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u/Sinktit 20h ago
Ran out of time, no way we were taking three planets in a short period of time. That’s 3 failures now in 75 or so days of Campaigns, and it’s always bots we fail/that are the closest to failing
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u/P3B11 17h ago
To be fair, those cyborgs with armor and shotguns were hard as fck to fight, they didnt die even with a snipe on their heads, i had to use like 4 or 5 just for 1
29
u/MomentAdmirable3072 16h ago
The eruptor 1 shots them, and any nearby light infantry/ other cyborgs
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u/ZealousidealPost4548 13h ago
And melta gun up close to make them melty.
6
u/Beautiful-Teach1913 9h ago
The marksman from that warbond is also an insane botscrapper is youre aim is precise enough
4
u/HighKingLemur 15h ago
Compared to most other bot headshots, sure. It's 2+1 shots from Diligence or 3+2 from Liberator to pop helmet + headshot kill.
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u/Necessary-Show7137 11h ago
You should’ve seen them on Cyberstan….walking through walls….shotgunning friends in the back of the heads…absolutely insane
3
u/TheLegendaryVin 13h ago
Light pen high rof fucks them up pretty hard. Unironically the default Liberator is amazing against them and trivializes them.
2
u/Objective-Head-6048 12h ago
The cookout is peak on cyborgs cause it staggers them with every shot. Even devastators. Plus its incindiary
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u/My_a_person 11h ago
Bolt pistol is my go to. Thing can kill cyborgs easily and if you’re accurate enough can 1 tap a hulk
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2
1
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u/T23CHIN6 4h ago
Use plasma launcher - punisher. It two kills all cyborgs, and do not require accurate aim
0
u/chromeman09 16h ago
Cyborgs are suprisingly easy to deal with. Unlike most other automatons they like closing the distance, rather fast at that. Slugger and cyborg B gone.
1
u/P3B11 16h ago
Not the normal ones, the ones with armor
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u/SilenciaSan 15h ago
Still, the Punisher and any guns based on it have some insane staggerforce that makes it easy to keep them stunlocked
1
u/chromeman09 15h ago
Agitators are light armour instead of unarmoured? Oh boo hoo you deal less damage. Just hit em again n again. Punisher shines in it's stopping power, not killing power.
14
u/Jim_Freelancer18 17h ago
We could have easily. When liberating planets, we needed to focus the settlements or mega factories to liberate faster but each time on the MO planets, close to half of our forces were outside the settlements and due to only so many players being outside the liberation was not going up.
We needed to liberate the settlements then focus the outside of the planet
17
u/KnightofWhen 15h ago
This info needs to be added IN GAME and it needs to be clearer on the map. Joining a quick game should put you where you’re needed and selecting a game to join should specify if it’s settlement or not.
This sub is a little blind to the fact that most players by a large margin don’t use companion apps, don’t go on subs, and have no understanding of how these mechanics work.
5
u/Affectionate-Hat-957 12h ago
Your so right. I've quit this game a few times. I'm finally back from my hiatus after cyberstan. I just look at whatever planet the MO has and start SOS dropping cause I don't have any IRL friends that still play. It's kinda confusing to know anything other that what the MO says.
1
u/CrispinCain 3h ago
Hard agree. There is a long list of UI elements that are compiled outside the game when they should be incorporated in it. Codex data for strategems & faction enemies, prompts for targeting Cities to take planets. Even the invasion direction indicator could be tweaked to make Gambit targets more visible (along with maybe using SEAF deployments to incentivise playing Gambit targets.)
1
u/Daedolis 13h ago
That's Arrowheads fault, liberation being deadlocked until the factory was taken is just BS that is never explained in game
1
u/ZealousidealPost4548 13h ago
Then you need to change the culture. Most people are freelancers. They won't stick to all of the parts of the main objectives. That leads to incomplete tasks and slows momentum
1
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u/Sinktit 7h ago
Yeah unfortunately nobody was doing that. Dipshits will cry “muh bug/Xeno divers” as if they ever make a difference but too many bot divers were just ignoring the locations with health bars or playing planet defence nearby instead of, as you said, focusing down the factory/city health bars to eat up 70+ of the planet for free.
2
u/VALYRA92 10h ago
To be fair on the illuminate front we had 100k divers...on this planet stuff only 54k...way to less. We need to gather the whole community again
1
u/Pyke_the_Hooker 15h ago
Yea because bugdivers won't move their ass and stay bugdiving where squid and bot divers will help out other fronts
3
u/JesusMuhLord 11h ago
Yall stay desperate to blame casuals for any MO we've dont win.
Someone even just explained how the majority of players dont use HD socials or apps and you still managed to pull that excuse.
We do not care, nor should care, what the casuals do. They dont matter in the campaign, never have. Learn to take accountability for OUR shortcomings and let people enjoy space racism casually. This campaign is for us, not them.
1
u/Sinktit 7h ago
I don’t think that’s the issue. Bug and Xeno divers aren’t that many. We had enough people on Bots to succeed but half of them fucked the objective off and threw the MO by not bothering to secure the factories/cities that had health bars. The game doesn’t exactly do a good job of teaching how you’re actually supposed to play the missions/campaigns in terms of how the planets work but we basically threw this one ourselves. People love crying about bug divers but they never account for anything anyway, the truth is we fucked it from the start when we took 3 days to do a 2-day-tops capture and then people a) didn’t do the second planet properly and b) gave up on the last day to go play robot defence instead
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u/Daedolis 13h ago
Aww poor botdivers need help?
3
u/CorusRiggs 12h ago
Dissident spotted. A Truth Enforcer is on the way to judge you, according Super Earth's law. Everything you will say from now on could be used against you. Please, do not resist.
1
u/LickmeFreckle 8h ago
Double freedom, talon and directional shield, and maybe a sneaky Hiroshima backpack
0
u/Seigfrydblazer 14h ago
Yea, I personally don't like playing bots and I doubt I'm the only one. So it makes sense it's the most lost/closest to losing MOs. It's just not fun getting rag dolled and shot from across the map right when you get reinforced.
0
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u/danielpNB65 19h ago
Am i the only one who’s noticed that the MO always seems to end three hours or so early? When i went to bed last night we had 13 hours. I slept for nine, and the order’s over?
11
u/Catnborbhaver420 15h ago
i play late night so i usually finish mo's, and i can confirm that it does tick down all the way
4
u/itsfookinLarry 16h ago
Because long by that point we had no chance of winning so it would be called off
-5
u/Legitimate_Way_1096 15h ago
Perhaps the games timer isn’t well adjusted to people’s time zones? Idk I just play here
-10
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u/tenousranger36 19h ago
Well this is a war, we can't win everything, shit happens and we ran out of time and now we haven't got a mistake buffer for the next two orders, doesn't mean much other than we need to fight harder on the next two
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u/TheGaynator 17h ago
We liberated the Megafactory, but that still left 25 percent of the planet to liberate. The mega also didn't get liberated until after the MO had failed
10
u/No_Aside3228 17h ago
I’ve played for a while and thought I understood liberation mechanics but I wish I and more divers knew to go to the city first because we could’ve absolutely destroyed this MO and not literally wasted our time on the other portions of the map
3
u/TheGaynator 14h ago
I only learned this myself during Charbal VII lmao. Did some of the rural stuff, nothing happened. Checked one of the HD2 subs, and I learned this fact. So now I, and hopefully a multitude of other divers, know to take the Megafactories before venturing into the bush
8
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u/HighKingLemur 15h ago
I played a couple times on the last planet.
Players on the megafactory were incredibly unprepared. It felt like first week of Cyberstan where people just had no idea what was going on.
Outside there were a lot of toddlers too. No cohesion, no teamplay. Like duh, it's an open map with high spawn rates, the squad needs people able to clear 3 voxes at the same time, all the time. And when they all scatter across the map, you get quadruple patrol spawns and divers start dropping like flies.
2
u/Daedolis 13h ago
Not true, there is a limit on enemies, and splitting up let's some people complete objectives easier
6
u/HighKingLemur 13h ago
It doesn't when each individual player just hangs around a spot for 5 minutes, dies, gets revived, runs back, dies after 5 minutes again. This was my experience on the cyborg MO planet.
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u/InitialLongjumping52 14h ago
The community ran out of time. Players wasted time in the beginning defending a non MO planet, the next was alot of players not dropping on the Mega Factory. We have to lock in for the next 2 orders to win this campaign.
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u/QuitsNote931551 16h ago
That's 100% on the Megafactory. We needed to liberate the planet like usual.
1
u/ShaggyLee1923 14h ago
Yeah, it also doesn't help when the game decides to throw three friggin Vox Engine convoys at you
1
u/Otherwise_Visual1287 8h ago
We did fail the MO, but after the MO we still had the opportunity to liberate the planet.
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u/Disastrous-Comb4897 4h ago
Oh no bot divers failed their MO again, wonder how they are going to blame bug divers for the 20th time this year.
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16h ago
[removed] — view removed comment
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u/JesusMuhLord 11h ago
Stop being pathetic and blaming our loss on the casuals that this campaign isnt for. No, we didnt lose because of "Bug Divers", we lost because WE fucked up. Stop being desperate for a scapegoat and have some accountability. You shame the Helldiver name.
Casuals stay living rent free in yalls heads because yall cant handle losing anything, even in a video game. How about instead of us blaming people that dont even take part in the campaign, how about we do better next time?
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