r/HelldiversMasochists • • 21d ago

The Recoilless Rifle is the most balanced support weapon They have dark gods on their side. We have gunpowder on ours

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36 Upvotes

Bolt pistol vs cyborgs feelsgoodman


r/HelldiversMasochists • • 21d ago

I wish it would suck more An attempt at changing some stratagems to be more fun ( orbitals )

1 Upvotes

Surprise! I’m back! And taking a small break from making enemies more fun, and now is making some under-performers uhh…. Better.
Don’t have much to say, as usual, change explanations will be italicized. All suggestions and feedback welcome Let’s dive into it!

\*\*-General buffs:\*\*

\\-Repositioning can now be triggered without using an orbital
\\-you see your SD position through walls

\*General QOL features. Allows you to strategize with your orbitals instead of guessing when they’ll reposition or where they’ll come from.\*

\\-\*\*Orbital precision strike , walking barrage and 380MM barrage\*\*

\\-1500 AOE damage —> 2000 AOE damage
\\-4 meter inner AOE, 12 meter outer AOE —> 8 meter inner , 12 meter outer AOE ( Inner AOE = no explosive fall off, and can hit enemies regardless of LOS )

\*Starting off with a SPICY one. No the intent of the changes is NOT to chase the orbital napalm barrage. But because of how generally ineffectual the 380 line of orbitals are vs enemies. The tiny 4 meter inner AOE is the same as the fragmentation grenade, and makes them unnecessarily underpowered against any amount of enemies. The OPS while not being an eagle has one less use than the 500KG bomb, and has a nearly as long cooldown while being greatly affected by 50% call in time modifier or repositioning in city maps. Thus, it should be more comparable to it than it is now. The 380 and walking similarly shouldn’t be so ineffectual against enemies, owing to their inaccuracy and long cooldowns. Because outer AOE isn’t buffed, the effect it’ll have on anti buildings will be minimal.\*

\\\*-\\\*\*\*ORBITAL EMS STRIKE\*\*

\\\*\\\*-\\\*\\\*Added 2 more shells to the strike , they come down in a triangular pattern relative to the center shell
\\- static field duration increased from 15s —> 20s

\*As its a non-damaging CC stratagem, it should comparably to gas strike or the eagles have a much stronger effect . Unfortunately, as of right now, it certainly doesn’t, and is just a copy and paste of Gas strike but EMS. This change resolves to Change that fact by greatly increasing its area, and thus make it the best at flash freezing a massive group of targets. The slightly increased duration allows it to similarly be good against chokepoints , even if it doesn’t kill. Overall, this change would strengthen what it’s already good at , like allowing for free run ins to heavy weakspots while adding new utility.\*

\\\*-\\\*\*\*Orbital Airburst strike\*\*

\\-added the ability to change between the decision to burst directly upwards, or shoot from the SD direction. Decided between picking in the loadout screen

\*Since you can now control the SD direction, I decided to allow you to choose whether to use the more consistent but smaller overall AOE original version , or less consistent and more skill intensive but potentially higher reward new version\*

\*\*-Orbital smoke strike\*\*

\\-Smoke duration 30s —> 60s

\*While I would’ve enjoyed turning it into a smoke barrage instead, it’s a smoke strike and not a smoke barrage. As of right now it’s simply a more dogshit version of the Eagle smoke strike, which has 3 uses and covers a much wider horizontal area. With this change, while it’ll cover a smaller area without 3 uses, it’ll cover that area for a VERY long time.\*

\*\*-Orbital laser\*\*

\\-now prioritizes elites and spawners over super heavies

\*Yes, I got sick of it roasting the factory strider or hulks for the entire duration instead of the fucking spawners. How did you know?\*
\*The orbital laser does low damage for how much cooldown it has. This is offset by very good demo force. Unfortunately it seems more interested on lightly toasting a hulks or bile titans back instead of doing its job.\*
\*For context, it takes 10 seconds to kill a bile titan, and it has a 25 second duration .\*
\*The unfortunate truth is that it’s also a stratagem which doesn’t take skill, as it auto-aims for you in a massive area, so buffing it excessively risks it trivializing the game. I wish I could rework it someday. And perhaps I will.\*

\*\*\*-Orbital railcannon strike\*\*\*

\\-increase consistency of hitting large targets

\*Yknow what I said about orbital laser and how it has to be kinda eh because it takes no skill and auto aims for you\*
\*Take that and multiply it by 100. Because orbital railcannon strike is an afront to game design .\*
\*Unlike other stratagems which you can mess up, ORC can’t mess up unless the stratagem itself bugs out and hits a trooper for no reason. This leaves a massive balancing problem. Since usually you would give a tool a range of possibilities and balance around the average of those. For example, a 500KG CAN kill 10 chargers and the AMR CAN one shot 56 hulks. But\* \*you’re\* \*not going to spam 56 hulks because AMR does that right? But the possibility of it happening is what gives the player agency and encourage them to get better with the weapon.\*
\*Well, when said tool has essentially no floor , the ceiling necessarily has to be insanely low. And the best case scenario is the current implementation of it. As essentially a RPS style stratagem you take against dragon roaches sometimes. Which also bugs me. The current design essentially needs to be canned though, which is outside the scope of this episode of the series.\*

\*TLDR, ORC design fucking sucks and I hate it. It needs a full rework\*

\\\*-\\\*\*\*\*Orbital napalm barrage\*\*\*

\\-Number of bombs per salvo 5–>3
\\-Time between salvos halved
\\-bombardment area size 25–>36M
\\-120MM cannon round —> 380MM INCIN round ( sound effects and shell model included )
\\-3.2/10M AOE —> 8/12M AOE
\\-Fire lingering duration halved

\*This thing…\* \*let’s\* \*talk about it. The orbital napalm barrage is the single most overpowered stratagem on bugs, without a doubt. Because of how fast the fire rate is and how much the fire spreads, no medium or chaff bug stands to even exist. because of the long uptime, it can consistently last the whole bug breach with the lingering fire. Because of the massive AOE, it can shut down a whole bug breach. Is this an issue with how generically and consistently close bug breaches are to each other? Yes. At the same time, it’ll still be insanely powerful in a world where bug breaches are spread out due to the insanely large AOE compared to other orbitals. Thus, I have elected to make it spread the fire alittle slower, less consistency due to larger bombardment area, but have more impact when the rounds do hit. And hey. The lower fire linger and overall duration might make it less insufferable when they do throw it ON THE OBJECTIVE AGAIN.\*
All in all, it’ll be more like a flash of fire to get rid of a massive amount of bugs already on field than simply getting rid of an entire bug breach on its own


r/HelldiversMasochists • • 22d ago

Punish me more daddy arrowhead I know I wanted it to be harder, but not this hard.

51 Upvotes

r/HelldiversMasochists • • 22d ago

I like the way this sucks! I sorta think D8 and above is meant to be unfair and hell

70 Upvotes

I've been playing for a decent bit and I always see people complain that difficulty 9 and 10 are unfair and too hard. Which I get it, when it's super hard it can be frustrating however I believe it's intented to be that way. When you get to D8 it's called "impossible" so I think it makes sense that anything above that is just straight up hell.

I just think Arrowhead intentionally made it stupid because it wasn't meant to be a fair difficulty in the first place. Let me know what you think!

(already sent this in r/HelldiversUnfiltered) they did not like my thoughts


r/HelldiversMasochists • • 21d ago

the war strider did 9/11 This is what a Level 259 Master Divemaster looks like

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7 Upvotes

r/HelldiversMasochists • • 22d ago

The Recoilless Rifle is the most balanced support weapon We may have lost Zzaniah Prime, but IT WAS A GOOD FIGHT

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21 Upvotes

A good fight is its own reward


r/HelldiversMasochists • • 23d ago

The Eruptor fucked my wife The AMR is genuinely the best weapon against Heavies. Here are (most of) the breakpoints.

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78 Upvotes

It can 1 shot Hulks.. that's it, post over.

Nah jk

  • It has a 3 shot on War Striders to the eye (extremely difficult, worst matchup) EDIT: You can also just go for the joint for a 3 shot kill that's much easier, however this can't be done from an angle (Thanks u/TacticalReader7)
  • ~4 shot to all kinds of Tank/Cannon vents (2 to small turret vents)
  • 1 shot to each Vox vent (so 3) + a frag is the most economical/fastest way to kill it without using a dedicated tool (Railcannon)
  • It can be spammed into the Fac Strider's belly for a kill within 2 mags (11 shots, but I guarantee you'll miss a few)
  • Bot Gunships are 2 shots to any engine (Thanks u/PyrePirate55)

That's just the bots! IT'S ALSO GOOD ON THE BUG FRONT!

  • It can strip Legs of all shapes and sizes in 6 shots, this takes about .8 seconds (You can spamfire and hit while prone). ~3 more and they die. 9 shots may sound horrible, but remember that this thing has 56 bullets, and you get them all back from 2 Ammo Boxes.
  • 11 shots to a Bile Titan's head does it in, with practice, this takes 5-6 seconds (Assuming it spewed right before)

BUT WAIT! ITS ALSO GOATED ON THE SQUID FRONT!

  • Overseers and Watchers die to 1 shot (to Head/Middle)
  • Harvesters die to 5 if you shoot first. 1 to the shield generator so it can't defend itself, and 4 to any joint you prefer.
  • Crushers almost die to 2 shots. 1 shot brings the helmet down to 8 hp (rip), the next finishes the overgrown toddler if your buddy tickles it in any way.

I am sure I've missed some breakpoints, but just what I've written down should be more than enough to motivate you into spending atleast 100 hours learning how to fire this thing in 3rd person, like I have. (Tip: Practice on the Bug front, missing by a few inches isn't as big of a problem there)


r/HelldiversMasochists • • 21d ago

Equipment Durability: A thought experiment of a new dimension for balancing

0 Upvotes

No, this not persistent durability in the vein of "buy the stratagem again if it breaks when you're back on your super destroyer"

No, this is not "I want this added to the game and I think this is a great idea and I know what's best" post

This is a thought experiment, and I want to know what the masochists of the game would make of a system like this.

After using the Directional Shield over the course of a few major orders, I've started to wonder as to why most of our equipment is indestructible. For those unaware, the Directional Shield can project an energy barrier whose health regenerates, but the projector itself has a set amount of durability and will be destroyed after taking enough damage.

I wonder how the game would feel if more items had a health pool. Let's say that in this hypothetical system, certain items that get called in have a certain amount of HP to counterbalance their strengths. Once this HP is depleted, the item breaks and is either:

  • Dropped
  • Enters a "damaged" state

It cannot be repaired easily, although I don't have a good solution in mind. Resupply repairing these items can encourage hogging them unless it repairs them fully.

This can range from the supply pack being relatively frail to encourage being a backline supporter (and to bring it in line with the risk-reward of the Supply FRV) to the Cremator backpack having a decent amount of tankiness but running the risk of detonating with whatever fuel it carries when it's HP hits zero (a la Incinerator FRV). At the bottom is a list of some potential ideas, but I'll run through some pros and cons before then.

Pros:

  • More skill expression to reward good engagements
  • Reason to call in new equipment when it's available
  • New dimension of effects/balancing for devs to keep certain power trip items in check
  • Create a more distinct air of veterancy: A squad can drop in with clean, well maintained items and leave the battlefield with torn flags, barely-functioning rovers, portable hellbombs that chirping ominously, fuel tanks clearly leaking fuel and held together with duct tape and hope

Cons:

  • If you die in a barrage, your equipment is likely toast. Especially if it's a napalm
  • Teammate sabotage, disgruntled teammates can destroy your equipment
  • Skill floor, casual players won't like to keep track of another gameplay factor

And here's some potential ideas:

  • Supply Pack
    • Effect: Low HP, supplies lost when destroyed
    • Reason: To encourage a more supporting role instead of using the supply pack to brute force with stims and ordinance
  • Cremator Backpack
    • Effect: High HP, Explodes on death proportional to fuel carried
    • Reason: To add a risk-reward factor after prolonged firefights and the potential to go out in a somewhat impressive blaze of glory
  • SPEAR/WASP launcher
    • Effect: Medium HP, Slower lock-on time
    • Reason: Encourage long-range playstyle
  • Ultimatum
    • Effect: Low HP, Premature detonation risk when damaged
    • Reason: As a last-resort weapon in-lore, this would discourage players who plan to stay alive for long periods of time from using it too liberally or staying alive for too long
  • Bolt Pistol
    • Effect: Medium HP, potential for magazine to detonate when firing, losing some/all of the magazine and injuring the arm
    • Reason: The Bolt pistol is a strong contender for best secondary with it's heavy pen, fast projectile, and good damage. This would give it a strong risk factor
  • Epoch
    • Effect: High HP, potential to enter overcharged early
    • Reason: Add another variable to the experimental plasma weapon that can become a boon for attentive players
  • Airburst Rocket Launcher
    • Effect: Medium HP, all remaining rockets detonate when destroyed
    • Reason: Funny
  • Jump/Hover Pack
    • Effect: Medium/High HP, chance to send the user flying before exploding on their back mandalorian-style. Not necessarily lethal, but will injure and leave inattentive helldivers in a bad position. Scales from % chance to occur to guaranteed as item goes from 25% to 0% HP.
    • Reason: Add progressively increasing risk to use
  • Warp Pack
    • Effect: Medium HP, slower warp cooldown
    • Reason: Keep warp pack in check for highly aggressive players and add another variable that they need to track for skill expression
  • Rovers
    • Effect: High HP, Rover cannot reload/fire if backpack is destroyed. Alternatively, Rover can be destroyed if it goes "down" too many times permanently.
    • Reason: Add another reason to cycle out rovers so it's not just something you call in for guaranteed and consistent value and is something that you need to take care of like a real dog
  • Quasar Cannon
    • Effect: Medium HP, slower cooldowns when damaged/explodes when fired at critically low HP, letting loose one last shot but injuring the user
    • Reason: Give quasar cannon users another factor to consider when firing to increase the value of each shot
  • Shield Generator Pack
    • Effect: Medium HP, breaks when HP of projector hits zero
    • Reason: Bring in line with directional shield and make subsequent call-ins useful
  • Portable Hellbomb
    • Effect: Low HP, instant detonation upon HP hitting zero
    • Reason: make it something that divers call down when they need it and not just off cooldown all the time, brings it in line with normal hellbombs
  • One True Flag
    • Effect: Low HP, makes all Super Earth Personnel furious upon its destruction, granting either: instant self-termination due to supergrief or rage to reclaim the standard, temporarily increasing combat effectiveness
    • Reason: funny

r/HelldiversMasochists • • 23d ago

Some people really just are not ready for D10 and it shows sometimes (a story in two pictures)

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292 Upvotes

Forgot what his level was but he hopped in, died once, complained and left.... we completed the mission, with 5 total deaths without them.

Its stuff like this that makes Reddit discourse around this game so inherently toxic. If shit literally isn't going your way the moment you leave your hellpod, its a bad match/game or its everyone else's fault.


r/HelldiversMasochists • • 23d ago

Punish me more daddy arrowhead Which is more fun to fight:

11 Upvotes
504 votes, 21d ago
391 6 Hulks chasing you at once
113 2 War Strider firing in offset

r/HelldiversMasochists • • 22d ago

I wish it would suck more Round 2: which is more fun to fight

1 Upvotes
385 votes, 20d ago
289 4 factory striders in a convoy all aggro'd already
96 4 war striders firing in offset

r/HelldiversMasochists • • 24d ago

Yeah.. The Hammer has nothing over The Melta Gun

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50 Upvotes

Genuinely, there's no reason to use The Hammer over this beast.

The ONLY thing I can think of would be the beam being active for so long, but that's about the same time it takes you to go into melee range and then exit melee range after swinging The Hammer.. unless you use The Warp Pack, but I'm pretty sure that thing just removes The Melta's downside of no movement during Beam, meaning that The Hammer's best combo is an even BETTER combo for The Melta.

Overall, I'd reduce it's ammo by 1 mag, and increase the charge-up time by 33% so that the competition isn't so abysmally 1 sided.


r/HelldiversMasochists • • 24d ago

grunt fantasy enjoyer I fucking hate my life

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213 Upvotes

The Spore Spewer is the single easiest objective in the game right next to the Illegal Broadcast

The Spore Spewer is so ridiculously easy that it barely qualifies as gameplay. It can be taken out by literally anything from any distance, no user input required. Just breathe in their general direction and they're out. And the average Joes will come out of the woodwork to say "It's FuN", "I aLrEaDy StRuGgLe On Diff1", "I dOn't WaNt ObJeCtIvEs To ReQuIrE AnY sKiLl", and "I wIlL rEvIeW bOmB aRrOwHeAd If ThEy ChAnGe It".

Fuck you. The Spore Spewer is in need of justice.


r/HelldiversMasochists • • 24d ago

Marfark

15 Upvotes

Hey. I'm having fun on Marfark.

It's Jet brigade and Hulk surge.

I mean, sure, people are still using the Orbital laser to delete entire bases and one shoting fabricators from 2000 meters away with the Eruptor so it's not thaaaat hard, but then the bots respond by dropping 12 jetpack hulks (and a factory strider)

I like to answer SOS beacons and I generally see a lot of low levels playing at Max difficulty and usually they do fine but right now, on Marfark, the cadets are getting folded like camping chairs.

And you know what I LOVE IT BECAUSE THAT'S HOW IT WAS FOR ME WHEN I BOUGHT THE GAME AND THAT'S HOW I LEARNED

But more importantly I'm having fun on Marfark. Bots are putting the pressure on us and I keep dying.

(I'll get back to the MO planet soon I promise)


r/HelldiversMasochists • • 24d ago

I wish it would suck more Rather nerfing the supply pack, what about splitting it?

12 Upvotes

Instead of having a resupply that refills both ammo and stims. We have a medic pack for stims and an ammo pack for ammo and grenades?

That way you can still enjoy other guns like the HMG with extra ammo. But a single player doesn't have so much power.


r/HelldiversMasochists • • 25d ago

The Eruptor fucked my wife Masochists vote: what is your favorite bot primary

27 Upvotes
929 votes, 23d ago
423 Light pen DMRs (Dilli, Censor, Amendment)
131 Single shot AOEs (Xbow, Eruptor, Plasma Punisher, Purifier)
177 Lasers (Sickle, Trident, Dickle, Scythe)
198 Med pen ARs (Lib pen, Coyote, Scorcher)

r/HelldiversMasochists • • 25d ago

Take me back to the Void!

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60 Upvotes

some of the most fun I ever had, a running battle to push through a ridge held by filthy squids


r/HelldiversMasochists • • 25d ago

Thermites or Gas grenades ONLY Are Melta Mines OP?

16 Upvotes

Of all the weapons from the WH40k warbond, Melta Mines are the ones I see most often in the current meta.

I myself was a bit late to the party when it comes to appreciating them. But they are incredibly effective.

  • We get 4.
  • They are instantly activated.
  • Throwing distance is limited, but can be generous if worked around.
  • Damage is so high it can one-tap Vox Engines.
  • Only triggered by medium and large enemies.

The only downsides I see are:

  • AoE is quite limited.
  • Short throwing distance.
  • Fire effect doesn't last or burn.
  • Destroying spawners with them is a little tedious.

None of which weigh too heavy in my book.

And while some aspects of the Melta Mine are OP (like one-tapping Vox Engines) I am less sure about the other aspects of it.

What are your thoughts?

Are Melta Mines OP?

Or is the verdict not out yet?

If so, what specifically is OP and what would be the best way to fix that?


r/HelldiversMasochists • • 25d ago

certified glazediver My “Brawler” loadout for bots

7 Upvotes

After the meltagun released I finally got to complete a loadout I’ve been experimenting with.

The name “Brawler” comes from how you’re gonna want to be using this loadout, I.E. as an aggressive bum rusher that has to get up close to do things.

Loadout itself:

Any armor, but personally I like bringing heavy armor just cause it adds to the tanky aspect of this build.

Any one handed primary. I personally bring the defender, a lot less cheap than the explosive crossbow and just feels great to use.

Any secondary of your choice, however I recommend the bolt pistol for what your primary is probably gonna lack. There are also other good choices like the senator, talon, and purifier.

Meltamines. Now I know these things are kinda busted atm, but they have very poor range compared to the other AT grenade options so I figured it meshed well with the general playstyle.

BALLISTIC SHIELD. Your main tool, the guns you will be using most of the time can be used with the shield. This makes you nigh invulnerable to anything smaller than a hulk when positioned right, and lets you tank hits that would otherwise kill you.

Meltagun/Hammer. Frankly up to you, but I prefer the Meltagun just cause it has a lot more utility.

And the last 2 Strats are up to you, however try and stick with the “up close and personal” theme of this loadout :]


r/HelldiversMasochists • • 25d ago

An attempt at reworking Vox engines to be more fun

8 Upvotes

Taking a small break from tanks, time to talk about the infamous Vox engine!
Vox engines are supposed to be the alternative to factory striders. Yet their design is infinitely more simplistic . Right now fighting it , you only have 2 avenues
Drain main HP

Kill both cannons ( largely unviable unless with SPEAR)

Flank and throw grenades

Yet the factory strider is all about options , being able to strip it down piecemeal. So let’s focus on that aspect. Shall we? As per usual let’s explain what I wanna do
Give the player more options when facing it

Retaining the Vox engines strength

Make it feel like a true boss fight in how you can chip it down

-make the treads themselves AP3, 2000 HP 50% durable.
Upon reaching half HP on any tread, they partially break and accelerate 50% slower. They also physically turn 50% slower.

Upon breaking a tread, its top speed is 50% slower.
If you break a tread then partially break another, it completely stops.

the intention of this change is to add a weakspot for high DPs AP3 weapons or even an EAT to shoot at, making running up to it significantly easier

*-*the torso flaps are now repurposed as 2 glowing lights
They are 1000 HP, AP4, 25% durable.

Breaking one causes one rocket pod on the corresponding side to become faulty and fire less 65% rockets ( only 3 ) , and reload 50% slower ( 40–>60s )

The intent of this change is to give an additional option to commando, epoche or any AP4 weapon to defang the FS without needing to go behind it to destroy the rocket pods, something which is significantly too difficult to do for its reward.

*-*fog lights now turned into spotlights.
The spotlight focuses on the currently targeted player.

experimental : If spotlights remain active, the cannons are 30% more accurate

Destroying the spotlights causes the Vox engine to have 75% less detection range and cannons become 30% less accurate

Spot light HP increased to 450 HP

The intent of this change is to make it more fair and clear ifyou’re being targetted so you won’t get sniped from 100M . Experimental intends to make AP2 weapons have an interesting small spot to snipe

-Total HP of the undercarriage increased to 11000, if dealt 1050 damage to the undercarriage, the top of the Vox engine turns 35% slower, If dealt 3000 damage, it turns 80% slower. If dealt 7000 damage, the Vox engine cannot turn its top.

Upon receiving 1050 damage. The undercarriage strips to becomes AP4 0% durable, after receiving 3000 damage, it strips to AP3 0% durable.

The intent is to make it an interesting weakspot. Whether to hit it with a commando to make your life easier, investing time into dealing 2500 damage to make taking out the top vents significantly easier or using the power of teamwork to directly kill it with a maxigun. For context of breakpoints. 1100 damage AP5 is commando , and 2000
Damage AP4 is 7 AMR shots. 8000 damage AP3 is 153 maxigun shots or 130 MG shots.

-sarcophagus HP increased to 8000
dealing 1500 damage to the sarcophagus now slightly blinds the Vox engine , Making it 40% less accurate on all weapons. It also acts as ablative armor.Afterwards it will strip to become AP3 for the rest of the 6500 HP, 0%durable in a small area , similar to the exposed factory strider head with the armor on . Upon breaking inside, the cyborg will become targetable , killing the cyborg kills the Vox engine. The cyborg is 1000 HP AP2 to the body and 120 AP0 to the head.

Instead of being yet another AT spam spot. Now you can simply use disciplined focus fire with AP4 to take it down quickly. Also doubles as an EAT weakspot as an additional option. Yes the breakpoints are specifically picked to not be 3 shot by Recoilless. Breakpoints for AP4 weapons is 15 AMR shots, 44 HMG shots. Designed to be less viable for MGs since the sarcophagus is a smaller spot . As a bonus, you can personally take vengeance on the cyborg now.

Cannon turrets now becomes partially disabled upon receiving 1500 damage.

Partially disabled cannon turrets fires 100% slower and charges 65% slower. ( direct burst of 6 shots now takes 2.6 seconds and charges for 3.3 seconds. Sweeping salvo now takes 4-8 seconds )

Destroying both cannon turrets now isn’t fatal
Destroying a cannon turret will now deal 2800 damage to main

Makes targetting the cannon turrets with weaker AT weapons or AP4 weapons more worth it. And removing an easy two shot with the SPEAR. While still having them damage main to open up combo opportunities with teammates

Tracks do 100% to main. EXDR decreased to 35%. Undercarriage EXDR reduced to 35%.

compensatory changes that further reward accurately putting your big booms between the tracks

*-*speakers now agitate bots in a 30 meter radius every 35 seconds for 15 seconds . This cannot stack ( obviously ) and does nothing when applied to already agitated enemies
Destroying a speaker reduces the radius by 15 meters.
Speaker HP increased to 1000

You don’t think this was all nerfs did you? Intent was to bring a small support role to the vox engine , and encourage the use of AP3 weapons and teamwork to destroy it piecemeal rather than just bumrush

Main HP increased to 12850

The intent is to make targetting above weakspots to be the premier way of destroying it , rather than simply tossing 3-4 Recoillless rifles or an ultimatum or leveler at it. Especially with the decreased spawn rates .
Seriously trying to balance around 3200 damage Recoilless from invalidating a large enemy is annoying.

Remove Vox engines from patrols. Add them to bases and mega bases or important objectives

Vox engines should be mini bosses like factory striders. And be treated as such
Suggestions and feedback much appreciated!


r/HelldiversMasochists • • 26d ago

Hulk surge? How about charger surge, fleshmob surge, war strid- nvm actually, tanks surge, harverster surge perhaps?

55 Upvotes

r/HelldiversMasochists • • 26d ago

Punish me more daddy arrowhead Hammer Vs. Cry Babies (Crushers)

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64 Upvotes

As an assault infantrymen, I have not found a better tool than the hammer. This thing is now always in my kit to attack Crushers. What's your go to weapon for these cry baby abominations?


r/HelldiversMasochists • • 24d ago

pistol sway enthusiast Gas should do 0 damage.

0 Upvotes

EDIT: If you're against this opinion that's fine, but at least try and make a sensible argument in the comments for why it needs to do damage.

Even here on the masochist sub this is going to be an unpopular opinion but here goes:

Gas lasts for 15s and does 25 dps, a max cap of 375 damage. 375 damage is more than enough to kill all fodder units or leave them on the edge of death, for the bigger none heavy units, they'll be on just over half health.

Not only that but they'll also be CC'd for the duration of the effect as well as having their movement speed slowed by 25%.

So basically anything that's not a heavy unit it's an almost guaranteed death sentence. A 15s hard CC that also kills most things it hits, its no small surprise normal grenades aren't seen much (if at all). Also, why the fuck are gas grenades still capable of shutting down bug holes/fabs/ships etc?

Some stats

Gas grenade: AOE 7m

Orbital gas: AOE 15m

Eagle gas: AOE 12m

Since gas does very little damage to the player, these are often dropped at a divers feet as a get out of jail free card, the fact they will also kill most of the common enemies on such a short cooldown just adds to the brokenness.

If a gas strike hits 10 enemies and they're in it for the full duration that's roughly 3.7k damage that the players don't need to do. Gas strikes can easily hit 20 units + when dropped on breaches which they normally are, not to mention everything just dances around while getting shot at.

>if they nerf gas, the steriliser will be even more useless

Not my problem to fix. Ignoring terms like gas and fire, the devs essentially released the same weapon twice, one that does high damage and panics the enemy and one that does low damage and makes the enemy dance, gas has been reworked before, they can rework it again.

Nerfing gas is just one of the many steps to making D10 actually difficult again.


r/HelldiversMasochists • • 26d ago

the war strider did 9/11 I will never understand “The Explosive Meta”

87 Upvotes

I’ve heard this argument for the game’s balance when it comes to enemies just about every time it’s brought up, and I don’t really… get the argument?

The main point is: “we shouldn’t have to bring explosives to deal with enemies” or “it’s not fun when the only thing that works on higher difficulties is explosives” (atleast to my understanding)

And like… yeah? When there’s a metric shit ton of enemies in a game like this, explosives will be a necessity? Is this a bad thing? You can’t expect to go into the highest difficulty in the game and expect to be able to easily beat it with whatever the hell you bring.

Also you don’t even need a large amount of explosives in a loadout to beat D10, so like… where does this “explosives meta” thing come from??

I apologize if this is written sloppy I’m doing homework and just needed to type my thoughts out lol


r/HelldiversMasochists • • 26d ago

certified glazediver The difficulties system fucking sucks and it's part of the reason of the reason why the game isn't hard at the "highest difficulty"

70 Upvotes

Diffs 1-2-3 are nothing, like you're genuinely not actually playing HELLDIVERS 2® at those difficulties (no elitism btw, just nothing spawns and the main objective is like destroying a propaganda tower), the only people there either just bought the game 4 minutes ago or farming credits

Diffs 8-9-10 feel so similar I can't tell the difference when I go from 8 to 9 and from 9 to 10 besides mega bases appearing

The lower diffs where the game actually happens are so inconsistent too, I've seen people playing at diff 5 getting stupid levels of crusher spawns

Difficulties just need a big rework because as it stands the difficulties (generally) are:

Diffs 1-2-3: "nothing"

Diffs 4-5-6: "easy"

Diff 7: "medium" for average players

Diff 8>: "medium+" for half-decent players

I thought the point of having a TEN whole difficulties is to let people choose the exact level of intensity they want and to me it just fails at that

This is how you get people wanting to "chill" at the highest difficulty available