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

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Anyway anyone here still playing? I started using the Spray and Pray for all the huge groups of Hunters but is the fire Breaker better?
I never stopped. "We all dive or none of us dive" was the stance of performative faggots; I have the game for PS5, I was never going to stop playing just because Jamal in Nigeria got fleeced for 40 bucks by Sony/Steam, or just because Mr. Chingchong in Shanghai is forced to refund his purchase. I was just bummed because I knew both of those things happening en masse will cause able players to quit on principle, which will kill the game.

Both S&P and Incendiary are awesome for bugs. So is the Arc-12 Blitzer after the recent patch (45 shots per minute). My favorite bug primary is Arc-12, but both Breaker variants are viable and I cannot pick one over the other.
I use it for bugs. Bots not as much because they're a wider spread of armors, that is there's several sorts of devastators and they're all medium armor and they tend to survive way more. But for bugs on a massive breach I clear 20+ kills easy. It also staggers chargers and titans, although for chargers it tends to just slow them half the time and they keep running albeit slower. This is a great utility since it's fast and reliable and lets you get some distance on the big guys until you can turn around and use something AP.
I hated going against bugs up until the last patch with the Arc-12, I'm mostly a bots player fretting about Imperial AT-ATs and literal sherman tanks, so I guess it makes sense that I'm not incredibly familiar with non-piercing area-of-effect damage.
 
So is the Arc-12 Blitzer after the recent patch (45 shots per minute). My favorite bug primary is Arc-12
This may be the missing piece of the puzzle for me, that's one of the last guns I need. I have been flip flopping on adjudicator and slugger but both don't feel quite right. Slugger used to be my bot weapon of choice but I learned to love the sickle and go for head shots all the same like slugger. For bugs it's fine but it feels wrong to use on scavengers since it's so few rounds. Adjudicator is better but it also feels bad to have to sink like 6-8 shots in the head of a spewer to kill it. With the arc-12 there's no ammo and it also has spread.

People think the sickle is a catch-all for all enemies but I don't like it on bugs and I'm not sure what it is. Maybe the larger crowds of enemies makes it feel worse because I did feel like I had to actually change ice for it unlike bots where that's only if shits going really wrong.
 
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With the arc-12 there's no ammo and it also has spread.
The Arc-12 has the same benefit as a Guard Dog Rover. It automatically targets several guys in front of you and deals a little damage to all of them, which is what you need to do to bugs. Deal a little damage to each little beetle as quick as possible to prevent breaches (and the smaller the bug, the more likely they are to call for help). There's no ammo, it can hold back a whole wall of critters (it gives a small stagger), it will hit guys you may have missed on your peripherals, it will hurt pretty much everything but Chargers and Bile Titans. Hive Guards can be a bit annoying, but 5 shots to the front or 2 shots to the back will kill them.

The main upgrade from the last patch is from 30 shots per minute (2 seconds in between shots) to 45 shots per minute (1.33 seconds in between shots). It is extremely good for bugs. I haven't tried the Arc Thrower support weapon against them, I suspect it's not that great, but I swear by Arc-12.
People think the sickle is a catch-all for all enemies but I don't like it on bugs and I'm not sure what it is.
It's not. Sickle is good bot meta because there's fewer guys to hit and you need your shots to accurately hit weak points like devastator heads and jetpacks and dudes on chicken legs behind shields, but the Sickle doesn't put out enough spread to take care of swarming bugs and prevent a breach. I know the players you're talking about too, and they are making a big mistake by always taking the Sickle.

Likewise, I take Quasar support on bots but will actually do a Grenade Launcher support on bugs. Can close up bug holes from a distance and have another spreadfire to prevent breaches.
 
This may be the missing piece of the puzzle for me, that's one of the last guns I need. I have been flip flopping on adjudicator and slugger but both don't feel quite right. Slugger used to be my bot weapon of choice but I learned to love the sickle and go for head shots all the same like slugger. For bugs it's fine but it feels wrong to use on scavengers since it's so few rounds. Adjudicator is better but it also feels bad to have to sink like 6-8 shots in the head of a spewer to kill it. With the arc-12 there's no ammo and it also has spread.

People think the sickle is a catch-all for all enemies but I don't like it on bugs and I'm not sure what it is. Maybe the larger crowds of enemies makes it feel worse because I did feel like I had to actually change ice for it unlike bots where that's only if shits going really wrong.

Sickle has no medium pen at all and hive-guards at range are a huge PITA. It's okay if you pair it with something that covers medium very well like the AMR or AC.... but I actually went back to the slugger, you have to nail the head-shots/leg-shots, you can't afford to miss and you may have to pull out your side-arm when you are overwhelmed with tiny trash (or Shriekers outside of their attack animation) but it deals with almost everything on the field. Nothing but the JAR kills medium stuff so efficiently and the Slugger feels much better when a hunter is jumping in on you.
 
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Sickle has no medium pen at all and hive-guards at range are a huge PITA. It's okay if you pair it with something that covers medium very well like the AMR or AC.... but I actually went back to the slugger, you have to nail the head-shots/leg-shots, you can't afford to miss and you may have to pull out your side-arm when you are overwhelmed with tiny trash (or Shriekers outside of their attack animation) but it deals with almost everything on the field. Nothing but the JAR kills medium stuff so efficiently and the Slugger feels much better when a hunter is jumping in on you.

That's what I was trying. I actually used the dagger (laser pistol) and after the buff it's not that bad actually. You take half a second to cook scavengers and can more easily correct your aim when you run since you see the beam. For those who don't know any one handed weapon can be hipfired behind you while running away when looking behind. Problem was until this new order I saw drop this was tested on Hellmire and that place fucking sucks, the extreme heat means you have to use las guns sparingly. It feels like 20% quicker heat gain but I don't know specifics.
 
That is actual pajeet tier coding. They are essentially running a damage command every tick and then the player only gets damaged if they are in range, I'm assuming, this is like Unity asset flip tier coding level. They should be running a behavior tree or something that only attempts to damage the player when the attack has occurred and when the player is within range, if the player is out of range they should entirely skip the attack/damage stuff and tell the AI to do something else like move to the player, this is basic ass shit.
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I swear to god they better not have written the whole thing in visual script or Lua...

This is what happens when you don't hire people who are actually qualified for the job and just hire based on diversity. I wouldn't be surprised if a lot of other big games are coded this shittily, since there seems to be some belief in game dev circles that as long as it works its fine and you should ship it, which is used to excuse utter garbage like this. If you need to ship very soon and the only way to get something to work is a gross hack like this then fine, you need to ship, but coding an entire game like this is yandev tier bullshit and you should be fired.
 
That is actual pajeet tier coding. They are essentially running a damage command every tick and then the player only gets damaged if they are in range, I'm assuming, this is like Unity asset flip tier coding level. They should be running a behavior tree or something that only attempts to damage the player when the attack has occurred and when the player is within range, if the player is out of range they should entirely skip the attack/damage stuff and tell the AI to do something else like move to the player, this is basic ass shit.
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I swear to god they better not have written the whole thing in visual script or Lua...

This is what happens when you don't hire people who are actually qualified for the job and just hire based on diversity. I wouldn't be surprised if a lot of other big games are coded this shittily, since there seems to be some belief in game dev circles that as long as it works its fine and you should ship it, which is used to excuse utter garbage like this. If you need to ship very soon and the only way to get something to work is a gross hack like this then fine, you need to ship, but coding an entire game like this is yandev tier bullshit and you should be fired.

Game runs pretty good for me, a couple of crashes, very occasional stutter.

Also would like to point out that the 4 channer picked a BT doing an AOE stream attack for his example. I can't imagine the polling works this way for swipes and direct bot fire.
 
Game runs pretty good for me, a couple of crashes, very occasional stutter.

Also would like to point out that the 4 channer picked a BT doing an AOE stream attack for his example. I can't imagine the polling works this way for swipes and direct bot fire.
Either way that is still a lot of unnecessary work, made worse by the fact that it needs to all be networked
 
That aside, I'm seeing a sentiment on people not wanting to reverse their review because they want to leave a message or whatever. I sorta understand but I think you're missing the point.

Pressuring someone into caving into your demands only works like this if they're under the pretense you will uphold your end of the bargain. Telling someone "do this, or else" and then doing it anyway when they listen to you is a pretty sure way of making that person uncooperative, if nothing they do matters and it always ends the same way then what do they have to lose fucking you over?
No, you are missing the point. They don't give a flying fuck about reviews. They care about the money. Your refund is your bargaining chip. Your negative review is a reminder to both Arrowhead and Sony that your finger is on the wound and you're willing to push down on it if they try any bullshit again.
All they get from me is my cancelled refund submission that I will re-submit upon any changes to the legal contract I agreed to when the game came out.

The only reason they shat themselves is because they probably got a notification from Valve that their next month of revenue on game sales would be negative due to the refunds queued up. It is likely that when SONY saw this, they instantly got Valve to put a hold on all refunds while they prepare a public statement or Valve just did it as some internal policy. Mine was there for almost a day before I cancelled it when I saw the Sony post. Usually a first attempt at refunding on Steam takes at most a few hours before auto denial, my first attempt was there for almost a day before I cancelled it. This indicates that there was either some refund pause in place, or they were just so inundated with refunds that their two layers of automated denial systems couldn't handle it.

Either way, what their PR statement did was temporarily alleviate the pressure of tens of thousands of refunds. That is where it hurts them the most, that is what matters to them. Keep your review negative and make sure you are able to submit another refund when something like this happens again.

No Sony child, I am the one in control, we will NOT require a PSN account.
 
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boy do i love "security". Surely "security" would never be used as a justification for anything nefarious or cited when my privacy is violated. Ulterior motive? whats that? never heard tale of that before. I've never encountered a single cheater, nor have heard anyone who had that problem.
I don't get these claims of needing to contact valve to just track player accounts, anyone can get steamid of the people in the multiplayer session with you as long as the game uses steamworks, mods that inject into the program can do it, the developer even more so.
 
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