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

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On diff 10, every mob on the new mission is either a heavy like a Veracitor, Gatekeeper, or Harvester. The only normal mobs are Watchers/Obtruders. The spawns are nonstop. Once again the devs did not playtest this.

I got the daily challenge (kill 500 Illuminate) halfway through my first mission.
 
The new squids are pretty good. The mecha squiggas are very manageable, and the new drone chaff fits the old Illuminate design better. What I don't understand is why they haven't released the cultist-type enemies, like the Illusionist or Overseer variants that have been leaked out. I hope we get more of the voteless body horror down the line, but I wish they had included at least a new mini-boss enemy like the cyborgs got.

Then again, at D10, they're spawning more harvesters than I've ever seen. So dealing with mind-raping
Yu-Gi-Oh playing cripples WITH the other stuff would be too much.
 
On diff 10, every mob on the new mission is either a heavy like a Veracitor, Gatekeeper, or Harvester. The only normal mobs are Watchers/Obtruders. The spawns are nonstop. Once again the devs did not playtest this.

I got the daily challenge (kill 500 Illuminate) halfway through my first mission.
I guess I'm fighting in the shade again because the flying overseers literally blot out the sun.
 
The pink bar is going up super fast. This better not be another 'supposed to lose' fight...
The math isn't particularly reassuring. Arrowhead needs to stop goofing around with these operation completion objectives, whenever me and my friends play helldivers, we do like, an operation per night, maybe two at a stretch. And that's  one operation completion, not four. So the active playerbase of, what, a bit over 60-70k depending on how you interpret steam charts and console players (I've seen around 80k from tracker sites but idk how accurate they are for totals that are active) has to complete 500k operations. If every single player was doing it, not failing any missions to break the three mission operation (a rare occurence in my experience but still), all individually, each person would need to complete about eight to ten operations each. Except most people play 4 player co op, so it's more like 50 operations, or 150 missions, over the course of four days. Unless they play on easy mode where operations are a single mission but I don't know why the hell anybody sapient would play lower than difficulty 5.

It's pretty foregone.
 
The math isn't particularly reassuring. Arrowhead needs to stop goofing around with these operation completion objectives, whenever me and my friends play helldivers, we do like, an operation per night, maybe two at a stretch. And that's  one operation completion, not four. So the active playerbase of, what, a bit over 60-70k depending on how you interpret steam charts and console players (I've seen around 80k from tracker sites but idk how accurate they are for totals that are active) has to complete 500k operations. If every single player was doing it, not failing any missions to break the three mission operation (a rare occurence in my experience but still), all individually, each person would need to complete about eight to ten operations each. Except most people play 4 player co op, so it's more like 50 operations, or 150 missions, over the course of four days. Unless they play on easy mode where operations are a single mission but I don't know why the hell anybody sapient would play lower than difficulty 5.

It's pretty foregone.
It's rather disheartening playing mission after mission and not seeing that blue line budge.
 
On diff 10, every mob on the new mission is either a heavy like a Veracitor, Gatekeeper, or Harvester. The only normal mobs are Watchers/Obtruders. The spawns are nonstop. Once again the devs did not playtest this.

I got the daily challenge (kill 500 Illuminate) halfway through my first mission.
first drop i went out with over a thousand kills.
 
On diff 10, every mob on the new mission is either a heavy like a Veracitor, Gatekeeper, or Harvester. The only normal mobs are Watchers/Obtruders. The spawns are nonstop. Once again the devs did not playtest this.

I got the daily challenge (kill 500 Illuminate) halfway through my first mission.
They never playtest anything, they just outsource shit and have the players playtest it. They might do a few balance passes after their lazy swede asses get off their 5th break of the day, but the vox is still busted so. Also it feels like a 'supposed to lose' MO again to establish these new enemies as 'normal'.
 
I haven't checked out the new Illuminate units yet, are they still weak to Medium AP or do I need to start bringing anti-tank for them now?
 
I haven't checked out the new Illuminate units yet, are they still weak to Medium AP or do I need to start bringing anti-tank for them now?
I caught a bit of a stream from the girl who is always using the Epoch and she and her team were cooking those bastards like clockwork with the new heavy flamer. There is an underslung cockpit with a canopy made of shield and the flames were going right through and cooking the pilot. The one time someone let one of the ranged one fire it took them out in one go, however. Haven't played against them myself so I don't know how other weapons do yet.
 
I actually like the new illuminate...now the spawns on diff 9 and 10 can be a little...hectic. Those fuckers who block their cockpit then rush to bitch smack you can be a big pain in the ass, and if the ones with guns do fire, its pretty painful.

However like always, HMG just leaves a long trail of dead squids in its wake, and these Exosuits are no different. If using the HMG and you're fighting Fist Fucker (what I call the one that punches you) there are three glowing lights, that look kinda like mechanical eyes that are weak to heavy pen if you can't get shots on the cockpit. These 'lights' are on the top of the chassis at the front. Can't really miss them.

But honestly, its really not that bad. Like for a new enemy sure there's a lot of them, but its no where near Vox Engine levels of annoyance. The fact most guns can reliably take them out is a big bonus as well. Maybe I think the gun ones can be a little more...deadlier? They kinda die too quickly before they can shoot your ass compared to the one that blocks his weakspot as he advances.

Finally some new enemies that aren't hilarious broken. I do like the watcher swarms as well, since they feel like true chaff (every fucking where, die extremely easily, and don't do that much damage)
 
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Only I skip Illuminate content and MO?
I just don't like them.
 
My go to build so far is the Double Freedom/Senator with Arc Thrower, and Laser Guard Dog.

Double Freedom can take down the new big guys and harvesters with volley fire and the arc thrower is great for dealing with groups, and anything the Illuminate throw at you outside of harvesters. Everything else is self explanatory, with the Senator and other strategems being replaceable with anything you want.

For grenades, I really like using the bubble shield to hold my ground. Against Overseers or HUGE groups of drones it comes in clutch.
Absolutely dogshit for taking out objectives however, but again the you can take strategems that can help deal with them outside of the new big spire objectives. I generally just focus on killing and let my team deal with objectives.
 
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