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By data Go To PostGOAT youtuber knows whats upThis was good
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By Laboured Go To PostOH MOTHERFUCK YEAHI tried both of these last night against some bots. The HMG felt completely fucking awful, even when prone. The Quasar was ok but a little underwhelming. It's like an EAT with infinite ammo but you have to charge up each shot.
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the HMG basically *needs* the anti-recoil armor to even feel reasonable - and possibly the supply pack on top of that too. other than that, it beats a lot of medium armor.
the quasar is great for being in the EAT/Recoilless bracket with better range, infinite ammo, doesn't take the backpack slot, and no reload at all. i can see it getting nerfed pretty quick tbh. there's no drawbacks to using it really
the quasar is great for being in the EAT/Recoilless bracket with better range, infinite ammo, doesn't take the backpack slot, and no reload at all. i can see it getting nerfed pretty quick tbh. there's no drawbacks to using it really
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I don't think there's a need to nerf the quasar. Due to the longass reload between shots it's still not the answer to everything. It makes it feel balanced. It is very strong, but it's not viable if you got a whole group on you. If you go in with a full squad it's definitely a gamechanger though against Automatons, if 1 or 2 people bring it. Makes easy work of any dropships coming in while the other team members can focus on the objective.
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Friend I gameshare with picked this up, we played a few rounds. It's a lot of fun, haven't quite figured out the best way of levelling up our kitouts and strategems yet, but it gets you pumped all the same
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By JesalR Go To PostFriend I gameshare with picked this up, we played a few rounds. It's a lot of fun, haven't quite figured out the best way of levelling up our kitouts and strategems yet, but it gets you pumped all the same
There’s not really a best way to level up. Just keep fighting the fight and enjoy the heck out of it. XP and requisition slips will come your way to strengthen your abilities. And try to bring those samples upon extract for ship upgrades. I’d also encourage to try out different setups depending on whether you’re fighting terminids or automatons.
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Nice meaty patch:
PATCH 01.000.200
Liberty, Freedom, Democracy
Good day Helldivers!
Today we have a slightly bigger update for you all to assist in the liberation efforts of our galaxy as well as some new environmental threats to watch out for.
May Liberty guide your path.
Overview
This update includes:
-Balance changes to missions, stratagems, weapons, enemies and Helldivers.
-General fixes and stability improvements.
Gameplay
Planetary Hazard additions
Blizzards
Sandstorms
Balancing
Missions
Retrieve Essential Personnel
Moved the enemy spawn points further away from the objective to give players a fairer chance of defending the location.
There are fewer civilians required to complete the mission on higher difficulties.
Destroy Command Bunkers
Now has more objective locations, the mission was too easy before compared to other missions.
It can now appear in operations from difficulty 5.
Halved the negative effect of operation modifiers that increase stratagem cooldowns or call in times.
Primary, Secondary, & Support Weapons
Arc Thrower: fixed charging inconsistencies; it will now always take 1s to charge a shot.
Arc Thrower: reduced distance from 50m to 35m.
Arc Thrower: increased stagger force.
Guard Dog: now restores full ammo from supply boxes.
Anti-Materiel Rifle: damage increased by 30%.
Breaker Incendiary: damage per bullet increased from 15 per bullet to 20 per bullet.
Fire damage per tick increased by 50% (from all sources).
Liberator Penetrator: now has a full auto mode.
Dominator: increased damage from 200 to 300.
Dominator: increased stagger.
Diligence Counter Sniper: increased armor penetration from light to medium.
Slugger: reduced stagger.
Slugger: reduced damage from 280 to 250.
Slugger: reduced demolition force.
Slugger: fixed armor penetration tag in the menu.
Slugger, Liberator Concussive, Senator: fixed incorrect armor penetration tags in the menu.
Recoilless Rifle: increased the number of rockets you restore from supply boxes from 2 to 3.
Spear: increased the number of missiles you restore from supply boxes from 1 to 2.
Heavy Machine Gun: the highest fire rate mode reduced from 1200 rpm to a more moderate 950.
Stratagems
Patriot Exosuit: rockets will now penetrate armor only on direct hit.
Enemies
Balancing adjustments have been made to:
Chargers normal melee attack now does less damage against Exosuits.
Bile Spewer and Nursing Spewer do less damage with their puke.
The Bile Titan can no longer be stunned.
Shriekers no longer create bug breaches.
Shriekers hitting you while they are dead now does significantly less damage.
Helldiver
Balancing adjustments have been made to:
Heavy and medium armor protects better and you now take about 10% less damage than before while wearing heavy and about 5% less when wearing medium armor. Fortified commando and light armor is unchanged.
Fixes
Fixed issue where save settings for PS5 would be reset when the game is rebooted, causing things such as loadout and hint settings to reset.
Enemies now properly target Exosuits. Previously, many enemies effectively ignored Exosuits if a helldiver on foot was available for them to target.
Fixed Exosuits being able to fire their weapons while opening the minimap.
The Helldiver and the Exosuit both had a bug that made them sometimes take explosion damage multiple times making things like automaton rockets be too deadly, this is now fixed.
Automaton enemy constellations that preferred to spawn more of certain Devastators types did not work and are now functioning as they should. This means that sometimes when playing against the Automatons you will face more Devastators instead of other enemy types.
We have improved the system that prevents hellpod steering close to large or important objects.
We have solved issues where the effective area around objects was a lot larger than intended.
We have reduced the number of objects that prevent hellpod steering.
Note: This system is intended to prevent softlocks where players can drop on important interaction points, or drop into unintended places. We will continue to monitor the state of the system after the update to see if additional tweaks are necessary.
Fixed cases where the ground under some assets could be bombed causing them to float.
Ballistic Shield changes
Collision mesh has been slightly increased in size for more forgiveness
Changed shield poses so that less of the helldiver is exposed
Addressed bug where parts of the helldiver would become vulnerable while using the shield in first person
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.
Game might crash when picking up a snowball or throwing back a grenade
Various issues involving friend invites and cross-play
Cross-platform friend invites might not show up in the Friend Requests tab.
Players cannot unfriend other players befriended via friend code.
Players cannot unblock players that were not in their Friends list beforehand.
Players cannot befriend players with Steam names shorter than 3 characters
Explosive weapon stats include only direct hit damage but not explosive damage.
Explosions do not break your limbs (except for when you fly into a rock).
Planet liberation reaches 100% at the end of every Defend mission.
Drowning in deep water with a Vitality Booster equipped puts Helldiver in a broken state.
Stratagem beam might attach itself to an enemy but it will deploy to its original location.
Some player customizations (like title or body type) may reset after restarting the game.
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By Dazenheimer Go To PostDid they fix the bug where the game resets me to the default starting weapons every new login?
Yes.
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By Dazenheimer Go To PostStrategem attached to enemies was a novel way to kill the chargers. Damn shame.
It still works but it seems sometimes it doesn't always work as intended.
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fucking hell we are severely underpowered against automatons on suicide mission it's.........SUICIDE.
Haven't really played despite all the new stuff being added. I think a big issue for me is like with DRG I know exactly what I'm getting into based off the mission type and hazard level. I feel like in HD2, I NEVER know how the match is gonna go regardless of difficulty choice.
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I feel like difficulty is generally predicated on the strength / competency of your team. So if you play with randoms you'll definitely feel greater variance.
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After a long day or if I'm unwinding with a drink in the evening it's usually something very low like Challenging or even Medium.
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By DY_nasty Go To PostWhat's y'all's "comfort difficulty"?7
Like where you feel chill just doing quick play at
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By DY_nasty Go To PostWhat's y'all's "comfort difficulty"?suicide mission is my new chill after Quasar Cannon update.
Like where you feel chill just doing quick play at
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By DY_nasty Go To PostWhat's y'all's "comfort difficulty"?Automatons - 6
Like where you feel chill just doing quick play at
Terminids - 7
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By Laboured Go To PostNext Thursday:YES BROTHER