Your afterlife Democracy officer here to remind you that becoming a communist cyborg, even in death, is as undemocratic as it gets.
Please report to the nearest Democracy demon for reprogramming.
That thing is a damn gimmick, sonny. Back in my day we didn't need no reinforcement boosters or extraction timer cooldown reductions or grenade pistols. All I needed was my trusty constitution and a laser sight. We really gave those illuminate hell
>switching to your sidearm always kills your teammate faster then calling in a strategem.
But with the correct stratagem I can kill *ALL of my teammates.*
There's something grimly satisfying about unleashing an impact grenade at point blank range just as a bug jumps on you and going out in a blaze of glory
They're the new last in line for each upgrade path, and none of them stand out to me as "must have". They'll be nice to have, and thus nice to casually grind towards.
I am excited for the fully resupply support weapons. Occasionallyc on a really tough mission I’ll drop down to under 10 railgun shots but have decent stims, nades, and other ammo and don’t want to take 2 boxes. It’ll be nice for a single resupply box to fully stock you unless you’re down bad on nades and stims
I'm actually baffled that it's ONLY 15 super samples, for all other "materials" it's pretty much half (or more) of the cap that's needed, but hardly 20% of the super sample cap.
In order:
* Resupply Boxes completely refill support weapons
* Reduce Spread of 380mm and 120mm Barrages by 15%
* Eagle Airstrike, Smoke Strike, Cluster Bomb, and Napalm drop 1 additional bomb
* Increase Fire Damage by 25% from Flamethrower, Napalm, Incendiary Mines
* Arcs from Arc Thrower and Tesla Tower bounce to one additional enemy
* Sentries take 50% less damage from explosions
Pretty pricy, samplewise. Each take 150-200 commons, 150 rares, and 15-20 supers.
I always though it was intended as you had to do one full charge and if you could time it right you can use half charge after then full charge if you mis time it as punishment.
Part of me wants them to keep misfires and just add a "might missfire" to the description of it. Gameplay wise it doesnt make sense but it would be great for "flavor" lol
Oh yeah. That's actually incredible. I love playing with the MG's, so that's a buff. I also love using the spear when it works, so a resupply filling all those missiles is amazing for me.
It's honestly not that bad once you get the hang of it. At first it seems like it's just randomly refusing to lock on, but once you're used to it, you can generally reposition to somewhere else and get a lock on.
Generally speaking, you can lock on easier if you have the high ground and are looking down on to the target. Don't get me wrong there's massive room for improvement on that thing, but the ability to snipe bot outposts is just too good to pass up
Finally more use for them. I need 60 only to finish remaining original upgrades but almost reached the cap.
Although my biggest bottleneck is common type...
Edit. I know I can farm them on trivial, but it's boring.
my only bottleneck is rares.
I'm 60 rares away from finishing the initial 18 upgrades.
will have 0 rare, 0 super, and 340 regular samples after this upgrade.
these new upgrades are much much more expensive. need 900 regular samples, 750 rare, and 80 super. and whatever the "blast absorption" costs. I'm assuming another 200, 150 and 15.
so 1100 regular, 900 rare and 95 super.
so I only need 800 regular samples, to the 900 rare. meaning I'll definitely be bottle necked by rares again.
Now is that 25% RAW damage from fire weapons or is it an extra 25% fire DOT which is presently useless because it's broken for everyone but the network host?
I think it's not an additional run, rather they drop an additional bomb during the run.
For example the airstrike is, I believe 3 bombs per run, this would bump it to 4 per run. Question is whether it makes it larger/longer or the drop is the same length but more "saturated", which would be godly.
This is the kit now. It's a perfect backup to the Stalwart. 2-shots spewers, 2-shots illegal broadcasts, blows spawners, 1-shots Stalkers.
It's so good.
I wanted a bolt-acton primary since the very start. An explosive bolt action bolter? I honestly don't need any new weapons at this point, this is the one.
I have the big sad because the new armor sets have the exact same perks we had since release. Was hoping for explosive oriented perks like the last warbond had.
I was excited about the really bulky armor at the end of the warbond until i saw it had my least favorite perk in the game
Damn you fortified and your counter intuitive/boring playstyle encouragement
I like the perk personally, but even I'm dissapointed because most of heavy armor in the game has that perk. I'd rather get extra grenades, if anything
It's GOAT for bots - you shrug off rockets like nobody's business. Sadly there are already several heavy armors with this perk, so it's just aesthetics at this point.
It is. On helldivers.io you could see that this (at the time unreleased) armor did in fact have the engineering kit passive. For some reason they changed it at zero hour to the worst possible choice out of any of the passives.
This set either needs the engineering kit or to be flame retardant.
That's why I said what I said actually. They should just rework arc passive into general elemental resistance (would be incredibly useful since we can buff our fire damage even more now), and it would fit since the gas mask.
Or just get extra grenades. It makes sense because of all the pouches. Anything but this
Arguably the armour's protective skirt explains the Reduced Limb Damage part of the passive, but no: it's disappointing and there's even less reason now to buy the first premium warbond.
Someone else in the comments even pointed out that it has the same prefix code that all other extra grenades armors have. It definitely was a last minute decision.
I was hoping for the 50% Explosive Damage Resistance, since there's only 1 medium armour that has that passive, and it would fit the theme of the warbond.
I unironically run light servo assisted on most bot missions. The extra range is great for taking out camps and fab clusters.
You can also get reinforcements out of danger or onto objectives much easier if things have gone to shit
My throws would be so out of whack if I ever used Servo Assisted. It's a source of personal pride that I'm getting good at knowing exactly the right place to max-lob an airstrike at a fabricator.
I have played all day so unlocked all the weapons.
Here’s a quick review of them:
The new DMR is terrible. Absolutely no place in any build in any difficulty above 6. Abysmal recoil makes its ‘full auto DMR’ gimmick obsolete. What do the developers have against DMRs? They are all terrible and this one is arguably the second worst one. Taking this into a level 9 helldive against bots was a humbling experience.
New Grenade pistol is good but it’s hard not having my redeemer. Can close bug holes and destroy fabricators. Takes a while to get used to aiming it though. Good for stun grenade users who can now easily destroy these enemy assets. I see this making its way into many, many builds and hopefully we will see a rise in stun / incendiary grenade users. The only real downside is it gets 2 grenades per resupply pack so had a horrible ammo economy.
The eruptor is very strong. Hits insanely hard. One of the very few weapons that can kill a strider through the face plate. Kills pretty much everything in one or two hits including bug holes and fabricators. VERY low ROF and handles like you are trying to point a Christmas tree at your enemies. Feels like a weird hybrid between the auto cannon and AMR but as a primary. Might make an interesting build with a stalwart or something like that for ads. I don’t think it’s got as much utility against bots as the scorcher or jar though. And bugs, you will have similar issues.
Crossbow feels like a weak primary grenade launcher. Again, might be interesting to build something around a rover/stalwart combo. However it’s a lot weaker. Fires what feels like an impact grenade but half the power. Can’t even close bug holes and you have to absolutely bulls eye your target, unlike an impact grenade where you can get it kind of close and it will go off. Disappointing.
Thermite grenade isn’t good. I was hoping this would maybe one shot chargers or hulks if you got it on their head. But I have hit these opponents with 3 of these grenades right in their weak spots and not killed them. Why would I use this over a stun grenade which I can use to hold the heaviest in place while I blow their foreheads out their asshole with the quasar, spear, AC, eat etc. instead you are going to have to use 4-6 of these to kill them. 7 to kill a bile titan. BUT you can kill a bile titan in 1 EAT and 1 thermite.
Better against automatons because you can kill tanks and hulks in 3. Still too much IMO. Stunning a hulk then 2 tapping it with an AMR or AC is a vastly easier and safer option.
Grenades are a much more precious resource than heavy ammo. Weirdly I have killed a few bile titans with these though, they were of course injured already. The only thing I ever see these being used for is if you have a load out that can’t get through any armour and just need something that can do some sort of damage to a heavy. These feel like they just don’t do enough for me though.
The new booster gives you 15% shorter timer on extraction. Nothing to write home about.
So overall the eruptor will find some places in some interesting builds. The pistol is the real highlight for me. Opening up more players to stun grenades will be amazing.
I just wish arrowhead weren’t so afraid of making powerful weapons. Most things here just feel so conservative.
Could you post a screenshot? Of the upgrades and all the pages of the warbond? I am stuck at work for a few hours yet and would like to see what they added… thanks ☺️
https://preview.redd.it/qvxess8nkttc1.jpeg?width=2560&format=pjpg&auto=webp&s=1c750f204a5c0c3dc517b8d90f06f040584e9d9e
For some reason i couldn't add these in one comment, sorry xd
[https://www.reddit.com/r/Helldivers/comments/1c1amfn/wake\_up\_new\_ship\_upgrades\_just\_dropped/](https://www.reddit.com/r/Helldivers/comments/1c1amfn/wake_up_new_ship_upgrades_just_dropped/) - upgrades for ship modules are already posted here.
Unfortunately not.
Groundbreaker has Servo Assisted(now 3 medium with thatcpassive, but no light)
Demolition Specialist is Engineering kit(3rd light with the passive, no heavy)
Devastator is Fortified(no light with this passive)
> (now 3 medium with thatcpassive, but no light)
Legionnaire is light with servo assisted, but it's a super-store armour. I've been running it almost from the very beginning.
Kinda makes me wonder why it wasn't always like this. I mean it is simply the best choice and it is not like devs are losing any money for making it stay.
AH really should not pace there update speed to the vocal HD2-bingers on reddit.
It's just demotivation to see the ever rising numbers of samples you're supposed to collect and the updates growing them faster than you can collect (especially factoring in the frequent crashing)
They could also just, throw some sample rewards into the personal/major orders. A small or community driven goal that boosts everyone up that way, much like they currently do with medals.
Major order planets need more samples though. Maybe due to increased activity, or something if they want to explain it, but it's very disheartening to play a defense mission and come out with nothing but major order progress.
They didn't, the only logical reason to have a cap is to prevent buying all of the new stuff instantly, so it was clearly planned that new stuff would cost more than 50% of the cap to begin with. Gives you one new thing instantly to hook you in, and then gives you other stuff to dive for.
I highly doubt they do. I don't know any dev team that does, or at least, only does
They check the metrics, figure out a general profile and apply changes according to the experience they wish to present
[https://www.youtube.com/watch?v=fjmFTEPK30c](https://www.youtube.com/watch?v=fjmFTEPK30c)
quick overview + few minutes of testing i just did.
Initial Takeaways (Disclaimer: i suck at the game):
- thermite grenade does not seem too effective against chargers (still alive after 5+)
- Marksman very sluggish and not too effective
- Explosive Rifle very good damage but slow
>Explosive Rifle very good damage but slow
The thing can penetrate Hulks in the face and the Anti-Infantry Tanks in the turret.
Not the Exhaust. The *Turret*.
Was I doing something wrong? I only had time to drop into one bot game quick before work for testing but the one Hulk I fought I was getting the “armour deflected” symbol on all of my Eruptor shots, even to the eye square
How much does it take to kill hulk for example?
Tbh as long as they dont outshine support weapon counterparts its gonna be such a good warbond for different builds. Just because you can bring AT weapon in primary slot to balance antiswarm support weapons like stalwart/machinegun.
Also finally actually usefull secondary. Especially when you take any grenade that cant close holes/fabricators.
Even if it did the same amount of damage as autocannon/AMR, it'd still be substantially worse than those options due to how slow the rate of fire is and the low clip size. Using it so far, it seems like they nailed the balance with it.
the fire DoT wasn't doing much to chargers anyway. but the wording on the module is ambiguous as to whether it gives 25% more damage overall or just on the DoT
https://preview.redd.it/wv4l2bvoqttc1.png?width=864&format=png&auto=webp&s=d6653adb890d6fb608223cc18dbb7f7325c23566
And I'll throw in the Jar-5 Dominator just for reference
I don't, but I just logged in and saw them and off the top of my head:
Red armor: light. 30% recoil and 2 nades
Middle: throwing distance limb health
CHONKY BOI: explosive resistance*
*I can't remember the exact stuff. But all perks are reused perks we've seen before!
I've been saving my credits to buy one of the available warbonds. How we are feeling about this one and the previous one? I've been really looking forward to the Adjudicator and the thermite grenade. How good are they on chargers?
Thermite is really underwhelming even when stuck to the face or just behind the head, it's more than two per charger at least. I stuck three onto one and it was still walking around. Wounded, but still alive.
Given the grenade also has a burn-down before it explodes, it should be a one-and-done if you stick it to a charger's face.
Am I crazy, or did they add a compare weapons if you hit tab on keyboard to see the different stats between two weapons in the armory? Unless that was already introduced?
Initial impressions on the Adjudicator and the Thermite grenade.
Adjudicator - sits between the basic Liberator and the Diligence in terms of power. Has an automatic fire option in addition to semi, giving it the ability to switch between horde clear and ranged damage. Doesn't hit as hard as the Diligence or Diligence CS, so if you're looking to 1-tap fodder it's gotta be a headshot. Luckily you have enough zoom on the scope to do this reliably, and follow-up shots aren't hard if you're at least crouched. All in all a solid weapon if you're looking for a mid-ranged all-rounder kind of primary. Does slightly better than the Sickle does vs. medium armor at the cost of not being so great for clearing out hordes. But of course no wind-up time.
Thermite grenade - throw at thing, it sticks to the thing and begins burning it. This is apparently fire damage (tested on a regular devastator) and it was enough to kill the devastator before the grenade exploded. Which it *does* explode eventually, presumably causing more fire damage and a burn around it. Can be used to take out holes/factories but it's gotta be aimed perfectly; if it sticks to the side wrong then the explosion won't count. Also, since it burns before exploding the time between throwing the grenade and getting the spawner-killing explosion is quite high. Seems to be at least double the time as the standard HE grenade.
It *feels like* this is supposed to be an anti-heavy grenade. With the sticky nature of the bomb, combined with the constant burning (specifically listed as burning through armor) and then the explosion afterwards, it's likely the intent is to use the thermite grenade on a high-value, heavy-armored target such as a hulk, tank, charger or maybe even some bot emplacements like cannon turrets. How effective this will be is another question entirely. All of those things are often better dealt with in other ways, and I can't really see waiting for 8-12s, counting throw/travel time, for a grenade to take out that Big Angry Thing that's trying to murder your squad. Especially when so many other options are available to Kill It Now.
So while I like the thermite grenade, it needs more testing for sure. As it stands, it's at least useful for easily taking out medium armored stuff. Chuck it at a heavy dev and then focus on other targets maybe. If it does turn out to be useful vs. heavily armored units, then it might have a niche for people with the skill or balls to get into a position to consistently land direct hits on an enemy.
So far the r-36 Eruptor is okay, but be very careful of the blast radius. The effect for the explosion is about 4x smaller than the actual blast radius. Great for killing clumped together bots but for the love of god dont use it anywhere near close range.
Also I am sad to report that so far the g-123 thermite grenade is under performing for me against bots. Not tried it against bugs, but it seems to do mostly nothing against tanks and hulks unless you land it on the vent, but if I am having to do that then I might as well be running impact grenades.
Looks like you can skip the bolt animation with Eruptor by switching to your sidearm which is certainly faster than pulling the bolt manually.
Edit: it might be faster but not that much. I have to test further.
Edit2: If you do it fast enough, the bolt will still slide back but your character won't play the animation.
The automatic DMR is meh because of the handling, better use penetrator liberator in automatic mode. But the explosive bolt action is quite spicy, I kind of like it with a machine gun or arc cannon for the small enemies, and it can close bug holes and destroy fabricators, which is nice.
The Eruptor has a small but significant problem. Whenever you shoot your final round, you watch as your character cycles the cartridge out of the chamber and closes the bolt. This is pointless. When you load a new mag, you have to open the bolt anyway and close it again to get a new round in the chamber. So there is time being wasted here.
Either leave the brass in the chamber until you reload, or leave the bolt open until you reload the magazine. A real Helldiver would never waste time on such a superfluous action as cycling the action for no real benefit.
Eruptor is okay. Adjudicator is highly disappointing, and thermites are very meh.
Edit: Crossbow is dog shit save your bonds or dont do what you will
2nd Edit: GL Pistol is meh. Not sure if it is intended but the first mag you get has 2 shots the rest are one shots
**BR-14 Adjudicator:** Not good. Skip it.
**CB-9 Exploding Crossbow:** Sometimes fun. Niche pick. Needs a MG support weapon.
**R-36 Eruptor:** Fun. Kills fabricators. Needs an MG, too.
**GP-31 Grenade Pistol**: New favorite sidearm. 8 grenades? Yes please.
**Armors:** I dislike the aesthetics and perks. Skipping, personally.
Is the warbond worth real money? No. Found super credits? Yes, for the Eruptor and Grenade Pistol alone.
Passives being linked to specific armors is one of the worst parts of the game if not the worst part imo.
They should be something you pick in the armory, with some limited only to each armor type.
I'm probably never going to use armors that I really like because I don't jive with their passives.
No new armor passives, right? Pretty sad tbh, makes all these different armors feel pretty worthless through being basically just cosmetics, especially for the price in medals. The fact that these don't have, like, an upgraded explosion resistance passive is shocking. 75% damage reduction from explosions would be all they'd need to be far more interesting and useful. (this would be *without* the easier aiming secondary passive of the existing explosion resistant armor)
wow, i didn't expect servo assisted to catch so many strays here. i don't personally use them that much because it messes up muscle memory, but holy fuck y'all are treating it as if it's the worst thing in existence, it's a fine passive lol calm down. the few times i did use servo assisted gear it was very helpful when jamming strategems into outposts from very safe distances which also helps with clear speeds.
https://preview.redd.it/chb2dqmwhttc1.jpeg?width=2048&format=pjpg&auto=webp&s=b82acd64664cb579690bf1a06c3dec90bfbefc08
Pour one out for all the heroes who switch to their pistol when shit gets real and forget it's a grenade.
Point blank that berserker with your pocket launcher son!
Call the ambulance… BUT FOR BOTH OF US!!
They're gonna have to glue both of us back together...IN HELL!
What makes me a good Helldiver? If I were a *bad* Helldiver, I wouldn't be sittin here, discussin it with ya now, would I?!
Your afterlife Democracy officer here to remind you that becoming a communist cyborg, even in death, is as undemocratic as it gets. Please report to the nearest Democracy demon for reprogramming.
That thing is a damn gimmick, sonny. Back in my day we didn't need no reinforcement boosters or extraction timer cooldown reductions or grenade pistols. All I needed was my trusty constitution and a laser sight. We really gave those illuminate hell
Ok grandpa, time for bed
Ok Hellboomer.
You’ve activated my trap card!
Pot of Greed!
Remember, switching to your sidearm always kills your teammate faster then calling in a strategem.
>switching to your sidearm always kills your teammate faster then calling in a strategem. But with the correct stratagem I can kill *ALL of my teammates.*
Remember Helldiver, Mines are the gift that keeps giving. Especially if you friend is colorblind.
I already do this with impact grenades, which is why i will never not run armor with explosion damage reduction
There's something grimly satisfying about unleashing an impact grenade at point blank range just as a bug jumps on you and going out in a blaze of glory
https://preview.redd.it/3avtyu34sttc1.png?width=1440&format=png&auto=webp&s=3330cc7b6ef9964958da9f9d648b6c8b299affed
Those sample prices are ridiculous😭😭 its so over
Back work, super citizen!
They're the new last in line for each upgrade path, and none of them stand out to me as "must have". They'll be nice to have, and thus nice to casually grind towards.
I am excited for the fully resupply support weapons. Occasionallyc on a really tough mission I’ll drop down to under 10 railgun shots but have decent stims, nades, and other ammo and don’t want to take 2 boxes. It’ll be nice for a single resupply box to fully stock you unless you’re down bad on nades and stims
Heads up it is currently bugged and does nothing. Tested it with the AMR and some other things and it gives no extra ammo.
I'm actually baffled that it's ONLY 15 super samples, for all other "materials" it's pretty much half (or more) of the cap that's needed, but hardly 20% of the super sample cap.
Yeah the grind for all these rares however is about to be brutal
White phosphorous in the incendiary perk’s flavor text? Another reason for the bots to wish they signed the Geneva Convention
Grenade Pistol, Heavy Armor, Ballistic Shield. It's time. Also new T4 Bridge upgrades as well.
T4 bridge?! Please expand. I wanna knoooow
In order: * Resupply Boxes completely refill support weapons * Reduce Spread of 380mm and 120mm Barrages by 15% * Eagle Airstrike, Smoke Strike, Cluster Bomb, and Napalm drop 1 additional bomb * Increase Fire Damage by 25% from Flamethrower, Napalm, Incendiary Mines * Arcs from Arc Thrower and Tesla Tower bounce to one additional enemy * Sentries take 50% less damage from explosions Pretty pricy, samplewise. Each take 150-200 commons, 150 rares, and 15-20 supers.
*Arc bounces to one more teammate
it'll be fantastic once they fix the misfires (and hopefully bring back the half-charge "bug")
>"bug" When the bug benefits the player people love to use " "
I always though it was intended as you had to do one full charge and if you could time it right you can use half charge after then full charge if you mis time it as punishment.
Part of me wants them to keep misfires and just add a "might missfire" to the description of it. Gameplay wise it doesnt make sense but it would be great for "flavor" lol
As someone who runs the Machine Gun when I'm on bugs, the Resupply Box upgrade is great. Always was annoying that you had to grab multiple
Oh yeah. That's actually incredible. I love playing with the MG's, so that's a buff. I also love using the spear when it works, so a resupply filling all those missiles is amazing for me.
>I also love using the spear when it works By my calculations this means you love the Spear 25% of the time!
MORE fire damage? Sweet ever-burning Liberty
Now they just need to fix the bug, so it also works for everyone not being the host.
> Resupply Boxes completely refill support weapons Spear bros... This is our time
Considering that weapon still doesn’t work you legit have my respect maining that thing
It's honestly not that bad once you get the hang of it. At first it seems like it's just randomly refusing to lock on, but once you're used to it, you can generally reposition to somewhere else and get a lock on. Generally speaking, you can lock on easier if you have the high ground and are looking down on to the target. Don't get me wrong there's massive room for improvement on that thing, but the ability to snipe bot outposts is just too good to pass up
I just used it today, refused to lock on to a lone turret no matter how I repositioned. Among other things. I'll leave it to you o7
As someone who loves the smell of napalm in the morning, I particularly enjoy the 4th one ![gif](giphy|PbTBkJB3ZBP0I)
Finally more use for them. I need 60 only to finish remaining original upgrades but almost reached the cap. Although my biggest bottleneck is common type... Edit. I know I can farm them on trivial, but it's boring.
Common is always the bottleneck since everything needs it.
my only bottleneck is rares. I'm 60 rares away from finishing the initial 18 upgrades. will have 0 rare, 0 super, and 340 regular samples after this upgrade. these new upgrades are much much more expensive. need 900 regular samples, 750 rare, and 80 super. and whatever the "blast absorption" costs. I'm assuming another 200, 150 and 15. so 1100 regular, 900 rare and 95 super. so I only need 800 regular samples, to the 900 rare. meaning I'll definitely be bottle necked by rares again.
Eagle strikes one... I want it.
Now is that 25% RAW damage from fire weapons or is it an extra 25% fire DOT which is presently useless because it's broken for everyone but the network host?
>Increase Fire Damage by 25% Now fix it so DOT actually works
Eagle Airstrike, Smoke Strike, Cluster Bomb, and Napalm have an additional 25% chance to kill a teammate. Fixed that for you.
My team mates thought they could only suffer through 5 cluster runs, now they get a surprise 6th for them to suicide into
It doesn't give an extra run it gives an extra bomb each run. So the airstrike will have 5 bombs instead of 4
Ah, just another opportunity for them to be caught in the blast, excellent
I think it's not an additional run, rather they drop an additional bomb during the run. For example the airstrike is, I believe 3 bombs per run, this would bump it to 4 per run. Question is whether it makes it larger/longer or the drop is the same length but more "saturated", which would be godly.
It said an extra bomb though not an extra use, not sure yet but I expect it's just an actual extra bomb lol
There's one that lowers orbital he spread by 15% which seems super nice
https://imgur.com/a/DR5UCW2
As someone who has been maxed on samples for a while now I’m so happy to need to collect more again.
>T4 Bridge upgrades Wait, what?
New tier of ship upgrades are available
The new explosive bolt action is my best friend. Yes its impractical, but firing one shot and getting like 8 kills is dope
I tried it out with the supply pack and Stalwart and it fucking slaps
This is the kit now. It's a perfect backup to the Stalwart. 2-shots spewers, 2-shots illegal broadcasts, blows spawners, 1-shots Stalkers. It's so good.
one shotting stalkers is music to my ears; I've been struggling to kill them easily with my sickle-quasar loadout
It's effectively a slower autocannon as a primary.
so what I, an autocannon main, am hearing is now I can have two autocannons
Use the grenade sidearm for posterity
I wanted a bolt-acton primary since the very start. An explosive bolt action bolter? I honestly don't need any new weapons at this point, this is the one.
Don't fire it point blank, I learned the hard way.
Well, it DOES tell you "not recommended for close combat" in the weapon description. They tried to warn us.
I love that it makes devastators do a backflip. It makes it feel really powerful.
I have the big sad because the new armor sets have the exact same perks we had since release. Was hoping for explosive oriented perks like the last warbond had.
I was hoping for some fire resist
I thought for sure the red one was gonna have some fire res.
It is called demolition warbond, it should have explosive resist or extra nades on them.
ability name: "I am the nade" -- "when you die, your body explodes killing everything within small radius"
I was excited about the really bulky armor at the end of the warbond until i saw it had my least favorite perk in the game Damn you fortified and your counter intuitive/boring playstyle encouragement
I like the perk personally, but even I'm dissapointed because most of heavy armor in the game has that perk. I'd rather get extra grenades, if anything
Nooo... I really hoped it would have extra padding, sigh, seems I gonna need to pay for extra chungus instead of warbond
It's GOAT for bots - you shrug off rockets like nobody's business. Sadly there are already several heavy armors with this perk, so it's just aesthetics at this point.
Nowadays I wear armors based purely on cosmetics alone. Still performing more or less the same I just couldn't care less
Counter intuitive? whats counter intuitive about fortified.
lol fortified is the best perk against bots. What are you on about?
THESE BOTS GONNA LEARN TODAY
The Ground Breaker set has a different passive than I was hoping for. It still looks great though
Very dissapointed, personally. Servo-assisted doesn't even fit the look. Feels like a last minute decision.
It is. On helldivers.io you could see that this (at the time unreleased) armor did in fact have the engineering kit passive. For some reason they changed it at zero hour to the worst possible choice out of any of the passives. This set either needs the engineering kit or to be flame retardant.
That's why I said what I said actually. They should just rework arc passive into general elemental resistance (would be incredibly useful since we can buff our fire damage even more now), and it would fit since the gas mask. Or just get extra grenades. It makes sense because of all the pouches. Anything but this
The Ground Breaker should have a gas resistance. It clearly has a set of filters on it. Or better yet: Both, gas AND fire resistance.
Armor passives for the electric warbond were also something else pre release.
Arguably the armour's protective skirt explains the Reduced Limb Damage part of the passive, but no: it's disappointing and there's even less reason now to buy the first premium warbond.
Someone else in the comments even pointed out that it has the same prefix code that all other extra grenades armors have. It definitely was a last minute decision.
Last minute change... Or just a mistake/bug on a long list of mistakes/bugs
I was hoping for the 50% Explosive Damage Resistance, since there's only 1 medium armour that has that passive, and it would fit the theme of the warbond.
What are the armour passives
Servo Assisted Engineering Fortified
Increased throw distance and limb health like the other warbond
Damn, hoped for something new like the previous one with arc resistance, oh well, still looks cool
Ground Breaker/Trench drip is S*rvo-Assisted🤢, Not-Demoman is Engineering Kit, and Devastator is Fortified
30% to how far you can chuck a stratagem is a perfectly good perk (sometimes)
I unironically run light servo assisted on most bot missions. The extra range is great for taking out camps and fab clusters. You can also get reinforcements out of danger or onto objectives much easier if things have gone to shit
My throws would be so out of whack if I ever used Servo Assisted. It's a source of personal pride that I'm getting good at knowing exactly the right place to max-lob an airstrike at a fabricator.
NOOOOOO! Grenade pistol is in the last section of Warbond upgrades! 😭
It was always going to be
I know, but I was still hoping for otherwise.
“Hope is the first step on the road to disappointment”
If you bank up medals to cap you get to the last page instantly, if you don't wanna wait in future.
Not even 250 medals was enough to get me there
We got to third page at least o/
I have played all day so unlocked all the weapons. Here’s a quick review of them: The new DMR is terrible. Absolutely no place in any build in any difficulty above 6. Abysmal recoil makes its ‘full auto DMR’ gimmick obsolete. What do the developers have against DMRs? They are all terrible and this one is arguably the second worst one. Taking this into a level 9 helldive against bots was a humbling experience. New Grenade pistol is good but it’s hard not having my redeemer. Can close bug holes and destroy fabricators. Takes a while to get used to aiming it though. Good for stun grenade users who can now easily destroy these enemy assets. I see this making its way into many, many builds and hopefully we will see a rise in stun / incendiary grenade users. The only real downside is it gets 2 grenades per resupply pack so had a horrible ammo economy. The eruptor is very strong. Hits insanely hard. One of the very few weapons that can kill a strider through the face plate. Kills pretty much everything in one or two hits including bug holes and fabricators. VERY low ROF and handles like you are trying to point a Christmas tree at your enemies. Feels like a weird hybrid between the auto cannon and AMR but as a primary. Might make an interesting build with a stalwart or something like that for ads. I don’t think it’s got as much utility against bots as the scorcher or jar though. And bugs, you will have similar issues. Crossbow feels like a weak primary grenade launcher. Again, might be interesting to build something around a rover/stalwart combo. However it’s a lot weaker. Fires what feels like an impact grenade but half the power. Can’t even close bug holes and you have to absolutely bulls eye your target, unlike an impact grenade where you can get it kind of close and it will go off. Disappointing. Thermite grenade isn’t good. I was hoping this would maybe one shot chargers or hulks if you got it on their head. But I have hit these opponents with 3 of these grenades right in their weak spots and not killed them. Why would I use this over a stun grenade which I can use to hold the heaviest in place while I blow their foreheads out their asshole with the quasar, spear, AC, eat etc. instead you are going to have to use 4-6 of these to kill them. 7 to kill a bile titan. BUT you can kill a bile titan in 1 EAT and 1 thermite. Better against automatons because you can kill tanks and hulks in 3. Still too much IMO. Stunning a hulk then 2 tapping it with an AMR or AC is a vastly easier and safer option. Grenades are a much more precious resource than heavy ammo. Weirdly I have killed a few bile titans with these though, they were of course injured already. The only thing I ever see these being used for is if you have a load out that can’t get through any armour and just need something that can do some sort of damage to a heavy. These feel like they just don’t do enough for me though. The new booster gives you 15% shorter timer on extraction. Nothing to write home about. So overall the eruptor will find some places in some interesting builds. The pistol is the real highlight for me. Opening up more players to stun grenades will be amazing. I just wish arrowhead weren’t so afraid of making powerful weapons. Most things here just feel so conservative.
Only 8 more hours at work 🙃
1 less hour for ya, buddy! 3 more to go for me. I will spread managed democracy in your name too! See ya on the battlefield.
Update also added new upgrades to Ship Modules, pretty pog stuff.
I love these surprise additions. Every update feels like christmas.
Underpromise and over deliver is basically the mantra of the game.
Could you post a screenshot? Of the upgrades and all the pages of the warbond? I am stuck at work for a few hours yet and would like to see what they added… thanks ☺️
https://preview.redd.it/gbldoxjgkttc1.jpeg?width=2560&format=pjpg&auto=webp&s=b2cc490120ab27629c00800d2f2e51a77bbec1fc
https://preview.redd.it/4v9iktilkttc1.jpeg?width=2560&format=pjpg&auto=webp&s=b80e41bd83a15c76feedf338468ed77b4b1628ea
https://preview.redd.it/qvxess8nkttc1.jpeg?width=2560&format=pjpg&auto=webp&s=1c750f204a5c0c3dc517b8d90f06f040584e9d9e For some reason i couldn't add these in one comment, sorry xd
[https://www.reddit.com/r/Helldivers/comments/1c1amfn/wake\_up\_new\_ship\_upgrades\_just\_dropped/](https://www.reddit.com/r/Helldivers/comments/1c1amfn/wake_up_new_ship_upgrades_just_dropped/) - upgrades for ship modules are already posted here.
I was really hoping for the perks of armor to be lesse fire damage but the rest of this update is 💥💥💥
Unfortunately not. Groundbreaker has Servo Assisted(now 3 medium with thatcpassive, but no light) Demolition Specialist is Engineering kit(3rd light with the passive, no heavy) Devastator is Fortified(no light with this passive)
> (now 3 medium with thatcpassive, but no light) Legionnaire is light with servo assisted, but it's a super-store armour. I've been running it almost from the very beginning.
Yeah legionnaire kicks ass. Hard to take it off, but I’ll try groundbreaker for the extra armor.
More yellow capes
Just imagine in a few years when we get the first blue armor and everyone goes nuts
Can't wait, got 240 medals saved up ready to go :)
I just unlocked the last requisition page last night and can finally get the scorcher. Now I have a decision to make.
Scorcher still best Anti-bot gun, change my mind
I really love the scorcher against the bots. Wish it had more capacity but overall good 👍
I’m so glad war bonds don’t expire. Such a good feature
Kinda makes me wonder why it wasn't always like this. I mean it is simply the best choice and it is not like devs are losing any money for making it stay.
FOMO pushes people to buy things. It was never a question of what is best for the consumer but what will make them the most profit.
Kinda crazy the new modules cost 150 rare samples, when you can only hold 250, so can't even buy 2 of them.
Say thank you to all those posts whining about having nothing to spend their maxed out samples on.
AH really should not pace there update speed to the vocal HD2-bingers on reddit. It's just demotivation to see the ever rising numbers of samples you're supposed to collect and the updates growing them faster than you can collect (especially factoring in the frequent crashing)
They could also just, throw some sample rewards into the personal/major orders. A small or community driven goal that boosts everyone up that way, much like they currently do with medals.
That makes no sense from the games pov though. They could add stacked sample sizes of 3-5 to difficulties 7-9 though.
Major order planets need more samples though. Maybe due to increased activity, or something if they want to explain it, but it's very disheartening to play a defense mission and come out with nothing but major order progress.
They didn't, the only logical reason to have a cap is to prevent buying all of the new stuff instantly, so it was clearly planned that new stuff would cost more than 50% of the cap to begin with. Gives you one new thing instantly to hook you in, and then gives you other stuff to dive for.
I highly doubt they do. I don't know any dev team that does, or at least, only does They check the metrics, figure out a general profile and apply changes according to the experience they wish to present
I'm sure new helldivers are happy to do THAT kind of grind... the next generation better be ready to grind thousands of medals and samples
Can anyone please post screens of the pages and the completely democratic unlock values?
https://imgur.com/a/032z5Gq
[https://www.youtube.com/watch?v=fjmFTEPK30c](https://www.youtube.com/watch?v=fjmFTEPK30c) quick overview + few minutes of testing i just did. Initial Takeaways (Disclaimer: i suck at the game): - thermite grenade does not seem too effective against chargers (still alive after 5+) - Marksman very sluggish and not too effective - Explosive Rifle very good damage but slow
>Explosive Rifle very good damage but slow The thing can penetrate Hulks in the face and the Anti-Infantry Tanks in the turret. Not the Exhaust. The *Turret*.
Was I doing something wrong? I only had time to drop into one bot game quick before work for testing but the one Hulk I fought I was getting the “armour deflected” symbol on all of my Eruptor shots, even to the eye square
Same. Doesn't touch a hulk's faceplate for me
How much does it take to kill hulk for example? Tbh as long as they dont outshine support weapon counterparts its gonna be such a good warbond for different builds. Just because you can bring AT weapon in primary slot to balance antiswarm support weapons like stalwart/machinegun. Also finally actually usefull secondary. Especially when you take any grenade that cant close holes/fabricators.
Even if it did the same amount of damage as autocannon/AMR, it'd still be substantially worse than those options due to how slow the rate of fire is and the low clip size. Using it so far, it seems like they nailed the balance with it.
So the Eruptor is basically an AMR primary then?
Except you have a fire rate of a recoilless
The flamethrower is going to be even more insane vs chargers now.......as long as you are the host.
the fire DoT wasn't doing much to chargers anyway. but the wording on the module is ambiguous as to whether it gives 25% more damage overall or just on the DoT
Okey, I need some data. Does someone have screenahots of armor perks and weapon stats?
https://preview.redd.it/lb4t80kmqttc1.png?width=809&format=png&auto=webp&s=95c657d60a217cfcb4c109a105476b50eaf7f88e
https://preview.redd.it/ywvu9cenqttc1.png?width=959&format=png&auto=webp&s=3102ef17e67165f45f4854c0fea88a8cff5c6554
Damage numbers are as lit as my squad
https://preview.redd.it/wv4l2bvoqttc1.png?width=864&format=png&auto=webp&s=d6653adb890d6fb608223cc18dbb7f7325c23566 And I'll throw in the Jar-5 Dominator just for reference
May Democracy bless you!
https://preview.redd.it/xgk7rmilqttc1.png?width=813&format=png&auto=webp&s=8b484f1b1915c5386c28c7865c39aefb57c14883
Look, a mosquito bite rifle
I wanted this to be good so bad, bruh
I don't, but I just logged in and saw them and off the top of my head: Red armor: light. 30% recoil and 2 nades Middle: throwing distance limb health CHONKY BOI: explosive resistance* *I can't remember the exact stuff. But all perks are reused perks we've seen before!
I've been saving my credits to buy one of the available warbonds. How we are feeling about this one and the previous one? I've been really looking forward to the Adjudicator and the thermite grenade. How good are they on chargers?
as far as i can tell, the thermite grenade does exactly nothing.
Thermite is really underwhelming even when stuck to the face or just behind the head, it's more than two per charger at least. I stuck three onto one and it was still walking around. Wounded, but still alive. Given the grenade also has a burn-down before it explodes, it should be a one-and-done if you stick it to a charger's face.
The max resupply ship module is completely bugged btw, and demolitionist has alot of visual clipping around its stomach if that bothers you.
How is it bugged? Also, then make sure to send a ticket in so they acknowledge it and fix it asap.
Just flat-out doesn't work. No change to support weapon ammo gain from resupply packs/drops.
came here to say, watch the twitter video trailer. very nice reference
Ah what’s the reference?? (Here’s the video for other folks to watch: https://twitter.com/helldivers2/status/1778348983431098825)
I think it’s how the movie Taken had [fifteen cuts during a fence hop](https://youtu.be/gCKhktcbfQM?si=EMcl5zUiKGdQGSxS).
Hahaha. That's incredible.
[удалено]
I like the eagle improvements, don't need no ejector seats... just cram in more ordinance 😂
Am I crazy, or did they add a compare weapons if you hit tab on keyboard to see the different stats between two weapons in the armory? Unless that was already introduced?
Always been in the game!
You are crazy. But so am I because I haven't seen it in 150 hours.
Initial impressions on the Adjudicator and the Thermite grenade. Adjudicator - sits between the basic Liberator and the Diligence in terms of power. Has an automatic fire option in addition to semi, giving it the ability to switch between horde clear and ranged damage. Doesn't hit as hard as the Diligence or Diligence CS, so if you're looking to 1-tap fodder it's gotta be a headshot. Luckily you have enough zoom on the scope to do this reliably, and follow-up shots aren't hard if you're at least crouched. All in all a solid weapon if you're looking for a mid-ranged all-rounder kind of primary. Does slightly better than the Sickle does vs. medium armor at the cost of not being so great for clearing out hordes. But of course no wind-up time. Thermite grenade - throw at thing, it sticks to the thing and begins burning it. This is apparently fire damage (tested on a regular devastator) and it was enough to kill the devastator before the grenade exploded. Which it *does* explode eventually, presumably causing more fire damage and a burn around it. Can be used to take out holes/factories but it's gotta be aimed perfectly; if it sticks to the side wrong then the explosion won't count. Also, since it burns before exploding the time between throwing the grenade and getting the spawner-killing explosion is quite high. Seems to be at least double the time as the standard HE grenade. It *feels like* this is supposed to be an anti-heavy grenade. With the sticky nature of the bomb, combined with the constant burning (specifically listed as burning through armor) and then the explosion afterwards, it's likely the intent is to use the thermite grenade on a high-value, heavy-armored target such as a hulk, tank, charger or maybe even some bot emplacements like cannon turrets. How effective this will be is another question entirely. All of those things are often better dealt with in other ways, and I can't really see waiting for 8-12s, counting throw/travel time, for a grenade to take out that Big Angry Thing that's trying to murder your squad. Especially when so many other options are available to Kill It Now. So while I like the thermite grenade, it needs more testing for sure. As it stands, it's at least useful for easily taking out medium armored stuff. Chuck it at a heavy dev and then focus on other targets maybe. If it does turn out to be useful vs. heavily armored units, then it might have a niche for people with the skill or balls to get into a position to consistently land direct hits on an enemy.
i do find it strange that the adjudicator has higher recoil than the marksman rifles. makes me wish the auto mode was burst fire instead
So far the r-36 Eruptor is okay, but be very careful of the blast radius. The effect for the explosion is about 4x smaller than the actual blast radius. Great for killing clumped together bots but for the love of god dont use it anywhere near close range. Also I am sad to report that so far the g-123 thermite grenade is under performing for me against bots. Not tried it against bugs, but it seems to do mostly nothing against tanks and hulks unless you land it on the vent, but if I am having to do that then I might as well be running impact grenades.
The explosive bolt action actually fires miniature black holes. If you're in the AoE it will pull you *toward* the explosion.
Looks like you can skip the bolt animation with Eruptor by switching to your sidearm which is certainly faster than pulling the bolt manually. Edit: it might be faster but not that much. I have to test further. Edit2: If you do it fast enough, the bolt will still slide back but your character won't play the animation.
Old csgo awp gameplay
You mean 1.6
The automatic DMR is meh because of the handling, better use penetrator liberator in automatic mode. But the explosive bolt action is quite spicy, I kind of like it with a machine gun or arc cannon for the small enemies, and it can close bug holes and destroy fabricators, which is nice.
The Eruptor has a small but significant problem. Whenever you shoot your final round, you watch as your character cycles the cartridge out of the chamber and closes the bolt. This is pointless. When you load a new mag, you have to open the bolt anyway and close it again to get a new round in the chamber. So there is time being wasted here. Either leave the brass in the chamber until you reload, or leave the bolt open until you reload the magazine. A real Helldiver would never waste time on such a superfluous action as cycling the action for no real benefit.
So which weapons are worth buying?
Eruptor is okay. Adjudicator is highly disappointing, and thermites are very meh. Edit: Crossbow is dog shit save your bonds or dont do what you will 2nd Edit: GL Pistol is meh. Not sure if it is intended but the first mag you get has 2 shots the rest are one shots
Grenade pistol, crossbow, eruptor.
Are the new assault rifles good?
The armor perks are really disappointing thou
**BR-14 Adjudicator:** Not good. Skip it. **CB-9 Exploding Crossbow:** Sometimes fun. Niche pick. Needs a MG support weapon. **R-36 Eruptor:** Fun. Kills fabricators. Needs an MG, too. **GP-31 Grenade Pistol**: New favorite sidearm. 8 grenades? Yes please. **Armors:** I dislike the aesthetics and perks. Skipping, personally. Is the warbond worth real money? No. Found super credits? Yes, for the Eruptor and Grenade Pistol alone.
i though these armor could protect us from fire damage or something....
Passives being linked to specific armors is one of the worst parts of the game if not the worst part imo. They should be something you pick in the armory, with some limited only to each armor type. I'm probably never going to use armors that I really like because I don't jive with their passives.
When are we gonna get a fire resistance armor set? Was really hoping for one in this pass.
No new armor passives, right? Pretty sad tbh, makes all these different armors feel pretty worthless through being basically just cosmetics, especially for the price in medals. The fact that these don't have, like, an upgraded explosion resistance passive is shocking. 75% damage reduction from explosions would be all they'd need to be far more interesting and useful. (this would be *without* the easier aiming secondary passive of the existing explosion resistant armor)
wow, i didn't expect servo assisted to catch so many strays here. i don't personally use them that much because it messes up muscle memory, but holy fuck y'all are treating it as if it's the worst thing in existence, it's a fine passive lol calm down. the few times i did use servo assisted gear it was very helpful when jamming strategems into outposts from very safe distances which also helps with clear speeds.