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helldivers_2 [2025/08/23 11:33] ultracomfyhelldivers_2 [2025/08/23 13:29] (current) ultracomfy
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 Survivability also means your ability to take a hit in the first place - stay at max health. Being at reduced health is an idea for stim conservation - which is great if you know how the game works and have things under control, but it essentially means that you can take one or two less hits before death; a lot of time in Helldivers terms: If a hit takes an enemy 0.2 seconds, that's 0.2 seconds less you get to react to a hit you didn't see coming. And it also means that some hits that don't ordinarily oneshot you //WILL// now oneshot you. Stay. At. Max. Health. You can learn damage [[damage breakpoint|breakpoints]] later. Survivability also means your ability to take a hit in the first place - stay at max health. Being at reduced health is an idea for stim conservation - which is great if you know how the game works and have things under control, but it essentially means that you can take one or two less hits before death; a lot of time in Helldivers terms: If a hit takes an enemy 0.2 seconds, that's 0.2 seconds less you get to react to a hit you didn't see coming. And it also means that some hits that don't ordinarily oneshot you //WILL// now oneshot you. Stay. At. Max. Health. You can learn damage [[damage breakpoint|breakpoints]] later.
  
-Helldivers 2 gives you all kinds of options to increase your survivability. Take a jump pack. Bring a shield generator. A walker. Bring a gun that stuns/staggers enemies. Bring heavy armor. Bring medic armor (+2 stims & +2 stim effect duration) Bring crowd control weapons. Bring a sentry. Keep your stims stocked, loot stims from POIs, learn what POIs look like and where to find stims. Heck, bring a fucking Supply Pack for a virtually infinite supply of stims.+Helldivers 2 gives you all kinds of options to increase your survivability. Take a jump pack. Bring a shield generator. A walker. Bring a gun that stuns/staggers enemies. Bring heavy armor. Bring medic armor (+2 stims & +2 stim effect duration) Bring crowd control weapons. Bring a sentry. Keep your stims stocked, loot stims from POIs, learn what POIs look like and where to find stims. Heck, bring a fucking Supply Backpack for a virtually infinite supply of stims.
  
 Additionally, use your Eagle and Super Destroyer support mid-fight. The cool thing about Dive + Stim is that it makes you invincible for multiple seconds, so you can Dive + Stim and then just stay on the ground to take your sweet ass time to punch in a stratagem code. //Nothing will kill you while you're stimmed.// Dive + Stim + Reinforce. Dive + Stim + Eagle 500. Dive + Stim + Laser. Nothing can bring you down, especially if your stim duration is longer with the medic armor. There can be 20 bugs behind you that will dogpile onto you during a Dive + Stim + Eagle 500 - but what are they gonna do about you? The entire horde of bugs can keep hammering into you until they're old and grey - as long as you're stimmed, you are invincible. And if you call in the Eagle 500, they will be dead before your stims run out((Throw the 500kg at your feet, not towards the enemies. When you run away, the enemies will follow you, so you need to throw the 500kg to where the enemies will be, not to where they are. If you throw the 500kg at your feet, you should run about 30 meters until the 500kg lands, which is the perfect distance to have.)). The alternative here is Jump Pack + (maybe) Stim + Stratagem. Hover Pack + (maybe) Stim + Stratagem. While midair you're unlikely to get hit, so that's a perfect opportunity to punch in a stratagem. Additionally, use your Eagle and Super Destroyer support mid-fight. The cool thing about Dive + Stim is that it makes you invincible for multiple seconds, so you can Dive + Stim and then just stay on the ground to take your sweet ass time to punch in a stratagem code. //Nothing will kill you while you're stimmed.// Dive + Stim + Reinforce. Dive + Stim + Eagle 500. Dive + Stim + Laser. Nothing can bring you down, especially if your stim duration is longer with the medic armor. There can be 20 bugs behind you that will dogpile onto you during a Dive + Stim + Eagle 500 - but what are they gonna do about you? The entire horde of bugs can keep hammering into you until they're old and grey - as long as you're stimmed, you are invincible. And if you call in the Eagle 500, they will be dead before your stims run out((Throw the 500kg at your feet, not towards the enemies. When you run away, the enemies will follow you, so you need to throw the 500kg to where the enemies will be, not to where they are. If you throw the 500kg at your feet, you should run about 30 meters until the 500kg lands, which is the perfect distance to have.)). The alternative here is Jump Pack + (maybe) Stim + Stratagem. Hover Pack + (maybe) Stim + Stratagem. While midair you're unlikely to get hit, so that's a perfect opportunity to punch in a stratagem.
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 ===== 3. Team ===== ===== 3. Team =====
 ==== 3.1 There is a team game in Helldivers ==== ==== 3.1 There is a team game in Helldivers ====
-Ultimately, Helldivers also has a team aspect. There are skills you need to know for yourself, independently, which I've told you about in 1) and 2). When you understand 1) and 2), you are a function Helldivers player who can engage with the fundamental ideas of the game, ie. you can engage in meaningful gameplay. 3), the team, is now a layer on top that you don't strictly //need// to complete the objectives, but which you need if you're gonna have any good amount of //fun// with the game.+Ultimately, Helldivers also has a team aspect. There are skills you need to know for yourself, independently, which I've told you about in 1) and 2). When you understand 1) and 2), you are a functional Helldivers player who can engage with the fundamental ideas of the game, ie. you can engage in meaningful gameplay. 3), the team, is now a layer on top that you don't strictly //need// to complete the objectives, but which you need if you're gonna have any good amount of //fun// with the game.
  
 The team can be considered to be a modifier to all the things previously discussed. It is beneficial for some things, it is detrimental to others. For example, two obvious examples are Resupply usage and stratagem placement. Resupply is one of the major sources of stims - everyone relies on them, so it is imperative that everyone gets them. If you call in supplies only for yourself, this might lead to someone else running out of stims and dying because of it. Therefore, resupplies should only be called in when a substantial part of the team is present, or only in an emergency when strictly necessary to prevent yourself from dying. The team can be considered to be a modifier to all the things previously discussed. It is beneficial for some things, it is detrimental to others. For example, two obvious examples are Resupply usage and stratagem placement. Resupply is one of the major sources of stims - everyone relies on them, so it is imperative that everyone gets them. If you call in supplies only for yourself, this might lead to someone else running out of stims and dying because of it. Therefore, resupplies should only be called in when a substantial part of the team is present, or only in an emergency when strictly necessary to prevent yourself from dying.
  
 Sticking with your team is cool, because having someone close by means fire support and stim support. In the same way that you can't die when you have stims, someone else can help you not to do die when you run out of them. That means taking a serious amount of damage before you can be stimmed - ie. it's very risky - but it's still very much useful. The real problem with the team comes from stratagem placement. There isn't very much to say about this - learn SOS diving and not communicating. Always expect an Eagle 500 on top of your goddamn head //at all times//. You might be behind a wall and a player thinks you're further away than you really are. A player might have just genuinely not noticed. A player might have thought that you would for sure see it. A player might have gotten ragdolled. A player might just be fricken stupid. Doesn't matter. The threat is real, and you need to look out for it. Check red beacons. For sentries behind yourself. Oh, talking about sentries: Defend them. A sentry is essentially a fifth player that packs unfathomable amounts of damage. Your primary weapon can only dream of the DPS a gatling sentry can put out. Team playing means defending other people's sentries. Team playing, however, also means removing sentries behind friendly positions that are likely to cause friendly casualties. Keep an eye on the map, watch friendlies and the situations they are in. If they run low on stims, think about helping them. And don't get hit by allied player's stratagems. That really is a thing you can just get experience with. You'll get killed by friendly Eagle 500s very frequently, but you'll begin noticing them more and more over time. Sticking with your team is cool, because having someone close by means fire support and stim support. In the same way that you can't die when you have stims, someone else can help you not to do die when you run out of them. That means taking a serious amount of damage before you can be stimmed - ie. it's very risky - but it's still very much useful. The real problem with the team comes from stratagem placement. There isn't very much to say about this - learn SOS diving and not communicating. Always expect an Eagle 500 on top of your goddamn head //at all times//. You might be behind a wall and a player thinks you're further away than you really are. A player might have just genuinely not noticed. A player might have thought that you would for sure see it. A player might have gotten ragdolled. A player might just be fricken stupid. Doesn't matter. The threat is real, and you need to look out for it. Check red beacons. For sentries behind yourself. Oh, talking about sentries: Defend them. A sentry is essentially a fifth player that packs unfathomable amounts of damage. Your primary weapon can only dream of the DPS a gatling sentry can put out. Team playing means defending other people's sentries. Team playing, however, also means removing sentries behind friendly positions that are likely to cause friendly casualties. Keep an eye on the map, watch friendlies and the situations they are in. If they run low on stims, think about helping them. And don't get hit by allied player's stratagems. That really is a thing you can just get experience with. You'll get killed by friendly Eagle 500s very frequently, but you'll begin noticing them more and more over time.
 +
 +Finally, the team is why the "carving paths" concept is almost never followed to the letter. You're meant to only strictly kill the enemies that are directly a threat to progress, but considering a team you have to consider //human factor//. Especially with that amount of enemies around, a single player cannot cover all 360  angles around him. To enable safe play, it is necessary to kill or push away more enemies than only the strictly necessary ones. I still teach "only kill strictly necessary" first because that's the basis upon which we should start learning, but the truth is that when together with other people, we need to be a bit more generous with which enemies to kill, to make sure our friend doesn't get surprised. Passing a tight alley might have worked for you, but by the time your friend gets there the enemies might have doubled in number or taken up better spots. Therefore, you should carve a path for your friend as well.
helldivers_2.1755941617.txt.gz · Last modified: 2025/08/23 11:33 by ultracomfy

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