Helldivers 2

Man of Honour
Joined
13 Oct 2006
Posts
91,313
Cmon guys, if you catch on fire; stop, drop and roll! Dive to the ground and you’ll be fine.

Doesn't work quite often currently - no matter how fast you drop and/or stim and drop you just die, I'm assuming as someone said above they broke something with the patch as I was able to go prone to extinguish the flames fine before. (I was playing helldive difficulty on Hellmire with the fire tornados and everything previously without any problems).
 
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Man of Honour
Joined
21 Nov 2004
Posts
45,103
Had a couple of crashes last night, also had a couple of fun matches with some Steam friends (members here I assume). First time on a bug planet, thing I prefer the robots!
 
Soldato
Joined
5 Nov 2014
Posts
7,595
Had a couple of crashes last night, also had a couple of fun matches with some Steam friends (members here I assume). First time on a bug planet, thing I prefer the robots!
I used to be the complete opposite.

I hated the automations due to the distance they could hit you from even if you where behind objects or in trees etc, their accuracy and the rockets etc can 1 shot you or send you flying half way across the map.

Bugs had to be close to you which gave you more time to take them down.

Now, I really do not mind so much and I've always used the quick play option to find groups to join
 
Associate
Joined
18 Feb 2007
Posts
2,153
Had a couple of crashes last night, also had a couple of fun matches with some Steam friends (members here I assume). First time on a bug planet, thing I prefer the robots!
Same here ; picked this game up yesterday even though I don't normally play shooters. Was fun, even playing with randos, but so easy to get swarmed by the bugs in a less than full group.
 
Soldato
Joined
5 Nov 2014
Posts
7,595
New patch released, 01.000.203

Good day citizens and Helldivers of Super Earth
Today we bring crash fixes as well as a calibration to one of our existing armors passive ability.

Overview
  • Fixes to armor passive.
  • Various improvements to stability.
Gameplay
  • CE-27 Ground Breaker armor now has the Engineer kit passive as previously advertised.
Fixes

Crash Fixes
  • Fixed multiple crashes that could occur in the loadout screen when other players left or joined the game.
  • Fixed multiple crashes that could occur after extraction when the mission results and rewards were shown.
  • Fixed crash which could occur when throwing back a grenade while wielding a heat-based weapon.
  • Fixed crash that could occur when hosting a play session migrates to another player.
  • Fixed crash that could occur if too many civilians spawn.
  • Fixed various other crashes that could occur when deploying to mission.
  • Fixed various other crashes that could occur during gameplay.

Other Fixes
  • Fixed an issue that resulted in different damage being dealt enemies between PC and console players.
  • Red boxes in defense missions are no longer visible.
  • Major orders should now properly display text.

Known Issues

These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed. This list is not exhaustive, and we are continuing to identify issues and create fixes. These are organized by feedback, reports, severity, etc.
  • Superior Packing Methodology ship module does not work properly.
  • Players may be unable to navigate to the search results in the Social Menu.
Various issues involving friend invites and cross play:
  • Player name may show up blank on the other player's friend list.
  • Friend Request cannot be accepted when the requesting player changed their username before the request was accepted.
  • Cross-platform friend invites might not show up in the Friend Requests tab.
  • Players cannot unfriend players befriended via friend code.
  • Players cannot unblock players that were not in their Friends list beforehand.
  • Damage-over-time effects may only apply when dealt by the host.
  • Players may experience delays in Medals and Super Credits payouts.
  • Enemies that bleed out do not progress Personal Orders and Eradicate missions.
  • Certain weapons like Sickle cannot shoot through foliage.
  • Scopes on some weapons such as the Anti-Materiel Rifle are slightly misaligned.
  • Arc weapons sometimes behave inconsistently and sometimes misfire.
  • Spear’s targeting is inconsistent, making it hard to lock-on to larger enemies.
  • Stratagem beam might attach itself to an enemy but it will deploy to its original location.
  • Explosions do not break your limbs (except for when you fly into a rock).
  • Area around Automaton Detector Tower makes blue stratagems such as the hellbomb bounce and be repelled when trying to call them down close to the tower.
  • Planet liberation reaches 100% at the end of every Defend mission.

Go now, and may liberty guide your path
End of transmission
Release Captain Carlberg out
 
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Man of Honour
Joined
21 Nov 2004
Posts
45,103
I preferred the bugs at first, but after playing Automatons a lot, I much prefer them. I find you need to use your head and tactics a lot more than the bugs.

The Automatons seem to move a lot slower, so you can reposition more quickly in most cases. I’m only playing on difficulty 4, but the same difficult with the automatons seems easier, but maybe I’m just more used to fighting them.
 
Soldato
Joined
5 Nov 2014
Posts
7,595
Not had chance to play yet since the patch and most prob will not as its Tuesday and the Steam maintenance will kick in at 11pm as usual and kick you from the game.
 
Associate
Joined
31 Jan 2012
Posts
1,999
Location
Droitwich, UK
What level are you? I am currently 58.

Current load out for me is Eagle 500K Bomb, the laser beam, sheld generator and quasar cannon.

I take with me the dominator, grenade pistol and impact grenade.

I've not played in the last 3 days (which is the longest since the game came out!) so not certain on level but I think it's about 45.

I bring the Railcannon strike, eagle airstrike or 500kg, Quassar cannon/autocannon and friendmaker guard dog rover/ome of a number of turrets/other orbital or Eagle stratagems.

Weaponry is the Sickle/Slugger/Breaker (most often the former), machine pistol and basic grenade (or impact on defence missions).

I like to mix it up and try different combos even if only slightly, and occasionally will try something completely different. I find it helps keep the game fresh rather than bringing the same tried and tested combination each time. For instance I love the flamethrower, prior to Quassar it was the weapon that made chargers an afterthought.
 
Soldato
Joined
5 Nov 2014
Posts
7,595
I like to mix it up and try different combos even if only slightly, and occasionally will try something completely different. I find it helps keep the game fresh rather than bringing the same tried and tested combination each time. For instance I love the flamethrower, prior to Quassar it was the weapon that made chargers an afterthought.
Yeah, I keep switching to the scorcher and back to the dominator.

I like the dominator but find it strange that it cannot take down the bots on the walkers but the scorcher can.

I sometimes take the grenade launcher for bug missions as its handy for closing bug tunnels, I recently changed to the grenade pistol to see if I can drop the launcher but you need to reload the pistol after each shot so have their perks etc.
 
Associate
Joined
31 Jan 2012
Posts
1,999
Location
Droitwich, UK
Yeah, I keep switching to the scorcher and back to the dominator.

I like the dominator but find it strange that it cannot take down the bots on the walkers but the scorcher can.

I sometimes take the grenade launcher for bug missions as its handy for closing bug tunnels, I recently changed to the grenade pistol to see if I can drop the launcher but you need to reload the pistol after each shot so have their perks etc.

I don't have the dominator, but the Plas Scorcher was pretty damned good. As you say, taking out walkers easily from the front is a big bonus when things are too heated to get to the rear.

I took am hoping to try the grenade pistol for that reason, just need to collect a few more super credits to afford democratic detonation.

My brother swears by the grenade launcher, don't ever see him without it!
 
Soldato
Joined
5 Nov 2014
Posts
7,595
I don't have the dominator, but the Plas Scorcher was pretty damned good. As you say, taking out walkers easily from the front is a big bonus when things are too heated to get to the rear.

I took am hoping to try the grenade pistol for that reason, just need to collect a few more super credits to afford democratic detonation.

My brother swears by the grenade launcher, don't ever see him without it!
I used the launcher all the time due to it being able to take out the buildings and the tunnels as 4 grenades are no where near enough to attempt a big site with loads of tunnels on.

Since the Quasar has come out I have been using this and the auto cannon
 
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Soldato
Joined
26 Apr 2004
Posts
9,365
Location
Milton Keynes
I wonder if I'll actually be able to accept my wife's friends invite now rather than the accept button doing nothing :)

Update: Nope!

She has no fancy symbols in her name, just two capital letters, and not a massively long steam name EITHER. We've both been able to add other people, just for some strange reason cannot accept invites from each other. It's very wierd and I hope they fix it sooner or later.

If we send each other invites, they go through, but clicking the accept button does nothing, even if we decline, and resend.
 
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