Helldivers 2

The armour abilities were working correctly, but the speed buffs/debuffs and extra health awarded etc weren’t working. No idea if it’s fixed or not.
 
From what I've read/watched, it's slightly improved, but still wildly inconsistent meaning the lighter armours are likely still the way to go.

Enemies can often deal crit damage which can still take half your life in one go, even with the most protective heavy armour, so in some situations you'll cope well, others you'll melt just as quick.
 
On the harder difficulties if you are taking damage you are probably dead, though the medium and heavy armours can prevent you getting one hit killed. Ideally you want to be mobile, creating space for yourself and working the horde.
 
Just remember armour rating doesn't apply to the head, head shots even from scavs are devastating. Hopefully they do something about it with helmet armour ratings etc.

I still favour light armour either scout, med or stealth personally but I'm not playing at higher difficulties often.
 
Just remember armour rating doesn't apply to the head, head shots even from scavs are devastating. Hopefully they do something about it with helmet armour ratings etc.

I still favour light armour either scout, med or stealth personally but I'm not playing at higher difficulties often.
this. it's getting hit in the head that negates the armour, making it inconsistent.
 
Some more balance changes in a patch today that look pretty promising for higher difficulty missions against the bugs, it will be interesting to see what the spawns look like now:

Patch 1.000.102
Good day citizens of Super Earth. A new patch to aid you in your efforts is coming in. May Super Earth give you courage

Overview
Today's patch is dealing with the spawn rate of heavily armored Terminid enemies as well as the possible play against them. It also contains some fixes to UI elements and crash fixes.

Balancing
Enemies:
  • The amount of heavily armored targets that spawn on higher difficulties, especially for Terminids, have been a big discussion point online and internally. The intent is for groups to have to bring some form of anti-tank capability but not to the degree previously needed.
  • To that end we have reduced the spawn rate of Chargers and Bile Titans on difficulties 7 and up. In addition we have reduced the risk of spawn spikes of Chargers and Bile Titans.
  • Please note that we have changed the distribution of enemy types, not reduced difficulty. Expect other enemy types to appear in greater numbers instead.
  • We are humbled by the community's ability to find things like Chargers “leg meta” in our game, however spending your heavy anti tank weapons on legs instead of the obvious weak point seems counter to expectation.
  • We are not changing anything regarding the Charger’s legs, we are however lowering the health of the Charger’s head. It should now be at a point where a well placed shot from a Recoilless Rifle or EAT-17 instantly kills a charger.
  • Together with the unfortunately undocumented change of last patch that increased the armor penetration ability of less well placed shots for EAT-17s and Recoilless Rifle shots, Chargers should now be easier to handle by well equipped groups.
Gameplay
  • "Electronic Countermeasures" operation modifier, which had a chance of giving you a random stratagem instead of the one you input, has been removed in order to be reworked, and will be reintroduced in a future iteration. We found that this modifier wasn’t communicated clearly enough and overall caused more frustration than excitement with the way it was currently implemented. This change was made in 1.000.100 but was unintentionally omitted from the patch notes.
Fixes
  • Fixed missing text on several HUD / UI elements.
  • Fixed several subtitle / VO mismatches in the news videos.
  • Fixed various crashes that occurred mid-gameplay and when deploying to missions.
Known Issues
  • Game crashes when attempting to use a stim while inside an Exosuit.
  • Pink artifacts may appear in the sky when setting off large explosions.
  • Automaton Dropship seemingly disappears and slides in after being shot down.
  • Shots from arc-based weapons may not count towards kills in post-mission stats.
  • Players cannot unfriend other players befriended via friend code.
  • Cross-platform friend invites might not show up in the friend requests tab.
  • Players may be unable to select loadout or return to ship when joining a multiplayer game session via PS5 Activity Card.
  • The Exosuit can destroy itself with rockets if it fires while turning.
  • Text chat box display is obstructed by the cinematic letterboxing during extraction.
Release Captain Carlberg out
 
Notice a small but increasing number of jurnoes writing hit pieces on Helldivers 2 as having a "toxic community" or just being a "toxic game"

Its vastly over exaugurated BS, but why?

This is a game that does not follow the recent "woke" trend, political activists like Sweet Baby Inc having more than just an editorial influence on the product resulting in no one wanting to play or watch it because the propergandisation of the product is above all else making it just a bad game or movie quite aside from the politics that no one wants in their escapism entertainment.

Arrowhead haven't done that, they put all of their time and money in to just making a good game, and that old fashioned approach? Has made it hugely successful while everything made that's proudly displayed as a partner on the Sweet Baby Inc home page falls flat on its face with those studios now laying people off.

Activists are gonna activist and they HATE what Helldivers 2 represents, successful normality.


"Trans and Fury Folk" Furies. No you're not a _____ cat.
 
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Haha Tim didn't know how to get the grid co-ords C2. They must get so many subscribers though..

The mission mechanics aren't really clear at all, the game seems to leave the players to figure out a lot of stuff which is often implemented somewhat obscurely. I benefitted quite a lot from jumping in an early game with someone on voice who knew the game inside out and was talking through a lot of it, though there are still lots of things I'm unclear on.

I'm also finding a couple of things, which I don't think is down to my ability - Chargers I can not land headshots whatsoever, and my aim isn't that bad, it is always registering as an armour hit!?! and Stalkers are total bullet sponges, despite supposedly being glass canons, I dunno if related to the problem with hit markers but it is taking me 3-4x as many shots as it seems like it should to take them down (it is possible it is down to my connection, as I'm currently playing on 4G, but I don't think it is the case as most other stuff is dying as expected).
 
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The mission mechanics aren't really clear at all, the game seems to leave the players to figure out a lot of stuff which is often implemented somewhat obscurely

I like it. Its actually simple, common sense but maybe just applying general game/puzzle logic. Some areas I have discussed with teammates as its not explained anywhere but we didn't have a veteran explaining it with us and we were early players.

Regarding your charger observation this has been fixed today. I used the recoilless rifle and it now one shots the charger with a quality aim. It also is fairly affective on bile titans now.
 
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I like it. Its actually simple, common sense but maybe just applying general game/puzzle logic. Some areas I have discussed with teammates as its not explained anywhere but we didn't have a veteran explaining it with us and we were early players.

Regarding your charger observation this has been fixed today. I used the recoilless rifle and it now one shots the charger with a quality aim. It also is fairly affective on bile titans now.

I've not tried since the patch but it literally wasn't registering headshots on them let alone doing extra damage.

(I'm assuming the head is relatively low down where you can see its mouth - otherwise I'm shooting it wrong. I usually resort to using the orbital railgun to take them out :s)
 
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I've not tried since the patch but it literally wasn't registering headshots on them let alone doing extra damage.

Concur, I was nailing good shots with the mentioned weapon yesterday and often needed two hits sometimes three instead of the one. Now its much better, would prefer these types of one shot slow reloads to get tweaked faster.
 
On another note - finding I'm needing V-Sync on, or playing at settings which keep my frame rate in the 60-100FPS zone to help the game playing stably - stuck the 4080 in and getting around 200FPS and it was erroring out several times in an hour of play, which had me worried, but the card is fine in everything else and I can replicate it on other systems by putting the settings down to where I'm rendering high FPS. Fortunately G-Sync + V-Sync on at 144Hz still feels great to play with and so far not had any crashes once enabled.

(I've not played around enough to know whether it is down to high FPS alone or whether a certain setting(s) or combination of settings are less stable than other settings)
 
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Interesting that. I have it off and to stop my cpu choking out use DLDSR with my 3090 getting around 90fps most of the time.
 
Possible it is an nVidia driver problem - it all started with updating to 551.76 - I didn't notice it before on 545.84. I've not really played around enough to know exactly what is going on.
 
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