Typically, there’s only a few configuration. Near the terminal or within visible range of it.
Typically, there’s only a few configuration. Near the terminal or within visible range of it.
Were these a terror before the 1.001.100 patch? I didn’t encounter them since I was only playing level 6. Was it like trying to extract while in range of a mortar emplacement?
If this is a player hub, it would be amazing to lose it to the enemy. It would make the war impactful.
You can feel it when super earth will fall as everything is scattered and in ruins. When we’re beating the enemy back, we have shiny toys as our logistic network is operating at full power.
Sounds like it’s going to be a tough fight to keep it alive during construction.
I can picture it getting trapped behind enemy lines, leading to its destruction.
I completed my first 10 - Super Helldive operation today in a 3 helldivers team. It went too well. I feel like they need to reintroduce those pulled planetary modifiers if their design goal is to have high failure rate at that level. Maybe revert back to heavy spawn rate of heavies for Super Helldive. As a causal noob with skill issues, I shouldn’t be able to do Super Helldive on my first go. However, if their design goal is for everyone to complete Super Helldive then this comment will be invalid.
This really hits the point. I’m pretty sure a fresh team would have issues due to the lack of ship modules.
Your power output dramatically increases when a resupply pack fills your entire support weapon ammo supply.
I only play in two helldiver squads and the game has definitely gotten easier. I always play on 6 - Extreme, except for Terminid High Value Assets missions due to Impalers. After the first mission, we immediately went up to 7 - Suicide Mission due to the lack of spawns. Generally, I would say it’s a good thing as you typically don’t see bile warriors, bile spewers, or spore chargers at level 6.
It quite fun at wiping out chaff with assisted reload but at that point, an auto cannon could do the same job.
Used Air Burst, Knives, Pummeler, and all 3 mines. I could not stop laughing as I used up all our reinforcements.
Change is good, whether it’s a nerf or buff. You gain a certain perspective and experience on the difference.
I’m looking forward to relearning the 500kg blast limit, just like using the orbital precision strike.
Oops, my bad. I didn’t know about them at time of posting. You should play more D&D. >Always expect the DM to drop those bastards in any cave. <
No idea on costs but it should be equal or more to past amounts.
I’m glad you’re the type that is ok with super credit farming. Personally, I will return to civilian life as I can buy another game instead of 3 warbonds.
It was a good free ride, Helldivers.
This features the first stratagems locked behind a paywall. Superstore exclusive stratagems will soon follow.
Your commit to freedom and liberty is awe inspiring. o7
It’s an automation / factory game, first person view. Does not contain bile titans or unsafe railguns.
I hope this patch will make more layouts fun. I don’t care about the railgun or flamethrower. Those wheels are squeaky enough. I wish they did something to the air burst rocket and utility strategems. I would like to be an air burst main but its uses are quite limited. Maybe it’s a skill issue.
BTW, it’s a good time to return to civilian life and check out Satisfactory 1.0.
So I heard pre patch you could cook a tank’s heatsink and kill it but Hulk were resistant to fire.
For level 6-7, which would be more fun to kill a hulk?
Stun, jetpack over then flamethrower heat sink? Or use shield + fire armor, get in close, stun, then flamethrower back?
Still hasn’t stopped me from trying to take down a charger with a flamethrower.
Is it efficient? No. Is it funny to watch? I think so.
Brings back memories of throwing your first 380mm barrage. Then running away in a mad panic.
Someone needs to double check this but it’s still grey…