Dumb question, but as a new player (I'm level 6) how do I figure what missions to jump into in quick play? Like I open the map and see all the missions available but not sure how to figure out which ones would be best to join.
I figured out how to start a mission by myself which was nice to further get used to the game but got absolutely creamed, so not exactly looking forward to spending
I believe the answer is any of them. The zones are color coded to enemy type, red robutts, yellow starship troopers bugs, purple zombies and giant space squids. Take your pick. There seems to be a game wide push to fight the zombies right now so that’s what those lit up circles are in their sectors. There’s also a marker for our space station I guess but I have no idea what that means
When you zoom into a planet there’s a few yellow zones that all seem identical once you click into them. I thinks it’s day vs night. and white markers of in progress games from other players with a player count beneath.
The most important part seems to be that it shows your difficulty level in the center bottom. You have to complete a whole operation to unlock each higher difficulty, which seems like it starts with just one mission then gets up to at least 3 (where I’m at currently on lvl 7) and that means three separate deployments from that planet, when you can see when you click into the yellow markers
I still struggle with the Autocannon. I had the kill 100 folks with it today, and took it to some defense missions. When it take 3 shots to take down an overseer vs 2 charged shots from the purifier, and I have to wear a backpack, I'm just not sure what it's niche is that I'd take it over something else since it's recoil is also pretty bad.
AC seems weird vs illumanti. It is great vs bots and termanids but just didn't work as effectively vs illumanti than I expected last night. You really want to at least kneel when you are using the AC specially if you are shooting fliers.
I still struggle with the Autocannon. I had the kill 100 folks with it today, and took it to some defense missions. When it take 3 shots to take down an overseer vs 2 charged shots from the purifier, and I have to wear a backpack, I'm just not sure what it's niche is that I'd take it over something else since it's recoil is also pretty bad.
Put it into frag mode and eviscerate packs of voteless
Yes vs voteless in frag mode it is solid but vs the bigger overseers it always seems to take more shots than I expect in heat or frag modes.
I think this morning might be my cue to take a break for a bit. Just wanted to get my daily done, but my first couple missions just had a bunch of team killing folks. I should I learned the first time they blew me up with the AT cannon, but I left after they blew up my mech. The next mission I left within 30 seconds when someone was just calling down orbitals on everyone.
I still struggle with the Autocannon. I had the kill 100 folks with it today, and took it to some defense missions. When it take 3 shots to take down an overseer vs 2 charged shots from the purifier, and I have to wear a backpack, I'm just not sure what it's niche is that I'd take it over something else since it's recoil is also pretty bad.
AC seems weird vs illumanti. It is great vs bots and termanids but just didn't work as effectively vs illumanti than I expected last night. You really want to at least kneel when you are using the AC specially if you are shooting fliers.
I still struggle with the Autocannon. I had the kill 100 folks with it today, and took it to some defense missions. When it take 3 shots to take down an overseer vs 2 charged shots from the purifier, and I have to wear a backpack, I'm just not sure what it's niche is that I'd take it over something else since it's recoil is also pretty bad.
Put it into frag mode and eviscerate packs of voteless
Yes vs voteless in frag mode it is solid but vs the bigger overseers it always seems to take more shots than I expect in heat or frag modes.
The drones can tank a crazy amount of shots, too. I think it's the way Illuminate are covered in ablative bits so you still need to be far more precise with something like the AC than you would on the other fronts.
I unlocked the autocannon yesterday and kind of immediately fell in love. the self reload isn't even that bad for a backpack item.
Then I unlocked a laser rover so now I have to make decisions about backpacks!
A good thing to know with *every* single weapon in helldivers is the game does reloads in stages.
Which means you can "cancel" a reload and still keep your progress, very useful if you have to dive away.
In the case of stuff like the autocannon and RR, it's possible to cancel the animation of the final stage of the reload too - when the ammo count turns white again, you're good to go. If you're in a team with me, you'll often see me start reloading the RR and suddenly dive at the end of it - that's me cancelling the reload.
If it's against bots, expect a rocket to get fired mid dive, usually killing Yet Another Dropship.
I still struggle with the Autocannon. I had the kill 100 folks with it today, and took it to some defense missions. When it take 3 shots to take down an overseer vs 2 charged shots from the purifier, and I have to wear a backpack, I'm just not sure what it's niche is that I'd take it over something else since it's recoil is also pretty bad.
It's a medium killer that also works vs Anti-tank stuff. You trade raw firepower for being very flexible, able to blow up fabs/holes etc, and punch through basically everything's a rmor. It rewards accuracy, but has a slow aim and a hell of a kick to it's recoil. Getting good with it tends to involve learning to shoot with it in third person, and abuse the fact that the white circle shows you exactly where it's pointing - so you learn to drag your aim and fire when the circle is over what you want to hit, not your actual center of the screen pointer. It really needs to be landing headshots/weakpoint hits to truly shine, but if you do it's got 10 of those beauties to put down nigh anything.
I would reocmmend pairing it with either the Better reocil armors (Fortified/Engineer) or Peak Physique
And now it's got frag mode to swat chaff, which is v. nice.
You're probably already aware of this, but you can also cancel reload animations by hitting the crouch button.
As such, my personal preferred reload cancel for the RR isn't to dive, but to just double tap the crouch button. The game registers that as you standing up from reloading and crouching back down again, but in reality you just don't move from the reload position and can fire the rocket really dang fast after that icon turns white.
Doing that let's you shoot down dropships fast enough that, so long as you have ammo available near you, you can potentially shoot down almost every ship in an attack wave during the rocket launch defense missions. I dont hesitate to call in resupplies right next to me on those missions now because of that.
Legit trivializes those missions, especially if there's multiple people shooting them down.
I think this morning might be my cue to take a break for a bit. Just wanted to get my daily done, but my first couple missions just had a bunch of team killing folks. I should I learned the first time they blew me up with the AT cannon, but I left after they blew up my mech. The next mission I left within 30 seconds when someone was just calling down orbitals on everyone.
That sucks. What diff are you running at?
At 10s, it's pretty chill. I get a few idiots, but they're usually responsive to being told to cut it out with the strats.
One werid tip: If you're hosting, taking the time to chest bump/hug everyone as they join goes a long way. Humans are werid goblins, and just being sociable like that really does help. Brains!
Sadly no 9's or 10's were going at the time. I think it was 7 or 8's. I've played over hundred missions, and I've only had maybe 4 or 5 team killing ones. So it's not a high %, just annoying yesterday.
I do think they need to buff the drop ships for the defense missions. 2 folks with AT cannons or RR's going and 70% of the ships die before they can beam anyone down. Maybe ships need to have shields on them for those missions, so someone has to at least soften them up first.
Sadly no 9's or 10's were going at the time. I think it was 7 or 8's. I've played over hundred missions, and I've only had maybe 4 or 5 team killing ones. So it's not a high %, just annoying yesterday.
I have only had a couple and my response is if they are going to do it then it is a free fire zone. Most of the time you can tell when it was an accidental thing or just stupid placement of orbitals which I tend to not get upset about. But if they start intentionally team killing it is game on.
I do think they need to buff the drop ships for the defense missions. 2 folks with AT cannons or RR's going and 70% of the ships die before they can beam anyone down. Maybe ships need to have shields on them for those missions, so someone has to at least soften them up first.
''
I have lost those missions even with a couple people smacking down UFO left and right. With the mass amount of voteless that still come out and the flying guys it is really hard to keep them off the generators for the full period of time.
Purifier
Redeemer
Gas Grenades
Recoilless
Flame Turret
Orbital Laser
Eagle Strafing Run
Flame turret at approaches, gas grenades near it if it started getting swamped. Strafe to break tripod shields and RR to take off a leg. If tripods don’t show up as much strafing run can clear a ton of voteless.
Purifier/Redeemer for when they got past the turret, Laser as a reset button.
Got a suggestion to try the Cookout into squids, and since I already loved this gun on the bug front I figured I'd give it a try there too.
It's pretty great. Overseer charging in with a staff? Set it on fire and get it to stop in one shot. Four shots to kill if you're in close.
Got a bunch of Voteless rushing you? A few quick pumps and they're all staggered and on fire.
Yup fire plus spread of shots seems very good into squids. The way their armor works seems to make rapid fire or multi pellet guns very effective over things like AC where it is slower bigger hits. I imagine incendiary breaker + that new armor mod for more ammo could be satisfying too.
Purifier
Redeemer
Gas Grenades
Recoilless
Flame Turret
Orbital Laser
Eagle Strafing Run
Flame turret at approaches, gas grenades near it if it started getting swamped. Strafe to break tripod shields and RR to take off a leg. If tripods don’t show up as much strafing run can clear a ton of voteless.
Purifier/Redeemer for when they got past the turret, Laser as a reset button.
The Urban Warbond is next on my list. Flame and AT are really good.
I usually run Purifier, Senator, impact flame nades, with orbital laser, MG turret, HMG emplacement, emp mortar.
Early, just head up front, slap the mg in the corner to catch anything by the gate. Nades for the groups as they beam down (they take out a ton of voteless), use emplacements till they run out, drop your own (focusing on flying overseers). Emp to slow down anything left and laser for “oh crap” moments.
Later do the same by the main gate if the 2 front gates are out. Though if we get 2 AT turrets, they never make it through the first 2.
I don't have any of the second wave Killzone gear. I remembered seeing something about how that was a known issue, some people didn't get it, and Arrowhead was working on a fix. But now I'm thinking, what day did I get back into this game again? It's possible I was just literal days too late to get it. I really hope that's not it, I'd hate to have missed out on a burst fire plasma sniper.
Oddly enough I’ve never been impressed by the MG turret into squids. It always seems to die before doing that much (usually from Overseers, but I’ve seen it mobbed by Voteless before).
I’d I can get it up on a shelf it’ll last longer, but the Gatling and Flame turrets always seem to be so much more effective (and yes, I’m counting the shorter cooldown into that)
Oddly enough I’ve never been impressed by the MG turret into squids. It always seems to die before doing that much (usually from Overseers, but I’ve seen it mobbed by Voteless before).
I’d I can get it up on a shelf it’ll last longer, but the Gatling and Flame turrets always seem to be so much more effective (and yes, I’m counting the shorter cooldown into that)
main thing with mg is you kinda need to get it setup before the herd is attacking. If you try to throw it down when stuff is already going crazy it tends to die fast. If you throw it out and it gets setup before the herd comes out it does a ton of work. It also has a super fast cool down so you can have it up a LOT.
It's always a supplement stratagem. I'll throw it ahead of me when running away, or throw it down at an intersections near an objective like SAM site. It does wonders taking out watchers, flying overseers, and voteless if it has room to do so. I do think the Flame turret is better for voteless, but with my incendiary nades to thin hordes, it works quite well. The main draw is it's short cooldown time. The combo of MG turret, MG guard dog, and myself, I can control a large quantity of squids by myself.
MG turret with all the cooldown upgrades is very much something that you can just throw out as soon as it's off cooldown. Even if I don't need it, having it out and ready to go helps me more than it hurts.
But I also only play with friends and we think it's hilarious when somebody is retreating back from a horde and gets caught in a 7-way crossfire from random MG turrets.
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I figured out how to start a mission by myself which was nice to further get used to the game but got absolutely creamed, so not exactly looking forward to spending
I believe the answer is any of them. The zones are color coded to enemy type, red robutts, yellow starship troopers bugs, purple zombies and giant space squids. Take your pick. There seems to be a game wide push to fight the zombies right now so that’s what those lit up circles are in their sectors. There’s also a marker for our space station I guess but I have no idea what that means
When you zoom into a planet there’s a few yellow zones that all seem identical once you click into them. I thinks it’s day vs night. and white markers of in progress games from other players with a player count beneath.
The most important part seems to be that it shows your difficulty level in the center bottom. You have to complete a whole operation to unlock each higher difficulty, which seems like it starts with just one mission then gets up to at least 3 (where I’m at currently on lvl 7) and that means three separate deployments from that planet, when you can see when you click into the yellow markers
AC seems weird vs illumanti. It is great vs bots and termanids but just didn't work as effectively vs illumanti than I expected last night. You really want to at least kneel when you are using the AC specially if you are shooting fliers.
Yes vs voteless in frag mode it is solid but vs the bigger overseers it always seems to take more shots than I expect in heat or frag modes.
The drones can tank a crazy amount of shots, too. I think it's the way Illuminate are covered in ablative bits so you still need to be far more precise with something like the AC than you would on the other fronts.
It's pretty great. Overseer charging in with a staff? Set it on fire and get it to stop in one shot. Four shots to kill if you're in close.
Got a bunch of Voteless rushing you? A few quick pumps and they're all staggered and on fire.
You're probably already aware of this, but you can also cancel reload animations by hitting the crouch button.
As such, my personal preferred reload cancel for the RR isn't to dive, but to just double tap the crouch button. The game registers that as you standing up from reloading and crouching back down again, but in reality you just don't move from the reload position and can fire the rocket really dang fast after that icon turns white.
Doing that let's you shoot down dropships fast enough that, so long as you have ammo available near you, you can potentially shoot down almost every ship in an attack wave during the rocket launch defense missions. I dont hesitate to call in resupplies right next to me on those missions now because of that.
Legit trivializes those missions, especially if there's multiple people shooting them down.
That sucks. What diff are you running at?
At 10s, it's pretty chill. I get a few idiots, but they're usually responsive to being told to cut it out with the strats.
One werid tip: If you're hosting, taking the time to chest bump/hug everyone as they join goes a long way. Humans are werid goblins, and just being sociable like that really does help. Brains!
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
I have only had a couple and my response is if they are going to do it then it is a free fire zone. Most of the time you can tell when it was an accidental thing or just stupid placement of orbitals which I tend to not get upset about. But if they start intentionally team killing it is game on.
''
I have lost those missions even with a couple people smacking down UFO left and right. With the mass amount of voteless that still come out and the flying guys it is really hard to keep them off the generators for the full period of time.
My loadout for.a while was something like:
Purifier
Redeemer
Gas Grenades
Recoilless
Flame Turret
Orbital Laser
Eagle Strafing Run
Flame turret at approaches, gas grenades near it if it started getting swamped. Strafe to break tripod shields and RR to take off a leg. If tripods don’t show up as much strafing run can clear a ton of voteless.
Purifier/Redeemer for when they got past the turret, Laser as a reset button.
PSN: ShogunGunshow
Origin: ShogunGunshow
Yup fire plus spread of shots seems very good into squids. The way their armor works seems to make rapid fire or multi pellet guns very effective over things like AC where it is slower bigger hits. I imagine incendiary breaker + that new armor mod for more ammo could be satisfying too.
It's also a relatively new addition from just a few patches ago.
The Urban Warbond is next on my list. Flame and AT are really good.
I usually run Purifier, Senator, impact flame nades, with orbital laser, MG turret, HMG emplacement, emp mortar.
Early, just head up front, slap the mg in the corner to catch anything by the gate. Nades for the groups as they beam down (they take out a ton of voteless), use emplacements till they run out, drop your own (focusing on flying overseers). Emp to slow down anything left and laser for “oh crap” moments.
Later do the same by the main gate if the 2 front gates are out. Though if we get 2 AT turrets, they never make it through the first 2.
I’d I can get it up on a shelf it’ll last longer, but the Gatling and Flame turrets always seem to be so much more effective (and yes, I’m counting the shorter cooldown into that)
main thing with mg is you kinda need to get it setup before the herd is attacking. If you try to throw it down when stuff is already going crazy it tends to die fast. If you throw it out and it gets setup before the herd comes out it does a ton of work. It also has a super fast cool down so you can have it up a LOT.
But I also only play with friends and we think it's hilarious when somebody is retreating back from a horde and gets caught in a 7-way crossfire from random MG turrets.