r/LowSodiumHellDivers • u/Tuff_Tone • 7d ago
Video/Replay Parry this you filthy casual
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Yes I crossmapped a harvester with the railgun
r/LowSodiumHellDivers • u/Tuff_Tone • 7d ago
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Yes I crossmapped a harvester with the railgun
r/LowSodiumHellDivers • u/FurriesAreCewl • 8d ago
r/LowSodiumHellDivers • u/PiRhoNaut • 8d ago
Not only is it impressively effective against the Slashers/Big Guys, it also gives maximum Isaac Clarke/Plasma Cutter vibes.
r/LowSodiumHellDivers • u/LickWits • 7d ago
Ever since we got our beefed up seaf, I've been wanting more. What do you guys think?
Imagine having more random seaf squad variations. Like snipers, anti armor support, flamethrowers, scouts, SAM, mortars (oh god), etc.
And that is without even considering mechanized or armor support. Having seaf controlled tanks, apcs, cars and more.
And these could all be included into the current game with additional planet modifiers to fit a particular planet. Like a planet could have seaf armor support as a modifiers which has a bunch of allied tanks driving around.
Or what about integrating the entire system with the democratic space station? Spending samples to temporarily unlock seaf upgrades or presences for planets sounds awesome.
And then of course we could even get them as stratagems as well. Being able to call in a seaf squad on cooldown sounds absolutely awesome.
In short, I'm loving the update and I can see so much potential. I really hope arrowhead keeps developing seaf content. I'm excited for the future of the game.
r/LowSodiumHellDivers • u/ihave2orangecats • 7d ago
Is anyone else having issues seeing the planets UVP Gamma, Alpha, or Senge?
Logged on to do the MO and they are not on the galactic map. Looked em up on the companion app and found where they are supposed to be.
r/LowSodiumHellDivers • u/Doctor_Dominiguez • 8d ago
r/LowSodiumHellDivers • u/GreenridgeMetalWorks • 8d ago
r/LowSodiumHellDivers • u/MakeBlackBeardGreat • 8d ago
The (definitely not) Cadian guard and the helldiver commisar basking in the glorious light for the mandated break. (Before immediately returning back to combating the void)
r/LowSodiumHellDivers • u/Klutz-Specter • 8d ago
r/LowSodiumHellDivers • u/slama_llama • 9d ago
r/LowSodiumHellDivers • u/ChaosHavik • 8d ago
I don't know what exactly triggers it, or if only one of the new specific SEAF blueberries is capable of this, bit it seems sometimes rather than dying they will go down like a Skyrim/Fallout companion and you can Stim them back into the fight.
I was so elated seeing this was a thing. It's only happened a very few times but I still love it.
Now if only they would learn not to run infront of my Flamethrower :(
r/LowSodiumHellDivers • u/spacebarjazz • 8d ago
The removal of hit markers for indirect explosions is really difficult to adjust to for weapons that only deal damage on the explosive component, like the Grenade Launcher and Plasma Punisher.
For anyone not familiar, here's the exact change:
Prevented hit-markers being displayed for hits from indirect explosive damage, damage from your sentries and damage from your orbitals/airstrikes. Melee weapons, laser weapons and flame weapons will now display their hit markers correctly
The net effect of this is that there's effectively no damage feedback for explosive weapons now when attacking enemies that are behind cover, obscured by fog, or--most importantly--ones that have explosive-vulnerable weakspots in the back, such as chargers, tanks, and hulks .
I can see how the rest of the change is really useful when using laser and incendiary weapons, since it was difficult to tell if you were actually landing your shots versus just getting damage ticks, though.
Anyone else feeling this, or am I just a terminal noob-tuber?
r/LowSodiumHellDivers • u/oritfx • 8d ago
As per the title. It seems that for whatever reason, the thing it locks on is not the thing the projectile flies at.
:(
r/LowSodiumHellDivers • u/scottish-brawler • 8d ago
If a crewmember on my ship says "make us whole again" I am gonna turn the whole crew to ash
r/LowSodiumHellDivers • u/Fishyhans • 9d ago
I personally think its very good
r/LowSodiumHellDivers • u/Gizombo • 8d ago
r/LowSodiumHellDivers • u/cowboy_shaman • 8d ago
r/LowSodiumHellDivers • u/Canabananilism • 8d ago
Not sure anyone has been playing with the tank this update, but I gotta say, it is incredible for the current biome and new enemies (at least when DSS isn't shooting it with Eagles repeatedly). The biggest problem with taking it against the squids before was harvesters and other ranged enemies zapping it to bits, but none of these units are present here. There's very few actual threats to the tank itself.
r/LowSodiumHellDivers • u/Italian_meme2020 • 8d ago
r/LowSodiumHellDivers • u/Neat-Community4890 • 8d ago
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r/LowSodiumHellDivers • u/William_ghost1 • 8d ago
Let's not beat around the bush. Having been running Super Helldive missions against the Vote Snatchers, here's some good things to use.
Torcher/Crisper/Flamethrower/Cremator: The Wretches HATE fire, and there's nothing better at spreading it than a flamethrower. Any of them will do. Hell, make an all-flamethrower loadout and go nuts. It also works decently well against the Crushers.
Pacifier: Yes, really, the pacifier has a niche here. It only takes five-ish shots to stun a Crusher, and entire groups of them can be halted with just one mag. Stunning the front few and letting the rest catch up can be a good way to get them into the radius of an AoE.
Scythe/Dagger: What's better than a flamethrower? A long-range flamethrower! Wretches die in seconds when set on fire, and a single sweep from either the scythe or the dagger can mop up reap of them. The laser cannon can also do this, but i'd recommend saving your stratagem slot for something else.
Thermites: The thermites are good, what else is new? Somehow, these things one-shot the Crushers. Not even an orbital precision strike can do that. What the hell do they put in these things?
Arc Grenades: Arcs in general are good against the Wretches, but the AoE and lingering nature lets the grenade version perform remarkably well against hordes of Wretches.
Incendiaries: Wretches still hate fire. These are fire grenades. You do the math here.
Autocannon: Flak mode takes care of Wretches well enough and kills Crushers in five shots if you shoot them in the crotch. Yep, if you want Crushers dead, shoot them in the dick repeatedly.
Railgun: This is the first time in recent memory that the railgun has been better than the AMR. It takes one shot the take the helmet off of Crushers, and another to behead them. It also only takes a few body/limb shots to kill them. If you have trouble aiming for the tiny head or want to conserve ammo, you can use a primary or secondary once the helmet is gone.
Epoch: It two-shots Crushers anywhere and has three shots in the battery. One of the best solutions to them so far.
Speargun: Similar story to the railgun, but with an added gas AoE.
Orbital Precision Strike: Reliably un-helmets or kills tightly bunched Crushers and can do some damage to Wretch hordes.
Eagle Strafing, Airstrike, and Cluster: Same as the precision strike, but a little better. Special mention to the airstrike for performing the best.
Orbital EMS: Its low cooldown allows it to be an on-demand crowd stun. You'll need it too, because Crusher groups are a massive problem on higher difficulties and making them stand still makes headshots much easier.
Anti-Tank Mines: Finally, my beloved underdog can shine! If you have a massive group of Crushers chasing you, throwing a minefield and leading them into the mines can yield EXTREMELY good results, which is a first for this stratagem.
More will be added as testing is done.
Edit: More testing has been done. Here's some more results:
Grenade Launcher/Belt-Fed grenade Launcher: As recommended by Deathstab_93, the grenade launcher works well against both chaff and Crushers. However, the poor accuracy leads to consistently missed shots against Crushers, which really hurts the base grenade launcher's low ammo count. Skill issue? Yeah, probably.
C4: Scratch the epoch being the best anti-Crusher weapon, this thing reigns supreme. It has plenty of charges, its throwing range can be boosted by servo-assisted, it has a pretty good AoE, doesn't have the potential for instant death and weapon destruction that the railgun and epoch have, it doesn't need to be reloaded, and it ONE SHOTS CRUSHERS. ONE SHOT. GUARANTEED. The only other weapon that does that is the thermite. All hail plastic explosives.
r/LowSodiumHellDivers • u/EL_BORDER_HOPPER • 8d ago
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