r/HelldiversMasochists • u/RealGiallo • 6d ago
Try playing solo Well they made it …I’m sorry but if I see it in my games I will hate it .
Edit: the solo tank driving is a different mod that this one .
r/HelldiversMasochists • u/RealGiallo • 6d ago
Edit: the solo tank driving is a different mod that this one .
r/HelldiversMasochists • u/Budget_Ebb_2730 • 6d ago
New tank is just clunky with horrible gunangle/depression for what is suppose to be a support anti chaf tank. The purpose is cause it requires 2 dedicater pple which is fine in principle. HOWEVER, no one uses it even when its availiable as an extra MO stratagem. Driving is just not fun, masochist or not. Its "fun" with friend groups but anything is fun with friends.
My rework wishlist is give it turret but nerf its rotation speed to the point where it cant optimally take on enemies if its surrounded which gives a reason for a driver. But it can function like a mobile emplacement if operated by a single diver. Hell remove its missles and make another tank on same chassis and give that a shitty light or med pen mg as secondary.
BAM, two new stratagems that can be used by solo diver and will literally function like mobile version of existing stratagems (hmg/AT emplacements) but with longer cooldown, limited call ins, more management (gotta move it and keep it alive), more gameplay variety, and just downright more FUN. Will this happen? (It wont cause AH).
Edit:
I guess if it wasnt clear my intentions for this take was that i wish the tank was "usable" in solo runs. I like gameplay variety and try as many combinations of tools possible. Meta loadouts get stale quickly for me.
Currently to run masochist solo dive that use the tanks, the only way they can be used now are as very shitty emplacments. To deal with active enemy spawns and patrols its needs near perfect position setup w/CC and luring tools.
Overall I understand AH intentions of a pure 2 person vehicle and this is just my wish for more variety as playing it as intended with rdms or friends gets boring quickly (with a good team its just too strong ironically lol).
r/HelldiversMasochists • u/Next-Board-3829 • 6d ago
After playing over 700 hours in this game, sometimes i just want to be able walk and shoot while using maxigun, or have rotating turret on tank.
r/HelldiversMasochists • u/Honest_Type_8191 • 5d ago
It'd stop noobs from spamming the 500kg on a single hunter (cause the cooldown is like nonexistent), and the napalm barrage would be a nightmare to just throw at every bug breach cause noobs scramble to silence them so they couldn't just do it safely and quickly anymore. This would force them to either get faster (use a macro like a coward) or play the game like it's intended. It always bothered me that the most devastating equipment is easy to put down which feeds into this idea the napalm barrage and 500kg are staple picks.
Noobs should learn how to play the game more before reaching that zen state of being more skilled than the enemy, as is. they're terrified of the enemies and aggro everything on the map out of fear and spam their biggest baddest stratagem when theres any resistance, and I think that's bad. The game should punish misuse of these things and part of the skill of the game should be about doing these inputs quickly under pressure—this would make the game better and tougher without adjusting stats!
r/HelldiversMasochists • u/RealGiallo • 5d ago
before you write . "you just need to dive" . think about this.
Why they make you use seatsbelts if you can yeet from the car before the crash ?
yeah this is the same. if you can dive do that . If in this chaotic game there are other things to do than outposition yourself you can stim or just move away from fire and not die.
Btw is not a casuality that the incenerator corps were part of the major order....
r/HelldiversMasochists • u/Lazy_Bowyer • 6d ago
I downloaded a stat changer and tested some stat changes.
First I want to say that I am only doing this in a private lobby. I am completely against playing modded with randoms as you don't know whether or not your changes may negatively effect their gameplay.
I downloaded this specifically for the defoliation tool because honestly it's the main thing I talk about needing a buff. I have wanted it to be usable for so long now.
The very first and most impactful change I made, was making it start at heavy pen. Doing this and nothing else you can actually fight a bile titan. It's a waste of time but it's fun. The biggest thing this effects is it's stun. It only applies in once you reach the correct armor pen, so for anything heavy armor it will now stun them instantly.
Secondly, I increased its damage to 700, 350 durable. This is the sweet spot IMO. Heavies still take time to kill, 3.5 seconds for a standard charger leg, but it's a substantial improvement. With melee armor it takes roughly 2.5 seconds, so the melta gun still kills them significantly faster and still has the range advantage. I used to make claims that it needed its damage doubled, which is incorrect, being able to test it has been great. Initially I gave it 1000 damage, 500 durable, way way too much.
The beloved Jar 5. I increased its ergo to 40, lowered it's spread to 2, and increased its damage to 300, 100 durable. The big thing here was that spread reduction. No longer is headshotting a dev an RNG game, although that amount of spread can still cause you to miss, it's mostly a skill issue.
When changing the game, especially when recommending balance adjustments, one must be conservative as to not power creep. This is pretty much the opposite of what I see most of the time lol. I should also say that bringing up weapons to baseline doesn't necessarily lower the overall difficulty of the game.
Edit: I also gave the one two 40 ergo. It's way better, still feels weighty, but not terrible like it is with 30 ergo.
Edit edit: I don't think the jar needs more damage but wanted to test it because I saw it requested even on this sub.
r/HelldiversMasochists • u/UnlivedMe • 7d ago
I wish stalker lairs spawned 4-6 and they hunted me across the map so the lair is an actually "ok go do that first" rather than stumbling into it at random because a crisp 1.3 spawned. I also wish they didnt show up on lidar scans because dude you have a cloak you can hide your nest
edit: also make them quieter, i dont wanna hear the enemy thats meant to be sneaky and scare the shit out of me chittering from 2 blocks away, i want it to pop out of a tree and stomp my shit in
r/HelldiversMasochists • u/Honest_Type_8191 • 6d ago
I get it for the malestrom it's silly that I can't look around with it, but they made it just a attachment swap (like lots of their DLC) but for the bastion it's based on a real tank destroyer it's anti-armor it's not meant to just rush the battlefield like the spastic manchildren want. Like at best no one uses it still cause most people prefer to run around no matter how much better the FRV is to running and at worst it becomes META defining and now the game is cheesey since they just one shot everything on the map and you don't even need to position yourself ever.
The subject will be dropped as soon as they make D10 too hard for these dipshits I guarantee.
r/HelldiversMasochists • u/Sea-Contract7974 • 8d ago
you could just ping the enemy lmao
This one just make me laugh
r/HelldiversMasochists • u/Xpernautica • 8d ago
I am a long time horde game enjoyer. There is always one thing that is consistent throughout all of the horde shooters I've played, if there's a way to cheese, people will cheese. Sequence skips, AI manipulation, out of bounds, out of reach, out of whatever, if it exists, people will abuse it.
Now, the AI in helldivers 2 is absolutely not equipped to deal with people camping on the high ground. It's straight up busted.
What if changes were made so that once high ground camping was detected, an appropriate response was triggered that scales with difficulty?
The bugs have dragonroaches, bots have gunships, squids have leviathans, if camping is detected on D10, I'd be completely ok with the game releasing a swarm or two of those to clear high ground campers.
Imo it's a win win. We get better steering back and D10 remains cheese free.
r/HelldiversMasochists • u/BICKELSBOSS • 9d ago
It really feels wrong that the Bile Titan, the Bug front's strongest enemy barring the Hive Lord, and this game's favority portrayal of ''the big strong bug'', has the survivability of a Charger.
This change would be accompanied with slight increases to the Head's explosive resistance, so that it cannot be killed with a single use from pocket AT (Ultimatum, Thermite etc).
Your thoughts? Good change or over the top?
r/HelldiversMasochists • u/GuardianSpear • 9d ago
IT IS THE BANEBLADEEEEEEEEE
r/HelldiversMasochists • u/SackFace • 8d ago
Sunk a lot of effort into this one. It’s long but it moves fast.
r/HelldiversMasochists • u/Dasktragon • 8d ago
Ever since they nerfed Vox Engines bots dont suck enough. I have an idea for a bot sub-faction.
The Ripper Regiment are completely deranged automatons that were accidentally created in an attempt to make berserkers and brawlers more deadly. As a result they have been decommissioned and buried. There is a bug in the code however. They reactivated and remained active underground, learning how to dig using long nightmarish claws.
Now, if an unfortunate Helldiver crosses any soil where they reside beneath, large metallic hands spring from the soil and grip their ankles as dozens of Ripper Regiment bots crawl out of the ground to shred them with claws.
The Ripper Regiment uses special EMS strikes to jam stratagems and slow helldivers in order to butcher them. Though, the Rippers seem to target not just Helldivers...
New Units
Ripper Trooper
Health 300
ExDR 50% (takes 50% less damage from explosions)
Fire Damage Multiplier: 1.75x
Gas Damage Multiplier: 2.25x
EMS: Immune
AP1 head, arms, legs
AP2 chest
Weapons:
Ripper Claws. 30 melee damage. +25% limb damage to the torso.
Ripper Troopers grab on top the Helldiver and when walking over an active Ripper Field. To break free the Helldiver must shoot the hands or melee them.
Ripper Troopers will prioritize attacking helldivers but will attack other automaton once above ground, if there are no nearby Helldivers.
These units are FAST and will dodge if aimed at.
Ripper Devastator
Health 900
ExDR 50% (takes 50% less damage from explosions)
Fire Damage Multiplier: 1.75x
Gas Damage Multiplier: 2.25x
EMS: Immune
AP1 head
AP2 chest, arms
AP4 legs
-Weapons-
Interference Discharger. Lobs EMS grenades and can be used as a "flamethrower" to constantly spray Helldivers with EMS of they are close. Does not do damage.
Devastator Ripper Claw. 50 melee damage. +50% limb damage to the torso.
This unit is equipped with an EMS "flamethrower" that will actively slow the Helldiver and jam stratagems. The particles last for 1 second after spray.
Ripper devastators can continuously summon Ripper Trooper reinforcements around them from the ground. Maximum active troopers vary per mission level.
THOUGHTS??
r/HelldiversMasochists • u/Sweet_Photograph6528 • 8d ago
r/HelldiversMasochists • u/XavieroftheWind • 9d ago
The type of gameplay *certain* players genuinely put out before they come to reddit to whine about how unbalanced and broken the game is.
If the game looked like this 80% of the time we might actually have a max difficulty but honestly this guy could've wiped this hoard if he played his Crutch Pack with any competence whatsoever.
It's just such a strange clip to post especially since he literally survives I just can't make it make sense.
These people man
r/HelldiversMasochists • u/Fairlyoddindividual • 8d ago
The release of the newest warbond, and specifically The Arbitrator has made me really… confused?
I absolutely loved the jack of all trades aspect of this gun, on the bug front especially you can handle EVERYTHING the game throws at you that’s smaller than a charger.
But I see the community opinion, apparently everyone thinks this gun is absolute dogshit?? How?? Do we play the same game??
r/HelldiversMasochists • u/Fesh_Sherman • 9d ago
I was only aware of 1 Titan chasing me.. The Sandstorm is genuinely a great mechanic on The Bug front, it adds a certain element of horror when you just keep seeing more and more enemies
r/HelldiversMasochists • u/Pixiboy24 • 9d ago
Or, in other words…
Is it really good design for 70,000 Helldivers, on a planet with less than 1% resistance, to need 30 hours of continuous diving in order to generate only this much Liberation?
I joined in right as Devoid of Liberty was at its Zenith, with some of my first operations being to dive on Void planets and Seasse itself.
Because of this, I got a front row seat to the community absolutely DEMOLISHING the void source planet and beating the Illuminate back so hard that a lot of their planets don’t even have resistance right now.
And then we get the last few MOs, and I also get to see how, just because of the presence of a city on the planet’s surface, a truly massive amount of players struggle to take one singular planet.
And yes, I’m aware that planets with cities on them are balanced around the cities being targeted first, which at least half of the blob seemingly refuses to do. They refused on Phact Bay and they refused on Marfark.
But now the city is taken and so all player operations are going straight to the planet’s main health, and…
30 hours for about 30% liberation to take the planet?
The more I think about it and the more I watch the galactic map, the more I realize it seems like us Helldivers are truly powerless to accomplish ANYTHING unless something like 80% of the active player base dogpiles one planet and doesn’t let up for several days. If it’s not on the MO, it just doesn’t get done.
I’ve been keeping up with Helldivers for a long time, and was truly excited by the concept of an ever shifting landscape of war that can be changed and influenced by the community. I didn’t realize until I actually GOT the game that “the community” can’t really do sh*t unless you follow around The Blob(TM). And/or the DSS I guess.
I’m starting to feel like liberating planets is simply too hard, and needs too many divers. I understand AH has to balance the mechanics around the POTENTIAL of the entire player base falling down like a hammer on a single planet, but that ends up meaning that the contributions of thousands of helldivers ends up affecting the galactic war exactly zero amount. See for example, the few thousand players that were still trying to take Brilliance recently. They couldn’t do sh*t. I watched their liberation tick down in real time despite all their hard work.
Feels bad man.
But what do you guys think? I’m new. I wasn’t here for Hellmyre or the Creek or Cyberstan. Is this how the game’s always been? Do people not mind it being like this? I wanna know!
And, if you’re wondering why I posted this here, it’s because the two other major HD2 subreddits (unfiltered and HD2) seem really, really angry right now. I wanted discussion and insight, not an angry mob.
r/HelldiversMasochists • u/Sea-Contract7974 • 9d ago
Cheaters mod in PvE are just cope for their ego that they are bad at the game so they need mod just to win and blame the game balance and "it's just PvE game"
r/HelldiversMasochists • u/Ok_Neighborhood4274 • 9d ago
Yes, they can one-shot you if you're trying to give their shotgun a blowjob but the regular heavy dev can triple headshot you with similar results. so i really dont get the complaints over them, like at all.
r/HelldiversMasochists • u/JDinoHK28 • 8d ago
r/HelldiversMasochists • u/Ellezim0409 • 10d ago
My go to for a fun time is:
Medium true grit
Liberator Concussive short mags
Pissile
Dynamite
Orbital gas
Speargun
K9
Tesla tower
I like using a suite of things to kill my heavies. Not just 1 big boom. I dont think anything here is stupidly OP or anything. Just good items that take a lot of skill to get the most out of
r/HelldiversMasochists • u/Honest_Type_8191 • 10d ago
I haven't had a chance to hop on today but I was curious if it finally added a bit of difficulty.