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

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
I hopped on and poked around with the weapon customization before work. It looks fun, though some weapons have a lot more options than others. I like the changes to the SMGs too, looking forward to trying out the Reprimand again.
 
Weapon attachment system is really cool, but feels a little lacking. Excited for future expansion, specifically I really want suppressors and bayonets, under-barrel weapons like grenade launchers or masterkeys would be cool too. Everything has a positive and a downside, feels kind of like Modern Warfare 2019 where scopes and grips will decrease your ergo but give bonuses with recoil and such. Along with this there's an official camo grind for guns, since they all come with a set of skins and camos with a Helldivers color scheme being unlocked by default. Which as a result kind of makes LUT edit mods for primaries useless.
 
Woah Super Earth needs me? Okay I'll do it, I'm going to bat for you Super Earth.

Sam Heusain Diver.webp
 
Did they ever undo the stupidly undemocratic movement speed nerfs they added for no reason earlier this year?

I get that heavier armor means you run slower, but medium armor like the Helghast assault suit should not feel the same as wearing heavy armor. Even light armor like the SR-24 street scout felt like it got a significant movement speed nerf overnight and just made the game feel awful and sluggish to play compared to before.

I need to go fast to solo the calamari on level 10 dives, complete the objectives, and not be overrun by voteless fodder and jetpack tracking grenade spam. My Guard dog bot having my back and negating the voteless so I can quickly turn on the SAM sites and avoid having several squid walkers hot drop on top of the team.
 
Last edited:
"But this is the Illuminate getting revenge, Super Earth is the bad gu-"

Shut the fuck up nerds, time to make some calamari.
Everyone to Super Earth. What, did you want to grow old and retire?


Also, I fully expect the Bug Divers to ignore this, and continue their tardfight with literal insects out in the gloom.
 
I hopped on and poked around with the weapon customization before work. It looks fun, though some weapons have a lot more options than others. I like the changes to the SMGs too, looking forward to trying out the Reprimand again.
It is very early stages. About the only upgrades that interest me are the drum mags for the starter machine guns. Beam weaponry doesn't get anything besides scopes. Gun Camo is pretty nice but not too many options. There's nothing for side arms

I get that there's probably copyright, but it's an outrage to not have customization options for the Helgast weapons.

 
Just got done with a few missions and Lvl 8 difficulty. It looks like overseers receive a health nerf. It used to be you needed two APHET rounds to down them, but now two flaks are capable of killing any overseer as long as you get them center mass. It makes the autocannon much more enjoyable for the squids.
Are you sure that's not just the shrapnel rework? The autocannon's flak was one of the things affected by the change.
 
I was able to take out the jets with the quasar canon but you need to charge it up as soon as it spots you. I think you can make it accidentally ram into objects if you time it right but Ive only seen that happen once.
Would the Spear be effective against them, or too slow considering the lock on + travel time?
 
Are you sure that's not just the shrapnel rework? The autocannon's flak was one of the things affected by the change.
Looks like it might just be. With 20% more shrapnel and consistent spawn mechanics for it, that is probably why it feels so much better.
Would the Spear be effective against them, or too slow considering the lock on + travel time?
I haven't tried it, but the Wasp might be really good at killing them. Since it has around 300m range and they seem to die from 3-4 autocannon shots, you should only need to land 4 wasps to kill.
 
Okay so initial impressions on the new enemies. The new overseer variant is probably my least favorite. It's not bad or anything, just not much to say on it. It's your standard artillery enemy that attacks from long range while you're distracted by other things type of deal. They seem to be just as common as the other types so you better start getting used to them.

The fleshmob zombie enemy is interesting. I think the best way to put them is that they are a charger without armor. They will hit you if you try to outrun them and they can send you flying. However they don't instantly kill you like chargers tend to do. They make melee combat a lot more precarious since the shield doesn't stop their charge from knocking you down and they attack quickly up close, but it is still something you can try.

I really like the jet. I was honestly wishing for an enemy like this since I heard the words "Jet Brigade". The interloper/stingray? doesn't seem to be much more durable than the gunships (if at all) but it's more dangerous and harder to hit. I think any support weapon that you would bring for the harvesters should deal with them fine as well.

Overall I think they are all good additions to the roster. I'm excited to look at the other changes they made this update, it all looks awesome.
 
Back
Top Bottom