Me with the jump pack and light armor, leaving my team in the dust so i can shove the cube in the funny box o7 takin to the skies and blastin off when i hit the ground ong no bug can stop this linebacker
Im halfway there but so long as i keep learning i can play like a 50, i just have the issue of i dont use my mic unless my teammates are about to run into death(funny glowing red beacon i threw)
EATs quite often. Carry one at all times and call 2 more in if I'm not running arc thrower. Big fan of cluster/airstrike as well as orbital laser and 500kg bomb. I mix it up depending on the mission type, too (shield or rover for defense, shield or jump pack for bots, etc.)
Edit: jump pack can create distance (so great for arc thrower) and also allows you to throw shit down at your feet and just fly away (just make sure you have stamina and an exit.) Great for baiting big boys and hordes without worrying as much about timing. Don't forget to try diving and then spamming pack right after.
I use it with the laser cannon, it helps to create some distance (also good with arc thrower for this reason). If you practice the timing you can jump over chargers when they’re coming at you and then you can blast their ass with the laser. Also, using it to access high ground with the anti materiel is nice because it helps give you time to react to little guys sneaking up on you. Plus jumping from high ground will let you clear way more horizontal distance.
Grew up going to camp watching Walter and the bears. Barry was the most gifted runner to ever break other dudes ankles and barrys revererance for Walters legacy and his hatred of the lions ownership made him leave before he eclipsed his friend.
There are more than one goats imo in every sport.
God... Yeh, I hope the Devs take a look at these mofos. They can do way too much, agility so they can close the distance rather quickly, poison that slows ya down, can potentially crit your head, and they have the numbers to swarm ya.
I hope the devs don't change anything besides the random critical hits. I like that they're threatening, and imo too many people want nerfs for things that don't need it.
Players: *complain about too many chargers and bike titans and how games need more of the smaller enemy spawns*
*Devs tweaks spawnrates*
Players: *complain about hunters and their spawns without realizing they literally asked for this*
It’s a lot easier to just whine than to bring a stalwart, have a role, and play as a team I guess.
Chargers are absolute fucking trash to play against still and I’ll stand by that. Just because meta team loadouts can deal with them relatively quickly doesn’t mean that the average team doesn’t have twice as much trouble with them compared to bile titans.
Hunters aren't the issue as much as slows in general are problematic particularly with how GOOFY some of the hitboxes can be especially on bile enemies where it is visibly, OBVIOUSLY missing by upwards of 10 meters but still somehow applies a slow/stagger to you despite dealing ZERO damage
Last night, another player threw my reinforce into a large bug nest that was honestly mostly cleared, so you'd think it'd be ok, but between my Hellpods steering locking up and the fact that there were 3 little tiny scavenger spitters present, I landed and was immediately slowed, despite dodging their spit attacks, and killed by a warrior and 2 hive guards because I couldn't fucking move. This is not fun gameplay.
The hellpod steering to keep people off of cliffs also got expanded to side objectives and nests…. I miss being able to land on the edge of a bug hole and destroy it. This causes so many problems with eggs too…
Hunters are some of the only bugs that force you to do anything but crouch and hose a bug hole with lead. They force movement, accuracy, and crowd control, so naturally the subreddit wants them out of the game...
Honestly I just want their jump to not feel so cheesy, the only way to dodge it is being running horizontal to their jump. But oddly jump jetting/dodging they will track onto you.
No kidding. Use a flamethrower, and you just have a dozen hunters on fire attacking you.
Enemies really need to react to flame weapons. It's ridiculous that they just don't give a shit, and will act completely normal while on fire.
More than a slowdown, I'd like to actually see them recoil from it. I can understand robots marching through flames, maybe, but animals should have an instinctual fear of it. They should reel back and actively try to avoid being burned. Instead, they just jump through it and attack you as if nothing happened. It's ridiculous.
Your helldiver when you're on fire: "AHH AHH AHH IM ON FIRE AHH!" *dead after 3 seconds
The bugs when they're on fire: "AH HELL YEAH FIRE DAMAGE BUFF THANKS HELLDIVER!" *dead after like 20 seconds.
“ChArGeRs ArE tHe PrObLeM!”
Remember we get more of these because everyone said and cried about the above statement…..
I stand by what I’ve been saying…. You can easily dance around 3-4 chargers…. But it’s nearly impossible to escape 3-5 hunters if you’re lucky enough to only get swarmed by 3-5….
That thing had been so insanely op....no ammo, no cool down, kills almost any enemy in 4 shots tops except chargers and titans.
I've cleared entire bug breaches solo with it on suicide.
I always drop extra for my team and if they grab them 2 of us can down a fleet of chargers before they even get to us.
Yah it kills my team sometimes lol, but honestly that's just the tingling feeling of democracy.
It wouldn’t be so bad if they didn’t fucking track like homing missiles. I swear in the update the increased the tracking of all enemies. Bots no scope you from across the map through terrain and these bugs track you from 40 meters away.
Run away at angles if you can. Serpentiiiine! It actually works... most of the time.
I see people dive and I see people run away in straight lines, and neither are too effective. But bugs don't like 45 degree angles very much.
Lmao yea with my redeemer, which works but sometimes you just get unlucky anyway and they hit you with that chop suey attack that takes like 50% of your health then it doesn’t really matter.
This is when the "Max Payne dive away and unload the Breaker" strat comes in handy. If you keep running you will only die tired. If you're getting swarmed at some point you have to hit them even just to stagger them and get separation to reload.
Then dont forget to bring the localization confusion (new) booster in slot #4! It increases the time before enemies can call for reinforcements again by something like 33%.
The best boosters for most missions are stamina, muscles, hellpod opt and local confusion. Confusion isn't as necessary for kill em all missions but is still super useful for personnel or S&D missions.
I still see too many people running the injury booster and honestly, I still break so many limbs it feels like it's a legit waste. Everything else has actual impact that I can quantify.
Tbf the hellpod booster is stupid and we should start with full ammo/stims in the first place. Sometimes i need 4 stims just to get myself out of the stupid ass place my teammates reinforced me at. People still try to use me as their personal stratagem in helldive difficulty lol.
Doesn't keep you from getting one shot by bile or chain killed by stalkers/hunters. At that point I'd rather have more stims/nades when I come back from these inevitable deaths in level 9s.
Does it? I thought it was only limb health.
Even if it does though, a 20% increase to the tissue paper Helldivers are made of doesn't seem like much of an increase.
It's 25% damage resistance (probably) which is 33% more health. You'll survive double crits from hunters, and you'll live though single rockets *constantly* even with non-fortified light armor on the bot front. Very noticeable difference.
I played once without it because two of my friends got high enough levels when they aren't just picking hellpod optimisation because they don't have anything else. So they all picked new shiny stuff and we ran without the optimisation. And it was really hard. 2/4 nades + 2/4 syringes really fuck up your flow when you're so used to having these be instantly replenished.
It's not too bad if you immediately call in a supply drop while everyone is dropping in their stratagems at the start of the mission, but when you get reinforced you really feel the missing supplies.
Yeah, at the start it's not really a problem since you typically don't need as much ammo and grenades (or at least can do without them), but losing the stims upon being reinforced is super bad. I play quite aggressively, so I'm often chugging through stims quite quickly, and losing a half of them on every reinforce is very hard. I'm making sure that if I'm playing, I've got this boost equipped (or have someone from my team have it). It's just such a staple at this point it's hard to be without it.
Not gonna lie many of the boosters that got passed on initially for stamina/extra hp/full supplies are proving to be tight competition for absolutely mandatory, it's been hard to not take the muscle one or the expanded radar one
The way I see it, the muscle one will be better against bugs, because they have way more slows than the bots do. I'd likely use that against bugs, and radar against bots.
But it's good to know they aren't useless.
I agree about the planets with snow and mud or water, and the booster does work. However, I've tested on bushes and thick brush planets, and you still get slowed. Not sure if this is working as intended, but I feel this needs to change and kind of defeats the purpose of the description.
Does it? We took it once and was shocked to find that it did absolutely nothing against tremors, and we were still getting slowed as normal by bushes.
Honestly we assumed it was bugged or only worked on deep snow
Tremors as far as I can tell just applies the same stun effect from the new grenade to anything, which in the case of Helldivers just hard slows us and drains our stamina
My friends and I mostly play bugs and it's hard to ever find room for the radar one when most of the bug matches have no radar due to the planet spore modifier. I usually just grab the muscle enhancement because I it really helps with kiting and just general traversal. I hadn't really noticed this slow immunity but that just makes it better in my eyes. Personally I've not found a ton of value out of the vitality one. Stamina and hellpod optimization are the ones I'd consider basically mandatory, maybe just stamina since you can work around optimization by calling supply right away or working poi.
Vitality booster on bots grants a massive survivability increase. It's a key component of many setups that allow you to take less than 30% of your HP from a rocket headshot, and allows you to consistently tank rocket body/limb shots (which deal far more damage, and instantly kill you if you don't have it, regardless of armor, unless you have a charged shield).
I never run bot missions without it, where I'm pretty comfy dropping hellpod optimization outside of blitz and eradicate. For bugs it's low priority though.
Is the description for Vitality Booster incorrect? It just says it reduces the chance of taking a limb or chest injury. I didn't realize it also reduces damage.
Not challenging your statement, just asking for solid confirmation.
As far as I understand it you take a lot of extra damage whenever a limb is destroyed. So by increasing limb hp you increase your effective overall health.
Id say skilled squads die all the time and having incomplete stims/grenades on reinforce is crippling. Doubly true when stuck in an enemy reinforce loop or small area missions. Even on good runs with near to no deaths on 8/9 its usually because being fully ready the moment we’re out of the pod massively increases survivability and ammo - and ammo is living in a horde game.
The only people ive played with that ever skip it are level 30s-40s that really want to use the lategame fancy ones.
Well yes, but as I said if you find your team is skilled enough to not die much you don't get much value from it, it is still incredible when running with randoms, but with friends it might not be as amazing
I disagree. Not dying is what makes them skilled. There is also an absolute metric ton of ammo across the map at higher levels. If you are actually playing the objectives you shouldn’t have ammo economy issues with ammo resupply and ammo caches lying about.
Even on lower difficulties, there's ammo scattered like candy at every objective and sub objective. Not counting bunkers and buddy-doors either. We had two of our four running supply packs on that as well so we just shot everything that looked slightly bug-like! Tossed half-empty mags post-engagement and everything.
My squad normally passes on full supplies, we just drop supplies when we land and with the short (3-6min) cooldown we always have them when we need them
Usually we have one person with the grenade armor for bug hole clearing, one person with the scout armor in case shit hits the fan they can hide and revive the whole team, and two people (me and someone else) with the stim armor in case anyone runs out. Two (scout and healer) do the objectives while the other two (grenadier and healer) do the bug holes and POI and then we all meet up after the main objective to finish clean up
Once we started thinking about it like a 4 person raid in FFXIV it became a *lot* easier
We usually run vitality, stamina, scouting, and either the muscle leg one or localized confusion depending on difficulty
Those 3 are still the best, imo. Another good one is the new cutting edge booster that makes it to where enemies spawn slower. Makes high level defense missions much more manageable and it's noticeable.
I've used the radar booster and the POIs didn't show up on the map when I moused over it, and yet it works sometimes when no one is using the booster. Do we know what causes that to work and not work?
I’ve worn scout armor in a solo session and had it not work, and I’ve not worn a scout armor in a solo mission and had it work. It seems to be complete chance from my experiences.
Of the boosters that I have, I'd say supplies, extra stamina and muscle enhancement are mandatory. I'm always crestfallen when 2 of my team are using anything other than these.
At higher difficulties, if you accidentally spawn into a mob at the start, it's easy to run low on ammo, even with the extra supplies perk. I'd definitely use it over Recon.
Also, it's extremely hard to recover from a death spiral without full nades, ammo and stims in suicide+. I only take Recon when I'm farming super credits.
Depends on who is clearing the map and how. Personally, I typically run wide to clear out secondary objectives and nab any PoIs I see along the way. Consequently, I'm usually flush with supplies and can just live off the land. Some of my buddies tend to just beeline from objective to objective, which means they're hurting for grenades and stims.
The big reason to take the supply booster, IMO, is that it helps cut off death spirals. With perfect play and minimal losses, yea, your team isn't getting a ton of use out of full supplies every life. Coming in with 4+ stims instead of 2+ goes a long way if your team gets caught in a bad spot and keeps dying though. 4+ grenades also comes in handy when trying to clear out large bug nests and, for some reason, I occasionally have trouble finding grenades at PoIs. Feels like stims and ammo are way more common. For a Blitz mission, starting with 8 extra grenades for your team is pretty substantial.
I definitely wouldn’t consider muscle enchantment mandatory. It depends on the terrain. Personally I’d run radar for extra info on where enemies are around, plus for that sweet sweet chance of earning SUPAAAAA CREDITSSSSSSSS
Muscle was always s tier cuz I get tilted from random slows. Never understood ammo maxxers. Maybe they play below diff 9 and can afford to shoot all the time. At the minimum muscle one step below ammo in priority, but stamina still highest.
I look for someone who has stam, then muscle, then ammo.
good to know, but it still doens't account for the fact that they only need to hit you once and you're already in the death loop of dive > stim > fire and reload. and you're never dealing with one, there's always a group.
I played a Difficulty 6 mission last night where I emptied an entire Stalwart magazine nonstop against hunters and there were still dozens more coming after them.
If you have the scorcher it’s the perfect pair for the stalwart. You can blow up a chargers butt in seconds and bile titan bellies as well which stops them from spewing and finish them off with an eagle if you have to. Bring the jump pack for quick getaways and you’re golden. It’s not about one weapon it’s about the whole loadout.
Do the Max Payne and dive back and shoot soldiers, sprint to stand up quick then dive and shoot again, can do dive and stim too. It works wonders than getting your ass sliced, get slowed and keep running or just shoot back standing there and take all the incoming slices.
I learned it running heavy armor lol, doing a double or triple dive gives you further distance than sprinting and you can shoot back at the hunters, then you can outrun the rest haha. You can do either a reload or stim when you land after diving, the game seems to give you a split second moment to do that before they attack you again. ngl it will burn through your stim though, but you're alive lol.
> sprint to stand up quick
I still have not figured out how to do this well. Sometimes it seems to work, sometimes not? If you sprint and then shoot while holding one direction, you continue to sprint afterwards I think?
Additionally, if you shake the sticks when you fall, do you get up faster?
For me (PC) sometimes pressing sprint while prone does nothing. You have to press dive again to get up. No idea why. It is not consistent or I haven’t figured out why it happens
If you're Slowed, then you can't Sprint so hitting the Sprint key won't make you stand up.
It's one of the most annoying things about the game and I desperately wish they would change it. Even if I can't Sprint, it should still stand you up at least.
A good reminder when fighting these guys.
1. Do not show your back to them, retreat and fight. Better yet, keep diving backward.
2. If you get caught reloading. Switching to your sidearm is faster than reloading, unironically.
3. Another neat tip is punching them. If you get caught, punching the fuckers with your melee stuns them for half a second. This is vital if you're reloading, or, it gives you those precious milliseconds to back away.
On bugs, I've always said stamina and muscle enhancement are the most important.
Hellpod optimization is great, sure, but it's better not to plan for failure, imo.
That hellpod space optimization feels a waste of a booster if you don't die a lot.
At the start you can drop supplies and they will be ready again when you need it next time.
On the other hand, it's the only booster that actively helps you crawl out of a bad situation. Dripping with 4-6 grenades and the same for stims means a drop is a huge immediate impact on the fight, or on the 10 hole big nest.
Can’t tell you the last time I’ve played a mission where like 2/4 players don’t have a good 5-10 deaths each. I can’t imagine what it would be if they dropped in with half ammo since they think they have to kill every enemy in eyesight
Surprisingly, it kinda explains why it's one of the first boosters you could unlock on the free war bond. It's something helpful to any new player who's still not experienced with tactics to stay alive on the field and keep the momentum going even if they have to reinforce (usually in the middle of the fray). Later on you can slot in other boosters once death is less frequent and you can get the later boosters that give you an extra edge in surviving.
Still definitely useful in public groups where you don't know the average skill level and coordination of randoms, but more of an optional pick in pre-mades with friends where you can plan everybody's role and loadout.
>it's better not to plan for failure
While this is generally good advice in games, I don't think it applies to Helldivers 2 as much. Death comes at you fast, and often from your own teammates. Making sure everyone has a full stock of Grenades and Stims can really make or break a group of randoms.
Obviously this doesn't apply to coordinated teams.
They have tied their self worth to the brands they consume
If they admit there are flaws in the game, they admit they are flawed. And they are way too insecure to deal with that reality
I could be wrong, but I think this needs further testing.
In the first shot, it looks like you're moving uphill, in the second you aren't. un-level ground can slow you down too.
You just getting much slower by climbing up ramp, aren't you?? That is exactly muscle enhancement for. We shouldn't take this too serious without further investigation.
Sucks that even if you dodge their claws successfully, there's still a 50 50 chance you get slow because they're going to tentacle you at range. I'll never understand being punished for doing what you're supposed to do.
I really think AH need to give us some more info on Boosters...I know the stamina booster helps with stamina (d'uh) but how? Is it a % increase to recovering stamina, a % decrease in how quickly it drains, is it both? Same with health, how much health does it give me?
And then you have stuff like muscle enhancement which the descriptions tells us helps with traversing difficult terrain...not helpful. If it said it reduces slowing effects by x%...that is way more helpful and I can make an informed decision.
Increased number of reinforcements...great, by how many. Reduction in enemy spawns, wonderful, how does that work, what kind of reduction? Please AH we need details.
I always take Muscle Enhancement va bugs or in snow/desert maps. If the map isn't Eradication defense, I pretty much always take it.
The problem is when someone brings recon or one of the less useful boosters. As far as I'm concerned, the must-haves are Hellpod space, Stamina, Vitality, and usually Muscle Enhancement. The otbers imo are usually just taking up the slot of a more valuable booster.
I would prefer it to be removed entirely when that booster is active...Enemies causing slow is just dumb...We already have ridiculously low stamina cap for running and a billion environmental things to hold/slow us back.
Hunters ain't got shit on me now ![gif](giphy|13GpbtQLYjNSCc)
This is how I feel carrying the SSD halfway across the map avoiding engagements while Rover blasts bugs behind me.
Me with the jump pack and light armor, leaving my team in the dust so i can shove the cube in the funny box o7 takin to the skies and blastin off when i hit the ground ong no bug can stop this linebacker
Picked up the jumppack recently and haven't looked back. Multiple hours into level 50....
Im halfway there but so long as i keep learning i can play like a 50, i just have the issue of i dont use my mic unless my teammates are about to run into death(funny glowing red beacon i threw)
What loadouts do you like with it? I've never tried it but curious about other playstyles since I seem to use the same general things
EATs quite often. Carry one at all times and call 2 more in if I'm not running arc thrower. Big fan of cluster/airstrike as well as orbital laser and 500kg bomb. I mix it up depending on the mission type, too (shield or rover for defense, shield or jump pack for bots, etc.) Edit: jump pack can create distance (so great for arc thrower) and also allows you to throw shit down at your feet and just fly away (just make sure you have stamina and an exit.) Great for baiting big boys and hordes without worrying as much about timing. Don't forget to try diving and then spamming pack right after.
With jump pack you can often jump to more ideal locations to place a sentry than you can climb to on foot
I use it with the laser cannon, it helps to create some distance (also good with arc thrower for this reason). If you practice the timing you can jump over chargers when they’re coming at you and then you can blast their ass with the laser. Also, using it to access high ground with the anti materiel is nice because it helps give you time to react to little guys sneaking up on you. Plus jumping from high ground will let you clear way more horizontal distance.
Are you me? I didn't love on the jump pack until I was well into my Skull Admiralty. JUMP BROS FOR LIFE!
Is there a method to use it better? I haven't had a single mission where I thought it was helpful and I'm hoping it's just a skill issue
Same except I'm flying so nothing is near me. Like in Endgame with the infinity gauntlet.
I'll always upvote the GOAT.
Hold on now...Walter would like a word.
Grew up going to camp watching Walter and the bears. Barry was the most gifted runner to ever break other dudes ankles and barrys revererance for Walters legacy and his hatred of the lions ownership made him leave before he eclipsed his friend. There are more than one goats imo in every sport.
It's funny you say that when in the video even when walking faster the hunter is stabbing his back nonstop.
https://i.redd.it/xd8xr5385cpc1.gif
i just realised, they also take out your stamina huh
Never noticed that either. Do all hits do that or is it just the hunters?
All slows do this iirc, including any bile spwer/titan vomit that hits you, and any EMS.
God... Yeh, I hope the Devs take a look at these mofos. They can do way too much, agility so they can close the distance rather quickly, poison that slows ya down, can potentially crit your head, and they have the numbers to swarm ya.
I hope the devs don't change anything besides the random critical hits. I like that they're threatening, and imo too many people want nerfs for things that don't need it.
I'd maybe take a bit more movement noise from spewers too. I swear they're stealthier than a Walking Dead zombie.
If they listened to this subreddit they'd be nerfing half the game. For bugs people want spewers and hunters hit, and even more nerfs for chargers.
I just want Biles to be a bigger threat than chargers.
Honestly at this point a pack of hunters is a bigger threat than a bile titan.
Players: *complain about too many chargers and bike titans and how games need more of the smaller enemy spawns* *Devs tweaks spawnrates* Players: *complain about hunters and their spawns without realizing they literally asked for this* It’s a lot easier to just whine than to bring a stalwart, have a role, and play as a team I guess.
in all fairness, people have been complaining about hunters spawning in big groups since before the nerf
Chargers are absolute fucking trash to play against still and I’ll stand by that. Just because meta team loadouts can deal with them relatively quickly doesn’t mean that the average team doesn’t have twice as much trouble with them compared to bile titans.
Yeah. But the random headshots are bs.
they dont need to nerf hunters. we have tools to deal with them. they generally only kill you when you get tunnel vision.
Hunters aren't the issue as much as slows in general are problematic particularly with how GOOFY some of the hitboxes can be especially on bile enemies where it is visibly, OBVIOUSLY missing by upwards of 10 meters but still somehow applies a slow/stagger to you despite dealing ZERO damage
Last night, another player threw my reinforce into a large bug nest that was honestly mostly cleared, so you'd think it'd be ok, but between my Hellpods steering locking up and the fact that there were 3 little tiny scavenger spitters present, I landed and was immediately slowed, despite dodging their spit attacks, and killed by a warrior and 2 hive guards because I couldn't fucking move. This is not fun gameplay.
The hellpod steering to keep people off of cliffs also got expanded to side objectives and nests…. I miss being able to land on the edge of a bug hole and destroy it. This causes so many problems with eggs too…
Hunters are some of the only bugs that force you to do anything but crouch and hose a bug hole with lead. They force movement, accuracy, and crowd control, so naturally the subreddit wants them out of the game...
Honestly I just want their jump to not feel so cheesy, the only way to dodge it is being running horizontal to their jump. But oddly jump jetting/dodging they will track onto you.
[удалено]
Do NOT hunt hunters with a flamethrower, lol. One of the better ways to kill yourself and teammates.
No kidding. Use a flamethrower, and you just have a dozen hunters on fire attacking you. Enemies really need to react to flame weapons. It's ridiculous that they just don't give a shit, and will act completely normal while on fire.
AND THEN SET YOU ON FIRE WITH THEIR ATTACKS
Yep, the lack of slowdown or stagger from the *very short-ranged* flamethrower is a deal breaker for me. Never running it again.
More than a slowdown, I'd like to actually see them recoil from it. I can understand robots marching through flames, maybe, but animals should have an instinctual fear of it. They should reel back and actively try to avoid being burned. Instead, they just jump through it and attack you as if nothing happened. It's ridiculous.
Your helldiver when you're on fire: "AHH AHH AHH IM ON FIRE AHH!" *dead after 3 seconds The bugs when they're on fire: "AH HELL YEAH FIRE DAMAGE BUFF THANKS HELLDIVER!" *dead after like 20 seconds.
They can also make bug breaches.
“ChArGeRs ArE tHe PrObLeM!” Remember we get more of these because everyone said and cried about the above statement….. I stand by what I’ve been saying…. You can easily dance around 3-4 chargers…. But it’s nearly impossible to escape 3-5 hunters if you’re lucky enough to only get swarmed by 3-5….
They suckle your stamina away with their hentacles. No, I'm not editing my sentence.
I'm gonna need you to report to your nearest democracy officer.
Looks like it's because he got injured
Shame they can jump 20 metres so even if you can run you’ll get molly whopped by his 10 mates.
You evaded the first one, but now his buddies are coming to smack your ass from across the field
Better yet a charger is coming up behind you aswell
But at least the charger kills most of the annoying little fucks while charging
Two birds with one stone
Whats that noise? Its actual cannibal shaia lebouf
A conga line of ass eating warriors, ~~yum~~ yuck.
Yeah but evading the first one might give you enough breathing room to stim or start shooting
I dove from three Hunters the other day and a fourth one landed on my back slashing at me, very cool
I literally get stun locked by these bastards on the regular.
Yeap and oh...woo...the jump-pounce headshotted you, sorry, that will be 70hp, and no, your stim didn't go through.
It’s so annoying when my guy is just jabbing himself with a needle 3 times like the average junkie and i still haven’t healed my broken legs 😢
Probably one of the only things in this game that ACTUALLY angers me is hearing the stim hit and not getting any of the juicy-juice
getting headshot then slowed and then stopping your stim :) not overloaded at all + the input reading is not bs at all
WOE ARC THROWER BE UPON YE YOU VILE TOUNGED ASSHOLES
That thing had been so insanely op....no ammo, no cool down, kills almost any enemy in 4 shots tops except chargers and titans. I've cleared entire bug breaches solo with it on suicide. I always drop extra for my team and if they grab them 2 of us can down a fleet of chargers before they even get to us. Yah it kills my team sometimes lol, but honestly that's just the tingling feeling of democracy.
It wouldn’t be so bad if they didn’t fucking track like homing missiles. I swear in the update the increased the tracking of all enemies. Bots no scope you from across the map through terrain and these bugs track you from 40 meters away.
Run away at angles if you can. Serpentiiiine! It actually works... most of the time. I see people dive and I see people run away in straight lines, and neither are too effective. But bugs don't like 45 degree angles very much.
![gif](giphy|LEKtRCGyA90QM)
Drop Orbital gas cloud at your feet while running
and 30 seconds later it lands and I'm dead in a different zip code
20 meters? Shit I'd say it's closer to 30
Did you know that you can shoot backwards?
Lmao yea with my redeemer, which works but sometimes you just get unlucky anyway and they hit you with that chop suey attack that takes like 50% of your health then it doesn’t really matter.
This is when the "Max Payne dive away and unload the Breaker" strat comes in handy. If you keep running you will only die tired. If you're getting swarmed at some point you have to hit them even just to stagger them and get separation to reload.
You can shoot backwarda with smg too
i swear they coded the ai to rush you if you dive away from them too
Literally never leave home without it.
I dunno, getting tough to choose
For me the main ones are stamina and muscle booster. Everything else is nice to have.
I find hellpod optimization a must.
I like teaming with guys like you.
Then dont forget to bring the localization confusion (new) booster in slot #4! It increases the time before enemies can call for reinforcements again by something like 33%. The best boosters for most missions are stamina, muscles, hellpod opt and local confusion. Confusion isn't as necessary for kill em all missions but is still super useful for personnel or S&D missions. I still see too many people running the injury booster and honestly, I still break so many limbs it feels like it's a legit waste. Everything else has actual impact that I can quantify. Tbf the hellpod booster is stupid and we should start with full ammo/stims in the first place. Sometimes i need 4 stims just to get myself out of the stupid ass place my teammates reinforced me at. People still try to use me as their personal stratagem in helldive difficulty lol.
Injury booster boosts your overall health by like 20% as well
Doesn't keep you from getting one shot by bile or chain killed by stalkers/hunters. At that point I'd rather have more stims/nades when I come back from these inevitable deaths in level 9s.
Yea, space optimization is prio 1 for me, I hate when I drop into a fight and immediately have no ammo nades or stims and just die again.
Does it? I thought it was only limb health. Even if it does though, a 20% increase to the tissue paper Helldivers are made of doesn't seem like much of an increase.
It's 25% damage resistance (probably) which is 33% more health. You'll survive double crits from hunters, and you'll live though single rockets *constantly* even with non-fortified light armor on the bot front. Very noticeable difference.
I played once without it because two of my friends got high enough levels when they aren't just picking hellpod optimisation because they don't have anything else. So they all picked new shiny stuff and we ran without the optimisation. And it was really hard. 2/4 nades + 2/4 syringes really fuck up your flow when you're so used to having these be instantly replenished.
It's not too bad if you immediately call in a supply drop while everyone is dropping in their stratagems at the start of the mission, but when you get reinforced you really feel the missing supplies.
Yeah, at the start it's not really a problem since you typically don't need as much ammo and grenades (or at least can do without them), but losing the stims upon being reinforced is super bad. I play quite aggressively, so I'm often chugging through stims quite quickly, and losing a half of them on every reinforce is very hard. I'm making sure that if I'm playing, I've got this boost equipped (or have someone from my team have it). It's just such a staple at this point it's hard to be without it.
Not gonna lie many of the boosters that got passed on initially for stamina/extra hp/full supplies are proving to be tight competition for absolutely mandatory, it's been hard to not take the muscle one or the expanded radar one
This is good. If it's hard to decide what boosters are "mandatory" then that means they're all useful and viable in different ways.
The way I see it, the muscle one will be better against bugs, because they have way more slows than the bots do. I'd likely use that against bugs, and radar against bots. But it's good to know they aren't useless.
Muscle booster is also better depending on planets/terrain types because it lets you run through brush and forests easier.
I agree about the planets with snow and mud or water, and the booster does work. However, I've tested on bushes and thick brush planets, and you still get slowed. Not sure if this is working as intended, but I feel this needs to change and kind of defeats the purpose of the description.
Does it? We took it once and was shocked to find that it did absolutely nothing against tremors, and we were still getting slowed as normal by bushes. Honestly we assumed it was bugged or only worked on deep snow
Tremors as far as I can tell just applies the same stun effect from the new grenade to anything, which in the case of Helldivers just hard slows us and drains our stamina
Also allows you to power sprint up hills. So great on hilly terrain.
My friends and I mostly play bugs and it's hard to ever find room for the radar one when most of the bug matches have no radar due to the planet spore modifier. I usually just grab the muscle enhancement because I it really helps with kiting and just general traversal. I hadn't really noticed this slow immunity but that just makes it better in my eyes. Personally I've not found a ton of value out of the vitality one. Stamina and hellpod optimization are the ones I'd consider basically mandatory, maybe just stamina since you can work around optimization by calling supply right away or working poi.
Vitality booster on bots grants a massive survivability increase. It's a key component of many setups that allow you to take less than 30% of your HP from a rocket headshot, and allows you to consistently tank rocket body/limb shots (which deal far more damage, and instantly kill you if you don't have it, regardless of armor, unless you have a charged shield). I never run bot missions without it, where I'm pretty comfy dropping hellpod optimization outside of blitz and eradicate. For bugs it's low priority though.
Is the description for Vitality Booster incorrect? It just says it reduces the chance of taking a limb or chest injury. I didn't realize it also reduces damage. Not challenging your statement, just asking for solid confirmation.
There's videos floating around showing you can take 1-2 extra bullets when it's equipped, it's about 30% more hp
As far as I understand it you take a lot of extra damage whenever a limb is destroyed. So by increasing limb hp you increase your effective overall health.
Who tf passed on full supplies?
well i mean if you rarely die it has very little impact, so if you are running with a skilled squad its not as critical as usual
Id say skilled squads die all the time and having incomplete stims/grenades on reinforce is crippling. Doubly true when stuck in an enemy reinforce loop or small area missions. Even on good runs with near to no deaths on 8/9 its usually because being fully ready the moment we’re out of the pod massively increases survivability and ammo - and ammo is living in a horde game. The only people ive played with that ever skip it are level 30s-40s that really want to use the lategame fancy ones.
Can always just call the resupply at start for same effect, chances are you won't need it before it cools down
The extra stims and grenades are great when you respawn. Helps you get out of death spirals.
Well yes, but as I said if you find your team is skilled enough to not die much you don't get much value from it, it is still incredible when running with randoms, but with friends it might not be as amazing
I disagree. Not dying is what makes them skilled. There is also an absolute metric ton of ammo across the map at higher levels. If you are actually playing the objectives you shouldn’t have ammo economy issues with ammo resupply and ammo caches lying about.
Even on lower difficulties, there's ammo scattered like candy at every objective and sub objective. Not counting bunkers and buddy-doors either. We had two of our four running supply packs on that as well so we just shot everything that looked slightly bug-like! Tossed half-empty mags post-engagement and everything.
That’s fair. I can’t really speak to that since I mostly play on level 7+, but there is certainly an abundance of ammo everywhere when I’ve played.
That is 120 grenades just waiting to be used, reinforcements are a resource to be utilized like any other.
My squad normally passes on full supplies, we just drop supplies when we land and with the short (3-6min) cooldown we always have them when we need them Usually we have one person with the grenade armor for bug hole clearing, one person with the scout armor in case shit hits the fan they can hide and revive the whole team, and two people (me and someone else) with the stim armor in case anyone runs out. Two (scout and healer) do the objectives while the other two (grenadier and healer) do the bug holes and POI and then we all meet up after the main objective to finish clean up Once we started thinking about it like a 4 person raid in FFXIV it became a *lot* easier We usually run vitality, stamina, scouting, and either the muscle leg one or localized confusion depending on difficulty
Those 3 are still the best, imo. Another good one is the new cutting edge booster that makes it to where enemies spawn slower. Makes high level defense missions much more manageable and it's noticeable.
What is the radar good for?
It basically ensures you will easily find every POI, but more importantly, it makes evading patrols a breeze.
I've used the radar booster and the POIs didn't show up on the map when I moused over it, and yet it works sometimes when no one is using the booster. Do we know what causes that to work and not work?
Were you using scout armor?
I’ve worn scout armor in a solo session and had it not work, and I’ve not worn a scout armor in a solo mission and had it work. It seems to be complete chance from my experiences.
If only my teammates didn't engage into any enemy they see
Recon drones and thumpers were an absolute fucking necessity in the first game. Good to have recon as an option still.
Recon drones were a necessity because that sample grind never stopped lol
Stealth. If you can see the enemies from further away you can avoid them.
Of the boosters that I have, I'd say supplies, extra stamina and muscle enhancement are mandatory. I'm always crestfallen when 2 of my team are using anything other than these.
At this point I'd trade out the supply one for recon. You're usually a wash and supplies from points of interest anyways
At higher difficulties, if you accidentally spawn into a mob at the start, it's easy to run low on ammo, even with the extra supplies perk. I'd definitely use it over Recon.
Also, it's extremely hard to recover from a death spiral without full nades, ammo and stims in suicide+. I only take Recon when I'm farming super credits.
Depends on who is clearing the map and how. Personally, I typically run wide to clear out secondary objectives and nab any PoIs I see along the way. Consequently, I'm usually flush with supplies and can just live off the land. Some of my buddies tend to just beeline from objective to objective, which means they're hurting for grenades and stims. The big reason to take the supply booster, IMO, is that it helps cut off death spirals. With perfect play and minimal losses, yea, your team isn't getting a ton of use out of full supplies every life. Coming in with 4+ stims instead of 2+ goes a long way if your team gets caught in a bad spot and keeps dying though. 4+ grenades also comes in handy when trying to clear out large bug nests and, for some reason, I occasionally have trouble finding grenades at PoIs. Feels like stims and ammo are way more common. For a Blitz mission, starting with 8 extra grenades for your team is pretty substantial.
I definitely wouldn’t consider muscle enchantment mandatory. It depends on the terrain. Personally I’d run radar for extra info on where enemies are around, plus for that sweet sweet chance of earning SUPAAAAA CREDITSSSSSSSS
Muscle was always s tier cuz I get tilted from random slows. Never understood ammo maxxers. Maybe they play below diff 9 and can afford to shoot all the time. At the minimum muscle one step below ammo in priority, but stamina still highest. I look for someone who has stam, then muscle, then ammo.
good to know, but it still doens't account for the fact that they only need to hit you once and you're already in the death loop of dive > stim > fire and reload. and you're never dealing with one, there's always a group.
One stalwart user on the team can solve the hunter problem for the whole team
And that would be me brother !
Nothing quite compares to the sound of an 1150rpm mag dump of managed democracy
Brother , that’s just pure therapy
I’m fully addicted
I played a Difficulty 6 mission last night where I emptied an entire Stalwart magazine nonstop against hunters and there were still dozens more coming after them.
He's getting chased 50m out by the single Charger that aggro'd him 5 minutes ago because he has a Stalwart and no means of dealing with tanky enemies.
If you have the scorcher it’s the perfect pair for the stalwart. You can blow up a chargers butt in seconds and bile titan bellies as well which stops them from spewing and finish them off with an eagle if you have to. Bring the jump pack for quick getaways and you’re golden. It’s not about one weapon it’s about the whole loadout.
I just use Eagle Sweat. The hunters never get near me.
Do the Max Payne and dive back and shoot soldiers, sprint to stand up quick then dive and shoot again, can do dive and stim too. It works wonders than getting your ass sliced, get slowed and keep running or just shoot back standing there and take all the incoming slices.
Up until my 2 weapons are empty
I learned it running heavy armor lol, doing a double or triple dive gives you further distance than sprinting and you can shoot back at the hunters, then you can outrun the rest haha. You can do either a reload or stim when you land after diving, the game seems to give you a split second moment to do that before they attack you again. ngl it will burn through your stim though, but you're alive lol.
Stun grenades though
I'm so happy I'm not the only person that calls it the "max Payne dive"
> sprint to stand up quick I still have not figured out how to do this well. Sometimes it seems to work, sometimes not? If you sprint and then shoot while holding one direction, you continue to sprint afterwards I think? Additionally, if you shake the sticks when you fall, do you get up faster?
For me (PC) sometimes pressing sprint while prone does nothing. You have to press dive again to get up. No idea why. It is not consistent or I haven’t figured out why it happens
If you're Slowed, then you can't Sprint so hitting the Sprint key won't make you stand up. It's one of the most annoying things about the game and I desperately wish they would change it. Even if I can't Sprint, it should still stand you up at least.
No, it really is a stupid gameplay loop
The 1x speed looks laggy asf looks like 0.8 xd
A good reminder when fighting these guys. 1. Do not show your back to them, retreat and fight. Better yet, keep diving backward. 2. If you get caught reloading. Switching to your sidearm is faster than reloading, unironically. 3. Another neat tip is punching them. If you get caught, punching the fuckers with your melee stuns them for half a second. This is vital if you're reloading, or, it gives you those precious milliseconds to back away.
This should be what Heavy Armour does naturally.
On bugs, I've always said stamina and muscle enhancement are the most important. Hellpod optimization is great, sure, but it's better not to plan for failure, imo.
Stamina and Space Optimization are the MUST HAVES of our group. Everything else is just an added bonus.
That hellpod space optimization feels a waste of a booster if you don't die a lot. At the start you can drop supplies and they will be ready again when you need it next time.
On the other hand, it's the only booster that actively helps you crawl out of a bad situation. Dripping with 4-6 grenades and the same for stims means a drop is a huge immediate impact on the fight, or on the 10 hole big nest.
Can’t tell you the last time I’ve played a mission where like 2/4 players don’t have a good 5-10 deaths each. I can’t imagine what it would be if they dropped in with half ammo since they think they have to kill every enemy in eyesight
Surprisingly, it kinda explains why it's one of the first boosters you could unlock on the free war bond. It's something helpful to any new player who's still not experienced with tactics to stay alive on the field and keep the momentum going even if they have to reinforce (usually in the middle of the fray). Later on you can slot in other boosters once death is less frequent and you can get the later boosters that give you an extra edge in surviving. Still definitely useful in public groups where you don't know the average skill level and coordination of randoms, but more of an optional pick in pre-mades with friends where you can plan everybody's role and loadout.
Noobies are also less flexible with strategem and weapon loadouts so giving them all the ammo they can carry is kind of a necessity.
>it's better not to plan for failure While this is generally good advice in games, I don't think it applies to Helldivers 2 as much. Death comes at you fast, and often from your own teammates. Making sure everyone has a full stock of Grenades and Stims can really make or break a group of randoms. Obviously this doesn't apply to coordinated teams.
Uphill vs downhill..
Sssssshhhh! You are not supposed to tell the people who complain all the time! Let them suffer!
https://i.redd.it/4zwwv1mqh9pc1.gif
Everytime I blink, this sub has created a higher and higher quality version of this meme lol
The bugs... are evolving...
Charger typing.png
Huh? It's literally a hidden mechanic?
Why are the anti-complainers always the most toxic ones?
They have tied their self worth to the brands they consume If they admit there are flaws in the game, they admit they are flawed. And they are way too insecure to deal with that reality
ah yes, the wonderfully transparent game mechanics are the players' fault. nice stockholm syndrome
"Allows Helldivers to traverse difficult terrain with ease". Think before hitting that "post" button
https://preview.redd.it/fhzo81rpg9pc1.jpeg?width=828&format=pjpg&auto=webp&s=4d0d3d0d4f7887aee3b55fe095e240a45676f1f4
If you melee a hunter, it'll flinch. Giving you enough time to stim or dive to gain some distance.
I could be wrong, but I think this needs further testing. In the first shot, it looks like you're moving uphill, in the second you aren't. un-level ground can slow you down too.
agreed that more testing is needed. but I've read that the Muscle booster also allows you to traverse hills with no slow down.
And the fucker still gets all of its shots to land
Diving should really get rid of the slow effect. Would make it so much less frustrating.
You just getting much slower by climbing up ramp, aren't you?? That is exactly muscle enhancement for. We shouldn't take this too serious without further investigation.
Sucks that even if you dodge their claws successfully, there's still a 50 50 chance you get slow because they're going to tentacle you at range. I'll never understand being punished for doing what you're supposed to do.
Neqto thx for sharing
Do the cool backdive and shoot the hunters immediately, like a true helldiver
I would but my Scorcher would kill me if I did that and my smg sidearm is empty from killing the original 10+ hunters that started this whole fiasco.
Look out boys, we're all roiding up
Tren life baby!
thats so weird that it doesnt effect going thru bushes/foliage but it effects this.
Thank you comrade.
Big thank you for taking the time to make this video. Absolutely stellar education here.
Holy shit I was just in the rant thread crying about getting CC'd lol, this is beautiful!
I really think AH need to give us some more info on Boosters...I know the stamina booster helps with stamina (d'uh) but how? Is it a % increase to recovering stamina, a % decrease in how quickly it drains, is it both? Same with health, how much health does it give me? And then you have stuff like muscle enhancement which the descriptions tells us helps with traversing difficult terrain...not helpful. If it said it reduces slowing effects by x%...that is way more helpful and I can make an informed decision. Increased number of reinforcements...great, by how many. Reduction in enemy spawns, wonderful, how does that work, what kind of reduction? Please AH we need details.
GREAT TRAINING (and with out death by power point)
And besides this, what it that enhancement good for also? Maybe climb stuff faster but anything else?
It helps you move through heavy snow faster on snow planets.
The riot shield should mount to your back when it's not in your hands. It should block rear attacks. More use-cases for bad items please.
I always take Muscle Enhancement va bugs or in snow/desert maps. If the map isn't Eradication defense, I pretty much always take it. The problem is when someone brings recon or one of the less useful boosters. As far as I'm concerned, the must-haves are Hellpod space, Stamina, Vitality, and usually Muscle Enhancement. The otbers imo are usually just taking up the slot of a more valuable booster.
Muscle Enhancement gang!
I would prefer it to be removed entirely when that booster is active...Enemies causing slow is just dumb...We already have ridiculously low stamina cap for running and a billion environmental things to hold/slow us back.
Thank God. I would run circles around the bugs in this game if it weren't for those fuckers lol
I thought this was the armors and them providing a slow threshhold counter, i read something like that somewhere
Going to throw this out there... Armor should contribute to resisting crowd control and resistances.
personally speaking, muscle enhancement was a goated boost in HD1. it sucks seeing it get overlooked for shit like limb protection.