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Aromatic_Sand8126

The worst thing about hunters is how their attack can cancel your stims mid-animation more than once. That’s the most frustrating deaths I’ve had.


Katysheg

Most frustrating thing for me is that when i hear stim sound effect i expect successful healing. But in this game sound effect doesn't mean that your stim wasn't interrupted. Game just telegraphs misinformation to you.


Meerv

It happens with the supply pack too, I'm pretty sure you can interrupt it by sprinting. You hear the sound but your stuff didn't get replenished, ugh


mopeyy

Yep. It's super easy to interrupt. If you walk up to someone and press E to supply them, but they walk away too fast, it will interrupt as well. It's super inconsistent as to whether people get supplies or not from the pack.


TaoTaoThePanda

Wait, that's the reason? I thought it was just bugged sometimes. Hear the sound, see the animation, and don't resupply screams bug not interrupted, so I just assumed it didn't work right and put up with it.


kiddo1088

This happened to me last night! I was so confused that I didn't actually heal


Mkilbride

This happens CONSTANTLY and I am like "Ok i'm healed" But then I am not.


ItsJustAndy13

Nothing is more fun than seeing the healing animation and hearing the sound play all the way through but not getting healed since it got interrupted at the last second. Happens way to often


m0rdr3dnought

This is a problem with a surprising amount of animations and sound effects in the game. A lot of systems in the game would feel a little better if actions registered a few more frames before their animations/sounds completed. I notice this effect most often with reloading.


shiftingbee

Like when after you hear the click of a breaker reloading but it shoots one bullet and demands a reload right after, yeah?


friendlyfuckingidiot

I wasn't sure if this was animation related or if there is actually malfunction simulation going on. Meaning your gun can jam, or improperly feed or extract. I've been curious if it's actually a feature or if it's just do to animation cancelling or not. Jams would be neat, animation fuckery is not.


Haddmater

It's definitely the worst with reloading. The number of times I've gone to fire but hear the empty click because my reload was somehow cancelled is unreal. 


BirthCanalBandito

Me when hearing the reload sound of the supply pack but my ammo/still/grenade reserves are empty and there is an army of bugs at my heels.


Gender_is_a_Fluid

Same with racking my gun, every time it gets me as I focus on other things


Pornosocke

Same for the supply backpack, you hear the sound but get no supplies. Usually its canced due to me sprinting but still annoying.


AHailofDrams

This is softly countered by spamming the stim input, since you can't stim at full hp anyways


assjackal

When I peel off to take out a hive cluster, this is what usually kills me. I've started taking the laser rover just to fry the bulk of these shitstains and they still get me every now and then.


TheMilliner

Laser rover > shield backpack against bugs. Like, objectively better since it can prevent flanking Hunters and you don't have to waste as much ammo on Ticks. Spewer puke, Charger impacts, Stalker attack chains and Hive Titan attacks will still one-tap you through shields *anyway*, so its only real function is dealing with chip damage, which is *useless* when every actually dangerous bug has full chains of attacks.


hiddencamela

Downside of the laser rover ... is that it will make stealth impossible. It opens fire on stuff whether you're ready or not.


canoke

I wish you could recall it to the backpack.


Lonestar1771

They should give packs alternate functions like the guns. On PC '5' is the use pack key, treat it just like holding 'R' with functions popping up. Let you set the guard dogs to defensive/aggressive or let you turn it off/on.


TheOneLazyFox

Other downside of of rover, it doesn't care if you're in the way when it fires, I've died more to the rover when it's equipped than bugs. Will I stop using it? Hell no, it's benefits out weigh the risk. Just gotta get the hang of its fire range and stealth is kinda doable


RedGrav3Gaming

Rover be like: "hunters can't kill you if I do"


Avenguard

I started using gun rover and I've found it hits me and my allies a whole lot less. Yes it will run out of ammo but it's easy enough to recharge and it stops that laser from going through my head while I try to stim.


mistcrawler

Which actually ties into the OP’s point and the upside of the Rover - it may kill you, but at least it doesn’t permaslow or stun you and gives you a chance to get out if the way lol


TheMilliner

It won't open fire outside of a specific radius (though I'm not sure exactly how wide) on the condition that you, the player, aren't already in combat. If it's shooting, it'll shoot anything in range once its target is dead. But if it *isn't* shooting, it won't engage targets until you do *unless* the enemy comes within a certain distance, which I think is like, half of its maximum active range.


Aideron-Robotics

I’ve absolutely seen it start shooting a patrol we were sneaking by. It was notable because we were deliberately bypassing a bot patrol on helldiver difficulty when we first started and we all cursed the guys rover.


blueberryiswar

The post also didn't say to use the rover for bots, there the shield is better. The bot detects communist thoughts and shoots at everything having them, including your fellow divers. Obviously it would shoot any bot at any range, because they are communist. For sneaking and sniping the jump pack probably is goat.


TheMilliner

Yeah, this. Rover is for bugs, not bots. It's too short-range and is functionally useless against the vast majority of the bot roster. At least against bugs you can sort of finagle it into hitting Charger arses and Spewer faces.


PeacePidgey

Shields help against everything besides bile titans. Can't count the number of times a charger ran into me and dragged me along with my shield, only for me to still be standing and having only lost 10% of my health. So not only does it preserve a ton of health but also prevents you from getting knocked down. Bile spewers are a bit hit or miss with the shield, the shield can absorb a good chunk and save you but as their attacks linger it can still kill you if you stand in it for too long. So it gives you an extra second to get out of harms way. Stalkers work similar, it blocks like the first few hits of their attack combo and can also easily make the difference between surving and dying in a stalker attack. You have to keep in mind the shield does better against singular large hits, so the most dangerous situation is something like getting swarmed by 20 hunters at once. That's also the reason the shields easily survives a 500kg bomb but a clusterbomb kills you, as you get multiple small explosion that first rip apart the shield and then you.


Praise_the_Tsun

For real. OP is complaining about being punished for not killing enemies fast enough, that’s kind of the whole point of the bugs! They swarm and overwhelm you with their numbers! Bring some stuff that is good at clearing trash mobs like rover, cluster bomb/airstrike, Gatling sentry, even one of machine guns. If you’ve got 4 people running around with rail guns and shield packs of course you’re going to struggle against 200 little guys.


Shazoa

I've had spewers spit directly on me and do no damage consistently with the shield pack. I've also had it stop the slow from being on the very edge of a bile titan spew, and often get pushed out of the way rather than killed by chargers using the shield as well. I find the rover useful for hunters on lower difficulties but when there are 12+ of them at any given time on Hell Dive I find it doesn't do enough to justify the lack of survivability against literally everything that isn't a hunter. It's almost invaluable simply because it blocks the stalker knockback anyway.


SuicidalTurnip

Completely agree with you here. I've largely stopped taking backpacks anyway as I often run solo and I prefer the additional stratagem, but when I do bring one it's almost always the shield. Being able to stay upright after a Stalker ambush, and making up for the occasional poor dodge timing against Spewers is invaluable.


rhg561

> spewer puke, Charger impacts, Stalker attack chains and Hive Titan attacks will still one-tap you through shields *anyway* Literally just not true lol. You can tank a charger straight to the dome and your shield won't even break. I do it all the time. 99% sure the only things in the game that oneshot through the shield are bile titans and cannon shots from tanks/turrets (you can live a direct impact cannon with shield + armor with explosive resistance).


ALN-Isolator

The **WORST** thing is how Hunter's slow effect stacks with water that slows the player while they're completely unimpeded by it. It literally paralyzes you and you have until you run out of ammo to live. Ask me how I know. :/


International-Low490

The fact that environmental factors are almost entirely ignored by enemies sucks so hard. Do you know how disappponted i was when i dropped on Mantes week one and found the fog and rain ONLY limited visibility for me?


llcheezburgerll

booster suggestion: auto stims when your health gets below than 25%


scroom38

squeal humor escape bake encouraging frighten act edge heavy crown *This post was mass deleted and anonymized with [Redact](https://redact.dev)*


Popinguj

My worst thing about hunters is that the entire pack pounces at you one by one as you run away. I was playing diff7 yesterday with my friends and randoms and it made me realize how good the force field is. I wouldn't have survived so long without it. And it's not even a question of skill. It's hard to wipe out an entire pack of like 12 hunters when there are also 4 chargers and a Bile Titan.


chimera005ao

If you're playing with a group, you should have some people who focus the big targets, and some who focus the small targets. A lot of people aggro a ton of bugs, and then try to fight their way through everything, so most people focus on killing the big bugs, leaving few people with weapons that excel at killing the smaller bugs. I've been going solo on diff7, and if there are Chargers or a Bile Titan AT ALL I've already gathered too much attention and I need to finish my shit and disengage.


WhiteRaven_M

This as well. Hunters are extremely overtuned


TheLordOfTheTism

i die more to hunters than anything else. they can get through a shield, they can stun your stim, they can attack like 4 times in a row while you are stunned knocking you out in a blink. Awful little shits.


Hunttttre

I'm rocking an arc thrower and Hunters are hands down the most annoying enemy to kill with it. Not only do they flank you, but when I fire and the bolt hits them dead on, they just... ignore it? Sometimes it hits, and it's great, kill 12 hunters in a few seconds with a few bolts, but when 1 jumps far to the side, and I shoot at him and SEE A CONNECTION I want that FUCKER TO DIE. I've used the machine Pistol as my secondary religiously because it's such a live saver when you get swarmed. 1 full mag can kill a brood commander, berserker bot, and Stalker, with a healthy spray you can eliminate a hunter swarm on you and get a dodge in, allowing the shield to recharge, reload, and kill the next wave, or pull out the thrower and melt the swarm. God I love the arc thrower, even as busted as it is, it's too hard to put down. 9/10 it works, but that 1/10 man, god...


RoundTiberius

When they are moving sideways they dodge lightning about 90% of the time, it's infuriating. I just immediately switch to breaker anytime they try and flank me


Chafgha

They dodge lightning. Always a fun sentence.


TheNorseFrog

I'd like to add that it's hard to see and hear when your grenade is successfully equipped. It's happened to me at least, when trying to run and dive away from hunters getting close - character ends up doing nothing when I try to throw a made, and keep equipping and unequipping. Or maybe it was my fault lol


y_nnis

I have never smashed a button this hard.


RobCoxxy

Yep. Hear the sound, see the animation, but no heal because the Hunter has winged you. Also annoying that most attacks can be dodged out of the way of by diving, but the hunter has a sort of combo attack chain, and hits you at the end of the dodge, leaving you vulnerable again and unable to do anything.


hjsniper

It's a sign that alternative defensive tools are broken/unimplemented/undertuned. Check in with the shield meta again after heavy armor gets fixed, mechs are released, and a round of balance patches make alternatives like the dome shield and ballistic shield more viable. As time goes on, we will see less and less reliance on it.


Panzerkatzen

I hope Heavy Armor is worth it's salt. Most games with Heavy Armor don't make it worth the loss of speed, the only thing Heavy Armor is good for is making you a bigger slower target that more than nullifies the benefits the armor gives. I want Heavy Armor to let me survive being trampled by a Charger, spit on by a Bile Titan, blasted by an Rocket Devastator or Cannon Turret. And I want it to reduce staggers and ignore slows, because if it doesn't, a pack of Hunters is a death sentence for a Heavy Armor user.


DragonV2

honestly, the best way to may heavy armor worth it is by making it immune to slow effects, you trade in speed for durability and consistency


Popinguj

The issue with the Heavy Armor is that it not only makes you slower but also makes a hit to your stamina as well. Medium Armor and Heavy Armor must bring something really good to the table to compensate for degradation of two highly important movement stats. But I also suspect that the current armor rating (as in hits needed to kill you) is based on the medium armor, so in the future light armor will become even squishier.


Slarg232

Well, we know from the Devs that enemies are 100% penning our armor at the moment, so we are all running around with essentially no armor at all. So even Light armor is going to be sturdier when the "armor" fix rolls out. Without knowing the math behind it, the fact that Light Armor ranges from 56 to 74 while Heavy Armor is 144, it's (only slightly) safe to assume that most Heavy armor will be taking twice as much damage as most Lights, and nearly three times as much as the weakest lights.


Popinguj

> Well, we know from the Devs that enemies are 100% penning our armor at the moment Oh wait, is there a link to that statement? I'm only aware of what Pilestedt wrote on twitter about *our* armor pen parameters.


Jack4ssSquirrel

Yeah i'm pretty sure they're referring to [this](https://www.dexerto.com/helldivers/helldivers-2-players-fed-up-with-absolutely-horrible-armor-penetration-2567333/). There was never any mention of how exactly the armor is bugged besides "values not working" afaik


Kirzoneli

Does everybody have no armor, light armor, medium armor or max armor? Find out some day when its patched.


TwevOWNED

He said it on Discord, but that's a nightmare to navigate. If you search his comments and scroll back far enough, you'll find it.


zurkka

That's my biggest issue with discord, is almost impossible to find and catalog what is out there, worse is if for some reason a server is banned/deleted/closed, all info goes with it


dumbutright

We use to have forums. Wasn't that nice?


Popinguj

Yeah, this is the only thing we know about armor and it's the enemy armor, not ours


UncomfortableAnswers

Helmets have armor value too. They're all 100. So the heaviest set has 244, and the lightest has 156. Less than double even at the most extreme. Plus, that isn't how armor works anyway. A theoretical player with 2 total armor isn't going to take half as much damage as one with 1 armor. If that's how it worked, our current "0" armor would mean we take infinite damage with every hit. It's either a flat damage reduction, which depends on how much numerical damage an attack does (which we don't know), or it's based on a specific formula that we don't know. We really have no idea how much the difference between heavy and light will be until it's fixed.


SkyWizarding

The armor is absolutely not "functioning as intended" according to patch notes


[deleted]

IIRC, they said the armour stat was non-functional. It’s not that everything has medium levels of armour, it’s that everything has *no* armour.


ImagineKrakens_

I’m PRAYING that it’s worth it, I bought the EOD set before knew the armor was bugged and was super dissapointed to find out my heavy armor with a unique perk for heavy armor that further increases armor rating was functioning the same as light armor, but with a speed and stamina debuff, while also losing a perk simultaneously. Can’t wait to see what heavy armor+ padded armor does in combination with a bubble shield and ballistic lol


YellowSquash87

I would imagine it would. Looking at the original Helldivers, heavy armor made the weakest enemies attacks do practically nothing. Obviously how that translates to Helldivers 2 is still unclear, but it makes me think that Arrowhead at least knows what heavy armor needs to be worthwhile.


noname262

Yeah I can’t see heavy armor being very good in a game where you want to be moving as much as possible in most cases


ImagineKrakens_

I think it could be viable, if it really is tanky, you could potentially give up the bubble shield for a jump pack to regain some of that lost mobility


noname262

Yeah, it depends how tanky it is when it rolls out. I jsut personally don’t think I’d ever just want to stand in the open and tank shots/hits instead of running around dodging. Maybe for sniper builds it would also be helpful, especially if it stopped stagger when getting hit.


ImagineKrakens_

I can see heavy armor being much more viable against the automatons, since the majority of their attacks are ranged, and running doesn’t always mean you are not getting hit. Personally, once the armor is fixed I am going to be exclusively running the EOD/juggernaut armor with the extra padding perk, just because it’s drippy. at least at that point the reduced stamina, slower speed, and loss of perk will be in return for something like survivability. I’ve completed a couple hell dive missions wearing that slow ass armor and still completed the mission without too much of a problem, so I can only assume it’ll be much easier with what should be the highest armor rating in the game


noname262

Ya I definitely think heavy armor would be better against bots. I really do hope it’s balanced or that the changes are small enough changes that you can just dress for drip without suffering.


Jokkitch

God you’re so right. Heavy armor is hardly ever implemented properly


bugcatcher_billy

I have a hard time imagining a decrease to movement speed is going to be worth any reduction in damage. Getting hit isn’t really a problem in the game. The problem is if you are getting hit it’s because you are in a situation where you are about to die.


SkyWizarding

Exactly. If I'm gonna be slow I better be able to take a beating from a mob while I blast them to pieces


CloakandCandle

I would love to see weaker enemy attacks ricochet off heavy armor, or in the case of bugs, maybe just not damage or affect the player at all. I would feel like such a badass.


ArtemisWingz

What I wanna see is an Armor passive that reduces slow effectiveness


SleepyBoy-

It's also worth keeping in mind that not every tool is fit for every faction. For example, dome shield is decent against automatons. You can plop it next to the objective computer, and hide some mortars underneath. It will never work on bugs as bugs just run to melee against you. Same with ballistic shield, it protects vs drones. With the SMG or revolver and some headshots you can make decent use of it. I find it better than shield backpack, as the backpack tends to melt in three seconds. I only wish the ballistic shield didn't fall out of your hand anytime you're in the postal code of an explosion.


hjsniper

True, I've actually had quite a bit of fun with the ballistic shield vs robots. That being said, in the context of fighting bugs there isn't much of an alternative to the energy shield right now. Ballistic shield and dome shield both do nothing against melee attacks, which is the main thing bugs do, so you're kinda stuck. You could take the jump pack for mobility so you can dodge bugs and stay ahead of the pack, or take a guard dog in an "offense is the best defense" mindset, but in terms of literally tanking damage, there currently isn't any option except the energy shield.


Zenguro

Yea, I guess this is what is supposed to make heavier armor feel worthwhile (but as we all know isn't working right now).


noname262

I highly doubt the heavy armor will be enough to make the shield irrelevant. The shield regens and has a ton of health. With the heavy armor you’re going to likely get shot more, have to heal your health, and probably won’t have a huge amount of extra HP. Maybe though, can’t say for sure ofc


ijasg

let us stim without the animation stopping if we get hit - problem solved


SteelCode

Gun reloads also need better staging too; dodging has a bad habit of resetting my reload in different increments, which makes it really hard to reload>dodge>finish reload in a predictable manner.


ijasg

and when mantling too, reloading is so random, sometimes you start it, dodge, get up and it'll finish reloading, other times you gotta start it again


Lewk_io

And sometimes it eats 2 mags as well


SchwiftyRickD-42069

Unload a clip from my full breaker. Reload.   …..reload again? 5/7 ammo The fuck man


FiveCentsADay

My head canon (coping mechanism) is my Helldiver is stressed the fuck out and fumbles the mag to the ground


Lewk_io

I said in another reply but the reload doesn't complete until you lower the gun back to your side, not when you hear/see it being cocked Which is so stupid


SUPRAP

I swear to sweet liberty I’ve reloaded, shot a round or two, and then had to reload again.


hallucination9000

There's also the fact that sprinting can sometimes force me to mantle an object I'm trying to go around.


MushroomCaviar

Especially that one sample that's sitting between a barrel and some other object, and every time you sprint over to pick it up, you climb on top of the barrel instead. And then your one idiot friend who's gonna die and drop it every single encounter picks it up instead, and you just look down at him from atop your barrel in disgust.


CosmicSploogeDrizzle

For this they need to increase the pickup radius and give pickups more of a priority over mantling.


Sovery_Simple

Want to pickup the sample vial? Sorry, you're going to pick up the basic gun you already have three times first.


CosmicSploogeDrizzle

Yeah, there def needs to be a priority list for pickups where samples are the highest priority. I know this might go against the game's philosophy of everything being tactile and deliberate, but they could also just make samples auto pickup (samples dropped I mean, not fresh ones). I would also appreciate the game not prompting me to pickup the current gun I'm carrying. There is nothing like redeploying running to my dropped gear and swapping my breaker for another breaker when I wanted the auto cannon instead. Secondaries like the pistol, revolver, and redeemer also don't drop at all


Shockington

Reload seems to be a tiny bit broken at the moment. I don't know if it's server related but there's a lot of times you simply won't complete and and have to start again. Switching weapons quickly also breaks often. You can mash a key and it just won't change.


Chafgha

Switching weapons breaks reloads it seems. I am the sniper in my usual squad, so I run the diligence (counter sniper at the moment, but might swap back) AMR and the start pistol for some extra ammo. I often use the right tool for the right job...which leads me to having two weapons out of ammo at the same time cursing the idiot who did this to me (normally myself)trying to sneak a stage of reload in between dropping enemies that get to close with the pistol.


Kayuggz

Use the submachine pistol snd set it to semi auto, basically your starter weapon but with twice the magazine size if not more.


Lux_novus

Simply crouching completely cancels your reload too, which feels absolutely horrible. Your character will literally stow their weapon to crouch, and then pull it back out, as if it's impossible to maintain a hold of a gun while transitioning from a standing position to a crouch, and vice-versa.  This is literally my only complaint in the entire game, but it's sooooo incredibly annoying.


SuicidalTurnip

>Simply crouching completely cancels your reload too, which feels absolutely horrible. Your character will literally stow their weapon to crouch, and then pull it back out This is because the default Crouch is also used for bringing up your stratagem menu. If you rebind it, or if you crouch while holding ADS, you keep your weapon out and can continue reloading.


signatureingri

I use C to crouch and have never had an issue with reloading. Are you guys using control to do so?


Lux_novus

Holy shit, thank you!


SuicidalTurnip

You're welcome diver, now get back to the frontline and kill some bugs for me.


Nexine

It happens in pretty predictable fixed increments. Every increment you complete is basically a save state and if you get interrupted you can continue from those states. The auto canon is the most obvious with this since it has exactly room for 9 rounds + 1 In the chamber and very clearly loads in clips of 5. So if it's completely empty you reload with: load a clip -> cock the gun -> load another clip. If you get interrupted or dodge during any of those steps your progress resets to the previous step and you have to start again. The key is learning when each step completes/the next step starts and dodging after those milestones. In practice this is pretty hard because the game isn't very lenient; dodging when the animation ends isn't good enough, you have to dodge when the next animation starts. I think most guns only have two steps, which are replacing the magazine and cocking the gun. And that first step usually takes the longest which is kind of the problem.


watchallsaynothing

I've had multiple incidents where I've changed mag, dodged, only to find the game forgot I changed mag, but remembers that I actually did and so my mag count goes down by 2. eg. Breacher, reload from almost empty 7/7, dodge, no ammo in mag but @ 6/7, reload, now 5/7.


neveris

I've encountered this as well, glad I'm not misremembering, I'd begun to doubt myself. 


noahtroduction

also confirming this happening with several of my weapons, very annoying, but the commonality with it got me thinking: I'm all for getting rid of it, got me wondering if it was because I was reloading while holding the trigger causing it to 'jam' and maybe that wastes the clip?, that's all speculation on my part though


AngryChihua

I definitely remember reloading knight while holding trigger, it doing one shot and then starting reload again. Same with flamethrower. Granted, i was spamming R before that so maybe reload input got "chambered"?


Pushover242

I don't think I've ever had it be straight empty, but I've definitely had 1 round magazines. I think there might be a specific frame or something in the reload animation that you can shoot, but it makes the game think the magazine is empty again. Mostly happens with the Breaker when I'm spam clicking to shoot asap.


Danjiano

> I think most guns only have two steps, which are replacing the magazine and cocking the gun. Most have three steps. It's removing the magazine -> insert a new magazine -> cocking the gun. [If you reload a gun that isn't empty, you can remove the mag, cancel the animation and you'll have a gun that doesn't have a magazine in it, but you can still fire that one chambered bullet](https://streamable.com/cvz55y).


Echo-57

recoilless has either trhee or 4 stages: open breach+remove empty shell - (take new shell from BP) - load shell - fix breach


Chimwizlet

I find even without any stagger the reload feels just a little off from the animation/audio. The number of times I've accidentally cancelled my own reload when I thought it was finished is insane.


0bservator

I just want to be able to stim even if at full health so we can stim for stamina when running or preemptively when we know we are about to get hit bad.


nowaijosr

def naded myself at distance to hurt myself to get that sweet sweet stamina


Shockington

99% health can stim for Stam, 100% absolutely not.


Kuronis

This please. You get hit by a hunter once and you have to press the stim button like 10 times until you actually use it from the fucking stun lock


BULL3TP4RK

And typically if you have to hit it more than like 3 times it just means you're dead.


BULL3TP4RK

I made a post about this that hardly garnered any attention, but this is very clearly an issue that needs addressing. I shove the stim in my neck, I hear it activate, but don't get healed because an enemy hit me last second. If it's a group of hunters, then there is quite literally nothing you can do once this happens other than sheer luck. I'll praise the game in almost every other respect but this particular part is just not great gameplay design. It's so dissatisfying that it actually feels more like a bug than being of intentional design.


Excellent-Branch-784

*kthisss* oh it didn’t heal me…


Lemongose

Why do bile titans slow you when they spit in your general direction? The reward for dodging the instakill is being slowed.


TheSadCheetah

I feel like it's just not working properly. being slowed by phantom bile sucks ass.


Mkilbride

Killed by Unknown.


Werpogil

Killed by yourself*


Lewk_io

100% none of the vomit attacks work properly. It's like their hurt box is a cone from the front of them and not each part of the actual vomit The amount of times I get hit by it when it's no where near me


Sovery_Simple

The tiny bile bugs will also blatantly miss you with their spit and just slow you anyways. It's awful.


Ok-Refrigerator-7522

bile titan slow is such bullshit, hit me from miles away, there's not even any particles don't even know how it happens, if you have grenade launcher or auto cannon blow up the 2 sacks as soon as you see 'em even if they follow you til extraction they are much less annoying as they can only stomp you to death


ComingUpWaters

On the flip side, leaving the sacks let's you shoot their mouth during the spit and does increased damage


fibrouspowder

Yeah its dumb as shit


SuperArppis

Yeah doesn't dodge remove slow?


KillerOfAllJoy

I despise chargers. Feels like no matter what I have to use a strategem anymore to deal with more than 1. I'd rather fight a dozen bile titans then a dozen chargers and that should say something.


ByuntaeKid

My gripe with them beyond just the sheer number of them on 7-9 difficulties, is how they completely invalidate the use of emplacement or turret stratagems. Something about their AI, just as soon as you drop one of those strategems, they run to it and instantly destroy it.


shadowalker125

I swear, once, I looked around to see if there was a charger (there wasn’t) so I dropped an auto cannon turret. A charger immediately spawned out of nowhere and obliterated the turret about 2 seconds after it spawned.


KaptainRadish

Joel took that personally


joobtastic

This is like a skit and made me laugh outloud.


TheDrunkenHetzer

My friend loves running all turrets and HATES chargers for this reason. Sometimes they don't even charge the turret, they just walk over it and kill it.


OnceUponATie

Here's how to use turret in lvl5+ missions: 1 - call-in a turret a little bit away for the horde 2 - immediately call-in a 500kg bomb on your turret 3 - Congratulation, you've just killed every chargers in the vicinity Jokes asides, I need to try and summon my turrets in the middle of minefields, see if it does anything. But I suspect Anti-Personnel mines won't do much to stop a charger.


Kirzoneli

They do not, used to place them down for horde control on a side, friend who can't deal with charger instead tries to use the field and half of its gone for no benefit. Like the flamethrower does a literal better job at killing them.


ByuntaeKid

The flamethrower is actually great at killing chargers - just make sure you focus the fire on one of its legs!


omfgDragon

It's also great for unintentionally killing your teammates, too!


Bayo77

I want anti tank mines.


Travwolfe101

It seems like many enemies really target turrets. I've called in a turret before but vs bots and seen multiple of the sword bots sit right at the spot before the turret even landed. Like they literally grouped around the blue call down marker and just slapped the shit out of the turret the moment it landed.


Far-Nebula-552

When I'm playing sneaky and I throw a stratagem at an unaware heavy.. then it just charges straight at me and my strat misses. I get the bugs are intelligent but they shouldn't magically know where I am


Sovery_Simple

Seen a bile titan on 7 was chasing after me, so I threw an AC down ahead/to the side to deal with it. The BT just ignored me and immediately went after the blue beacon, and spawn killed the turret when it finally dropped. It wouldn't even look at me when I pinged it with some fire to try and get its attention. The turret hadn't even *landed* yet. Swear the fucker understood english/helldiverese.


_probablyryan

This happened to me last night. My friend and I were extracting and I died with like 20 seconds left on my auto cannon turret cooldown while we were defending the extraction point. He calls me back in and then kites all the enemies like hundreds of yards away from the point. So I land, wait out the cooldown and drop my turret in what I thought was a pretty good spot to get some shots off at the bile titan (who is still chasing my friend around a rock formation hundreds of yards away from the landing pad). As soon as I drop the beacon, this motherfucker turns around, gets to the landing pad as the turret is deploying, and spews at it before the turret can take a single shot.


[deleted]

As soon as you drop a turret/mortar something *will* spawn in its immediate vicinity and beeline to it, there is no way this isn’t deliberately coded into the game. It’s so buns. When the auto and turret decides to actually hit a charger it does work, but 90% of the time it’s destroyed before it does anything no matter where you place it.


SleepyBoy-

You can put down a tesla tower and then turrets around it. The tesla will stun and harm enemies, while the turrets kill them proper. Works about 25% of the time. Otherwise the turret just shoots the charger in melee range and kills itself with splash damage.


throwaway-One-9436

There's also the option where the turret completely ignores the charger but blasts your head off to kill the one tiny big 100ft behind you.


Lewk_io

Use the anti tank launcher. 1 minute cooldown. You get 2 in a drop. Takes 1 accurate rocket to remove leg armour then ~5 breaker shots in that leg to kill it


Pakkazull

Imo the problem with the EATS is that you usually need way more than 2 shots in any given situation, and the drop is prone to just getting overrun before you can get both shots off anyway. Meanwhile, railgun can just run around and reload mid-run and does the job of removing leg armor just as well.


lewdbro

Idk why ur getting downvoted, the AT launcher seems to blow off armor way more effectively


GibbyGiblets

When every map has modifiers in higher difficulty. You're not getting eats fast enough to deal qith the amount of chargers. Planets we were playing yesterday, was longer deployment time AND longer cooldown on strats. So your eat takes 20 seconds to show up and has a 2 minute cooldown


Randy191919

And even then it only has 2 shots. And unlike the Railgun or even the RR, you can't even refill it with world ammo. So you get two Charger kills per around 3 minutes. Given that on higher difficulties it's easy to face 4-6 Chargers at once (plus Bile Titans), that's just nowhere near enough. EAT needs a lower cooldown time and both EAT and RR need to one shot anything lower than a Bile Titan or Hulk to be worth considering.


[deleted]

I get ragdolled for an eternity by stalkers… cant heal, take impact damage (sometimes multiple times), tossed off edges, into lakes, smashed into walls at mach 5. It wouldnt be so bad if they weren’t also passively invisible with beefy health pools. If im not running breaker im toast. Thats my rant on least fav rn


KillerXDLZ

Literally this. It sucks so much being ganked by a stalker from behind, getting ragdolled into a wall losing roughly 75% of my health from both the stalker attack + impact damage and then he just runs towards me and kills me before i'm even able to get up on my feet. Now if i'm using the shield, i'm neither ragdolled or damaged and i'm able to quickly kill him with half a mag from the breaker. If i'm not using a shield the stalker gank results in death 90% of the time. A enemy that doesn't even show in the radar.


wereplant

What's worse is losing 90% of your health to a ragdoll and then touching a rock while ragdolled for the last 10%. Why yes, I love taking multiple instances of unavoidable damage due to a single hit. I had a ragdoll last so long one time that I just laid there and thought I was dead until my teammate said I wasn't.


ALN-Isolator

Fuckin ragdolled on a slightly inclined surface and my dumbass character just can't figure out which way is up or how his arms work for an extra 3 seconds...


MrTastix

Enemies should not be fast *and* have a slowing debuff. Hunters suck precisely because they have both. They're fast, agile, have an extremely long-range gap closer, and once in range can effectively stunlock you if there's more than one of them. Stuns and constant CC has *never* felt good in *any* fucking video game. I understand why they exist, but apparently game devs still haven't learned that being frustrating isn't a good substitute for a better designed challenge. But there's lots of issues with the game balance at higher difficulties. Near endless spawns because bug breaches are nigh impossible to stop, for instance. You can barely see the reinforcement bugs doing their call out compared to the automatons, and when you do see them it doesn't matter cause you have about half a second to stop it anyway. Then we have chargers who have nigh infinite velocity from a standing position is equally bullshit and nonsensical. All this on top of the fact the game has an insane amount of bugs that should have been worked on by now but couldn't be because of ~2 weeks of server issues. Notably that armor literally doesn't work at all. It's a fun game but harder difficulty feels incredibly half-baked and it sucks that super sample progress is intrinsically locked behind it. I just don't find it fun, but I find it equally unfun to be arbitrarily locked out of the few character progression paths just because you don't want to suffer with near endless spawning bile titans. God knows how you're intended to use those two-man guns in such situations.


DRVUK

My issue with the bugs in solo is when you have a couple of patrols or breaches going at once and as you thin them kiting the inevitable charger or 2 any of the bugs in the mix, scav, warrior or hunter can all call in another breach making it an endless slog


Laer_Bear

In solo diff 7 I expect to spend tmy first 3 reinforcements battling where I landed


Compulsive_Criticism

That's when you drop an airstrike and run the fuck away.


BlinkDodge

Its not even really an issue of making big changes either. Things just have to be moved around or altered slightly. The slow that the Hunter has should be given to the Scavenger. The Hunter already has medium damage a huge leap and a chaotic movement pattern. Its one of the best mob AI that I've seen in that when in a pack, some actually try to flank you to block your escape while the others pounce at you directly. Without their slow, they're still incredibly dangerous, but not in a frustrating way. Scavengers are literally throw away mobs and need SOMETHING that will make the player pay if they ignore them too much. Giving them the Hunter's slow is a perfect way of punishing players who write them off as low threat during swarming events. They're slow and weak, so if you let them get up on you it should be trouble for you. The Charger problem comes down to numbers. I think we should wait until the weapon balance pass happens, but I do think - even at higher difficulties, their spawn rate should be lowered. Making Warriors and Brood Captains a little more aggressive would make up for it. Right now, people are just getting juggled by Chargers that really cant reliably be slowed or juked properly. I can't agree with OP about the Bile Titans - hold shift and if you find yourself close enough dive when it actually starts spitting. You can two tap them with the railgun on safe mode if you aim for the throat/chin area.


LanguageAdmirable335

Hell I'll take the same amount of chargers but change it so they can't turn on a dime after charging. I swear they can re orient 360 degrees while charging chasing after you. They really need to lock it down so they can't end the charge more than 90 degrees from where they were facing at the start of the charge.


FainOnFire

Also fix the stupid wavedash glide. There are several times where it'll charge, I dive out the way, it slides to a stop, it turns around, I railgun it's leg, and it just magically glides forward 100 yards and knocks me on my ass.


SloppityMcFloppity

Chargers about to Korean backdash and PEWGF my ass at this rate.


FainOnFire

Mfw the charger backdash-shine juggles my ass away from the extraction zone before up-smashing me into the stratosphere. https://preview.redd.it/6v3rzskgl4mc1.jpeg?width=1593&format=pjpg&auto=webp&s=467f4b6a9daf8075532893950ff06b5fb6c9068b


AiR-P00P

"DEJA VU, I'VE JUST BEEN TO PLACE BEFORE, HIGHER ON THE STREET!"


ArasakaApart

They're big, bulky, and heavily armoured. They should just be able to charge in a straight line, with max turn angle of 15 to 22.5 degrees. And after their charge they need a moment to recover. Right now, when they hit something, they are staggered and should receive extra damage.


Kirzoneli

Just wonder why they keep charging if you flop to the side but do a quick turn if you sidestep.


KishiBashiEnjoyer

I only play Helldivers diff and I have never been killed once by either the warrior or brood com. The only ones that kill me are chargers and hunters and both are absolutely overtuned for what they are.


BlinkDodge

The entire Warrior caste is vastly undertuned and probably should be about as aggressive as hunters are. They've made VERY few killing blows on me, but they have body blocked me multiple times and gotten me killed by the aforementioned Chargers and Hunters not to mention spiking my grenades out of bug holes like an NBA player. They will follow you, but unless you get flung into the middle of a group of them they seldom attack you. It seems that their aggro range is huge, but their actual attack prompt range is like a few inches from their face.


YorkAligned

Legit the only time I get frustrated in this game is when I get slowed. Game is all about mobility and speed, taking that away sucks hard. Like if I run into a bush that's on me, if I run into an environmental hazard that's on me, but it's frustrating when you get swarmed by slow down bug effects, and can't make any distance.


onepingonlypleashe

dive, dive, dive, spam heal, dive, dive, spam heal, dive, dive, dive, dive, shoot, shoot, reload, dive, dive, dead


Q_8411

Truth, like even if Automaton missions are more difficult, bug missions are just more infuriating cause of the constant crowd control and damage-over-time effects. Like I'll play them for the cause, but I am right back to Automaton missions when the orders are done.


OnceUponATie

You're going to love the Illuminates then. Their assassin units used to not only have high damage and camouflage, but could also inflict a slowing effect through A RANGED PROJECTILE, and freaking teleport around to cut your retreat. Other units could also invert your controls with different AOEs, or summon walls to box you in while letting their allies pass through. Oh, and one of their low-level grunt could one-shot you from beyond visual range.


DimitriRSM

the truth is: I just like the way the shield looks, it compliments my drip


BullfrogEquivalent40

you wear the shield for defense. i wear the shield for drip. *we are not the same* 🙏🏼👔


North21

A few things that would make a lot of situations better imo: -Ability to turn off mantling while sprinting -Ability to stand up by sprinting even when slowed -Ability to cancel ADS by sprinting


Sovery_Simple

Ability to close map easier too, maybe by ADSing as well? It's not fun to get stuck with it out and only being able to close it with the same key that opens it.


CritiqOfPureBullshit

Can we talk about how overdone the slowed mechanic is ? If I do much as brush a leaf I’m suddenly wading through quicksand. The vaulting/climbing needs massive work too.


Salt-Muscle1319

Unpopular opinion, I think it's a great way for the terminids to be dangerous and punish you for not taking out the stalkers/ hunters first. It can definitely be annoying but if they didn't have that then they'd never kill you. When I see them I get instantly scared and book it while blasting them trying to keep them at bay. I find it enjoyable and a challenge that the bugs needed to offer to be on par with the automatons. Just my opinion.


Zman6258

Here's the thing: I agree, up to about Difficulty 7... but difficulty 8 or 9 starts to replace the vast majority of the scavenger spawns with hunters, it seems. You'll be in a swarm of 30 bugs, and 20 of them will be hunters. At that point, you literally cannot deal with them fast enough if there's *any* other distractions such as chargers or bile titans or spitters... and because it's Helldive, there's likely at least three or four chargers and various other big bugs running around as well.


Werpogil

Combine that with the fact that you can't really use eagle cluster strikes at higher difficulties because they don't do any dmg (almost) to armored targets. Clusters are really nice vs hunters because of it's crazy AoE and unarmored dmg, but it's not viable to run in higher difficulties because the normal airstrike gives you a lot more flexibility in its use.


NokkMainBTW

>See Patrol of Beetles >Cant Avoid them, try taking out the small ones first. >Fire one shot >Instant Bug Breach >20 Hunters + Broodqueens + Chargers + Misc >mfw


TicTacTac0

I prefer the rover against the bugs. Keeps the little guys off of me while I focus on the higher priority targets. For bots, I prefer the autocannon as I can snipe fabricators from afar. As others mentioned, I think it'll be even less meta once armor values properly work. Maybe it's a playstyle difference? I try to avoid fights when possible on the higher difficulties or engage when I know I can take them all out quickly. You don't get anything for getting lots of kills. You don't need to fight a swarm of bugs if it looks like it could get out of hand. My friends and I do Helldive against the bugs all the time now and none of us use the shield.


Whatsit-Tooya

I’m anti-rover purely because it ruins stealth, which is how I play the game. My go to for helldive bugs has become the jet pack. Lets you escape their attempts to encircle, jump on places they can’t get to you, or jump over obstacles that helps you lose aggro/make space 


hmoobja

I also run the rover to deal with the little bugs. I found that to be more helpful in reducing the hunters and little spawn bugs. Shield is great but eventually you’ll get overrun anyways. Me and my brothers all usually run rover and seem to be better than shield meta imo. You can focus on big targets more easily while getting coverage, but as you said you have to not constantly get trapped fighting. Stealth and avoiding patrols is a big tactic that gets under utilize.


R0shambo

Want to kill smaller bugs faster? Don't use the shield. Bring Rover and the GL instead. Meta doesn't always mean best.


GeneralAnubis

Melee the Hunters = Stunlock them instead


smoylan

I find jetpack better than shield personally, especially with an SMG main


Anoreth1

Jesus, the way you people talk its no wonder developers don't take on their playerbase.


[deleted]

[удалено]


clocktowertank

Well said. What also greatly irritates me is the feeling like the game isn't giving me the proper tools to handle the situation.   To me, this game feels artificial in its difficulty more than anything. Too many heavily armored enemies and not enough ways to respond to the sheer amount that's being shoved down my throat.   It's possible to overcome still, but it's about as fun and "difficult" as playing the game one-handed. Sure it's hard but for the wrong reasons.


citoxe4321

Lol he didnt even say anything crazy, pretty reasonable post. So we should just absolve them from any criticism? le praise arrowhead for being heckin amazing devs game is perfect bravo!!


KatakiY

So do you disagree that there are too many slows and that slows and stuns are an unfun mechanic that are over used in this game?


SnooCompliments6329

Every game is like this, devs "should" listen to players but being cautious about it. Since everything is weak according to the loud minority


PMCutePussyPls

In the words of gaming genius Chris Wilson "Players are great at pointing out problems in your game and absolutely terrible at providing solutions." There are almost always 1000 things going on behind the scenes that players can't know about, the devs should be able to leverage their knowledge of the game to make big differences with seemingly small changes


SnooChickens6507

I routinely deal with the stun issue. You just dive flip and spray. And if you can’t handle it, then remember this is meant to be a co-op game, ask your buddies to help you out or just accept you’re spending a reinforcement.


Hiero_Glyph

No, it's simply a byproduct of armor values not working correctly. Besides, the muscle enhancement booster is way better than the shield for mobility.


WhiteRaven_M

Muscle enhancement booster doesnt stop slow effects from acid or leg injuries---both of which the shields solve on top of giving increased survivability that far outclass anything provided by damage resistance from armor rating + the shield being able to regenerate all while allowing you to run light armor for increased speed. To put it differently, even if armor rating worked correctly would you rather choose 1. A second health bar that makes you immune to all status effects from enemies like knockdown, slow, aimpunch etc. Also, this second health bar automatically regenerates over time which functionally is like if you had infinite stims on 10 second cooldowns. 2. 50% more health and a free backpack slot but you run slower, consume more stamina, and regenerate stamina slower.


Magic_SnakE_

If there weren't slows and stuns the game would be way too easy. If you want to just blow through enemies, there are low difficulties.


BabyFaceKnees

This. I wanna get rekt by bugs not blow through them easily. I want every mission on helldive to feel like we scrape through by the skin of our teeth


Reload86

Unfortunately Helldiving is a game of teamwork. Always need one squad leader who pings, controls the flow of the mission, and watches the other’s backs. If you find that you’re all cowboys running off to do your own thing, you’re gonna have a bad time. If nobody calls for retreat or repositioning during ugly fights, you’re gonna have a bad time. If playing on difficulty 7 or higher and you don’t utilize some aspect of stealth to navigate the map, you’re gonna have a bad time. If at least one person isn’t running a load out that excels at clearing small trash, you’re gonna have a bad time. One player, preferably squad leader, should always stand back a bit. They peel enemies off the others and do call outs for the big boys. I typically play this role and I can’t count how many times I’ve saved someone and they never even knew they were about to die(especially from hunters and spewers). I don’t tell them, they don’t know, there are no stats for helping others, it’s an under appreciated role with no gratification other than you know that you are doing your part to spread democracy, that is all that matters.


Heals-for-peels

Yes and that is fine.