Helldivers 2 - Hell is more diverse than ever as PlayStation's demographics continue to grow and change.

They definitely didn't buff their health; when you do hit their head they still get one shot by EAT's/Quasars. I have however noticed that since the patch I will sometimes (usually when I'm not the host) shoot an enemy in a body part, hit and destroy that body part, but actually not hurt the enemy. So a headless bile titan will be running around and I need to shoot it again in the head again to get it to register. According to the other players they don't see it as headless. It might be that you're experiencing bad hit registration? This update introduced a lot of weird bugs, like the the grenade launcher grenades lose all of their momentum immediately and you can throw grenades further than it can shoot now.
Um... this could be the problem I'm running into. Most of the time I'm scrambling around too much to even pay attention.

I think the problem you guys are running into is the bile-titan's screwy head hitbox. It's finicky and if they move just a little the rocket ends up hitting the troso hitbox instead of the head.
This too is a good possible explanation. I'll have to slow down and do some testing tonight.
 
Is anyone have any advice how to stop fucking setting myself on fire using the flamethrower stratagem? Especially while using the hover pack. Does the brapthrower stratagem have this problem also?

the bile-titan's screwy head hitbox
Thank you for this post. It made me go look up where the head box actually is and I discovered that I was mistaken to try to shoot it in the mouth and was better off aiming for the top of his dome. Even though it looks like that is just as armored as the rest of their back
 
Is anyone have any advice how to stop fucking setting myself on fire using the flamethrower stratagem? Especially while using the hover pack. Does the brapthrower stratagem have this problem also?


Thank you for this post. It made me go look up where the head box actually is and I discovered that I was mistaken to try to shoot it in the mouth and was better off aiming for the top of his dome. Even though it looks like that is just as armored as the rest of their back
It's going to happen every once in a while. Especially if a bug runs into you on fire. You need the 75 percent fire armor from the store or the warbond. That way if you get set on fire it's not going to hurt much or last more then a second. The heart drop pod that ups health, helps as well.

It's also a lot more convenient to just launch in with a warbond flamethrower primary then to order one down.
 
There was a minute where the eruptor was good on bugs, but shrapnel change just made it shit again. I had an idea of using the hover pack with the erupter to get up on a high place and support your team, but the way you end up using it you would just be better off with a crossbow.Sure, you can maybe almost kill a charger if you land every shot in the mag in it's ass, but now you are surrounded by brood commanders which also take two hits from the eruptor so you're just using the erupter to clear chaff, which the crossbow can do arguably better thanks to it's faster RPM. So I don't know of a world where you would take eruptor over a crossbow for bugs.

i have moved around my keybinds for more efficient helldiving and i am sharing them for your consideration
emote: tap and long press T. i kept fat fingeing stims when trying to emote so this removes that issue.
dive: bound to muse button. diving is something i do a lot so doing it quickly is valuable.
quick throw grenade: other mouse button. again getting grenades out fast is handy for a lot of things
melee: Q button
weapon modification wheel: tap caps lock. for mgs and stuff being able to change ammo speeds quickly is useful so having it be a tap rather than long press speeds that up.
mark: mouse wheel down. lets e mark stuff faster and free up the q button
change camera side: mouse wheel up. didnt even know you could do that until fiddling with these bindings.
comms wheel:long press F. swapping melee and comms just seemed like a good idea.
 
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Ideally this is the end of Merida singularity saga and we finally get some new Illuminate content.
 
Turns out that the heavy gas armor and vitality booster combine to outright negate gas damage. Going full gas with a good close quarters weapon and fighting amongst your own mines and treating grenades/gas strikes like protective barriers to hide within is an extremely effective and lethal tactic against bugs and illuminate both. The gas drone is also very slept on now ever since they buffed it to only attack enemies not currently under the effects of gas. It is an extremely useful companion now that is downright superior to its contemporaries. Since it is so intelligent about its application of gas, it now has so much ammo that it utilizes so efficiently that the first time I ran it I thought it had infinite ammo. Waiting on that gas dominator to finally come out, and a gas mortar sentry would be an instant S pick against all factions. The only thing more fun than fire is chemical warfare!
 
I'm having a blast with the new grenadier barricade strat, seems like it'll get overwhelmed very quickly vs bots but does nicely against illuminate and will probably excel against bugs if you can get them in a killbox or set some up at exfil. Paired with the hover pack and a good enough vantage point it almost feels like cheating
 
The gas drone is also very slept on now ever since they buffed it to only attack enemies not currently under the effects of gas. It is an extremely useful companion now that is downright superior to its contemporaries. Since it is so intelligent about its application of gas, it now has so much ammo that it utilizes so efficiently that the first time I ran it I thought it had infinite ammo.
You're absolutely right. The gas drone since the huge buff it got is incrediable. While it is very effective against all factions, it really shines fighting bugs. But since reading your advice on equipment, I'm going to try out your build with gas mines/vitality booster and give it a spin. Sounds like a hell of a time!
 


What's your ideas for stratagems that will cost requisitions to deploy? Here's mine:

Exosuit Resupply

- Cost per deployment - 10k requisitions
- Fully replenish ammunition for exosuit upon stepping on it inside exosuit
- cooldown - 180 s
 
HD2 its the first actually cinematic game I've played in that it really feels you're in a Starship Troopers/Terminator 1-2 future war and not watching a cutscene thats so long your monitor goes into power saving mode because of inactivity.
Earlier in the thread someone posted a bit from some gay TED talk the devs did where they said they wanted to make you feel like the cool evil side's soldier goons from a movie and they did a very good job at that. Even down to the occasional super-badass goon that usually still dies but everyone thinks he's really cool. Storm troopers come to mind. The new movies are Disney schlok I've never watched outside of bits and pieces but I don't think anyone will argue with you that the guy with the shock baton 1v1ing Finn or the jetpack troopers weren't cool. That's really what makes the game work so well is the pure gusto of just how cool Helldivers are.
 
That's really what makes the game work so well is the pure gusto of just how cool Helldivers are.
One thing that I found confusing or entertaining about the universe of Helldivers is that Arrowhead tries their hardest to make Helldivers seems like incompetent, disposable retards when in "reality" Helldivers kill like a thousand aliens before dying and being replaced.
 
Is anyone have any advice how to stop fucking setting myself on fire using the flamethrower stratagem? Especially while using the hover pack. Does the brapthrower stratagem have this problem also?


Thank you for this post. It made me go look up where the head box actually is and I discovered that I was mistaken to try to shoot it in the mouth and was better off aiming for the top of his dome. Even though it looks like that is just as armored as the rest of their back
the reason youre catching yourself on fire is because the flame is hitting your legs/foot
 
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I've been wearing my Creeker cape more often lately, can't wait to drop back in with the new stuff we've unlocked lately. I don't even know that much about the helldivers lore if there really is any to be spoken of, but the sheer retarded autism of the malevelon creek fight drew me in and got me enough practice with the bots that I started enjoying them. Now we'll be going back with backpack bombs, napalm and fire strats, and chemical warfare just like the real Vietnam!
 
Too bad its incineration corps. Say goodbye to armor bonuses and hello to random one-shot snipes by the shotgun devastators when they finally decide to stop shooting at everything they possibly can except for you. It'll be the only way you die outside of the usual strider rocket fling or odd cannon turret direct hit since everything else won't be doing anything to you with the fire resistance armor.
I mean, incineration corps is cool but I don't know how sound of an idea it was to make an entire subfaction based on damage over time. Especially a damage over time mechanic that was originally envisioned as either self inflicted or utilized exclusively by the flamethrower unique to the hulk (that's easy enough to avoid as it is). Now they're shooting it at you with bullets and shotgun blasts. Half the time you aren't even really hit by a shot, or it isn't communicated properly to the client. You just seem to light on fire sometimes if they're shooting towards you. If they're a stepping stone to something better than by all means but I never really liked fighting them.
 
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