as well. There are just SO MANY targets that I was running up against the heat limit a lot more than I ever did with Terminids/Automatons.

    Currently I'm running a Peak Physique heavy armor with the Halt in my primary slot and a stun baton for secondary. Support of Grenade launcher and the energy shield, since the directional ones don't seem to block melees like the bubble shield can. Voteless? Wade in and smack them to death. Watcher? Stun with the Halt, swap to flechettes and down them while they're paralyzed. Overseers? If ground units, just two tap with the grenade launcher. If flying units, stun with the Halt to freeze them in place, then GL. Harvesters.... I'm still working out what the best approach is with this setup. I'm thinking maybe Thermite grenades, but I'd have to get really good with throws and get close enough to get zapped, so maybe not.

    Steam: catseye543
    PSN: ShogunGunshow
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  • BahamutZEROBahamutZERO Registered User regular
    trying to handle everything with the loadout of just one helldiver is tough, if you give up your grenade slot for thermites you may have more trouble blowing up their spawners, and thermites mean you have to get in arc thrower range for the harvesters which is actually more deadly than their beam. I'd try to get them with a stratagem or call-in disposable AT weapon.

    BahamutZERO.gif
  • RenzoRenzo Registered User regular
    You could dump Peak Physique and wear Elec Resist Armor

  • DacDac Registered User regular
    Renzo wrote: »
    You could dump Peak Physique and wear Elec Resist Armor

    But then I may as well not use the baton at all. And I can't abide that.

    Steam: catseye543
    PSN: ShogunGunshow
    Origin: ShogunGunshow
  • NobodyNobody Registered User regular
    edited December 2024
    Oh, this might need some additional testing, but it we just had a Strat Jammer that did not go down when the attached Bot Fab blew up (this was one of the ones where it was right next to the jammer).

    So that's fun.

    EDIT: multiple people reporting the same thing on the discord. Looks like it was changed so they weren't as easy. Oops.

    Nobody on
  • BahamutZEROBahamutZERO Registered User regular
    uh oh!

    BahamutZERO.gif
  • italianranmaitalianranma Registered User regular
    They’ve adapted!

    飛べねぇ豚はただの豚だ。
  • McFodderMcFodder Registered User regular
    I tried the flamethrower against the Illuminate hordes over the weekend.

    It wasn't super effective.

    It was super fun.

    Switch Friend Code: SW-3944-9431-0318
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  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    I think the eye is a trap, it seems like it can survive several recoilless rocket shots to the eye while 1 RR shot to the upper leg segment kills them.

    The eye is a reliable 1 shot, you just have to actually hit the eye with the rocket. Hitting to the side etc won't do.

    I was getting good though too drop harvesters before they noticed me at long range with RR eye shots, it was fun.

    ---
    Not sure what I think on the AT emplacement. It's immensely good, don't get me wrong. I just think it's not quite my style, and I have trouble seeing through the smoke it puts out on targets it hits.

    Really really strong strat though.

    Ideas hate it when you anthropomorphize them
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  • Trajan45Trajan45 Registered User regular
    edited December 2024
    I wonder if it's just network issues or newer bugs but today has been all sorts of weird. Bugs flying into the sky, bugs bouncing off stuff, every time I land with the jetpack it thinks I hit something and fall prone.

    edit: nope, looks like these are known bugs with the last patch.

    Trajan45 on
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