Helldivers 2 (Arrowhead, PS5/PC, 2024) (457k+ CCU on Steam)

D1renegade

All Star
Joined
Oct 16, 2013
Messages
1,538
Reputation
285
Daps
5,890
Reppin
OK
what primary weapons/ stratagems y'all be using
It depends on the enemy. For automatons I use the liberator penetrator, ems mortar, and either the auto cannon or personal bubble shield. Terminids get the Jar 5 dominator or incendiary breaker. Strategems for them include napalm strike, Tesla tower and the laser cannon. The Eagle air strike is one of the best strats in the game so I’ll use it against both factions.
 

Pressure

#PanthersPosse
Supporter
Joined
Nov 19, 2016
Messages
45,702
Reputation
6,870
Daps
145,750
Reppin
CookoutGang
Probably going to quit this game. Every extraction eith super rares the game crashes with like 25 second before extraction.
 

br82186

Superstar
Joined
Jul 3, 2018
Messages
12,281
Reputation
1,072
Daps
37,552
Bruv, had 15 combined rare and common samples, got to the extraction point and got on the ship only for one of the players to kill me and and kick me from the game :dead:

Imma start fccking up n-gga’s off rip if they keep doing that fcck shyt
 

Deezay

All Star
Joined
May 1, 2012
Messages
8,212
Reputation
626
Daps
9,269
Reppin
These Kids
**🛠️ PATCH 01.000.200 ⚙️**
**🌎 Overview**
This update includes
* Balance changes to missions, stratagems, weapons, enemies and Helldivers.
* General fixes and stability improvements.

**📍 Gameplay**
Planetary Hazard additions
* Blizzards
* Sandstorms
# * Maximum level cap raised to 150 <:diverSalute:1212879696530772048>


**⚖️ 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.
 
Top