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helldivers_2 [2025/08/23 09:43] ultracomfyhelldivers_2 [2025/11/17 22:47] (current) ultracomfy
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 <WRAP centeralign>Video Games/Multiplayer/\\ <WRAP centeralign>Video Games/Multiplayer/\\
 <fs xx-large>Helldivers 2</fs></WRAP> <fs xx-large>Helldivers 2</fs></WRAP>
-====== Overview ====== + 
-First off, I haven't played Helldivers 1. However, I did play 2. And, uh, quite a bit. I don't think I've ever gotten more absorbed into a game as I have with Helldivers 2. In gaming terms, Helldivers 2 is the [[Subnautica]] but for multiplayer games. There is a primal satisfaction in making things go //very big boom// that never gets old. Helldivers 2, at its core, is a [[Multiplayer Game|multiplayer]] [[Cooperative Game|cooperative]] [[Player versus Environment|PvE]] [[Shooter|shooter]] that tasks a group of four so-called "Helldivers" to carry out strategic tasks in heavily contested warzones to gain the edge in a galaxy-wide war. The helldivers are dropped onto planets from starships in orbit, then have to carry out tasks like "retrieve intel of a destroyed research base", "launch a leftover nuclear missile", "steal confidential information" or "destroy enemy outposts", all while surviving the onslaught of enemies trying to stop them. Interesting premise, but what makes this game stand out is that it actually delivers. Besides handheld weapons, players are given support by the starship in orbit, and by supersonic fighter jets in immediate vicinity, armed with weapons ranging from orbital space lasers, barrages, hell the entire starship is one big ass, several kilometers long, railcannon. It can also send down utility items like support weapons, equipment that is necessary for objectives, or just straight up (tactical) nukes. The downside of this is that all things coming from the starship suffer from a long delay between call-in and arrival. So if you call in an orbital napalm barrage, it will be one massive barrage, but it will take a long time to arrive. For more tactical engagements, the fighter jet can be equipped with things you want to land faster. The fighter jet can lay down a field of napalm very quickly, but due to its limited size and capacity it will have less oomph. But sometimes you don't need to crater an entire block, just one street can be fine.+ 
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 +<fs xx-large>//**"**//</fs> 
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 +Prosperity, Liberty, and Managed Democracy 
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 +<WRAP centeralign>~Federation of Super Earth</WRAP> 
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 +First off, I haven't played Helldivers 1. However, I did play 2. And, uh, quite a bit. I don't think I've ever gotten more absorbed into a multiplayer game as I have with Helldivers 2. In gaming terms, Helldivers 2 is the [[Subnautica]] but for multiplayer games. There is a primal satisfaction in making things go //very big boom// that never gets old. Helldivers 2, at its core, is a [[Multiplayer Game|multiplayer]] [[Cooperative Game|cooperative]] [[Player versus Environment|PvE]] [[Shooter|shooter]] that tasks a group of four so-called "Helldivers" to carry out strategic tasks in heavily contested warzones to gain the edge in a galaxy-wide war. The helldivers are dropped onto planets from starships in orbit, then have to carry out tasks like "retrieve intel of a destroyed research base", "launch a leftover nuclear missile", "steal confidential information" or "destroy enemy outposts", all while surviving the onslaught of enemies trying to stop them. Interesting premise, but what makes this game stand out is that it actually delivers. Besides handheld weapons, players are given support by the starship in orbit, and by supersonic fighter jets in immediate vicinity, armed with weapons ranging from orbital space lasers, barrages, hell the entire starship is one big ass, several kilometers long, railcannon. It can also send down utility items like support weapons, equipment that is necessary for objectives, or just straight up (tactical) nukes. The downside of this is that all things coming from the starship suffer from a long delay between call-in and arrival. So if you call in an orbital napalm barrage, it will be one massive barrage, but it will take a long time to arrive. For more tactical engagements, the fighter jet can be equipped with things you want to land faster. The fighter jet can lay down a field of napalm very quickly, but due to its limited size and capacity it will have less oomph. But sometimes you don't need to crater an entire block, just one street can be fine.
  
 The way I like to rate a game like Subnautica and Helldivers is by thinking about the kinds of fantasies they play into. Subnautica is a "you're a small being in a big, beautiful but unknown world". Subnautica is basically every person's childhood forest day, except it's even better. Helldivers is that power fantasy you've always been wanting to play. Big ass cannons, massive explosions, that kinda stuff. It turns out, a multiplayer game is perfect for this because it removes the artificiality that most single player games have that are meant to be power fantasies. [[Grand Theft Auto 5|GTA 5]]'s power fantasy sections all feel very.. bullshitty. You know they're restricted to this one section in the story, the numbers are being dialled into your favor, it's not real. In Helldivers, you can't bullshit the player, since it's multiplayer. Additionally, the game has found an interesting middle ground where enemies feel strong enough to be a threat, but are still weak enough to be suspectible to big booms. The way I like to rate a game like Subnautica and Helldivers is by thinking about the kinds of fantasies they play into. Subnautica is a "you're a small being in a big, beautiful but unknown world". Subnautica is basically every person's childhood forest day, except it's even better. Helldivers is that power fantasy you've always been wanting to play. Big ass cannons, massive explosions, that kinda stuff. It turns out, a multiplayer game is perfect for this because it removes the artificiality that most single player games have that are meant to be power fantasies. [[Grand Theft Auto 5|GTA 5]]'s power fantasy sections all feel very.. bullshitty. You know they're restricted to this one section in the story, the numbers are being dialled into your favor, it's not real. In Helldivers, you can't bullshit the player, since it's multiplayer. Additionally, the game has found an interesting middle ground where enemies feel strong enough to be a threat, but are still weak enough to be suspectible to big booms.
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 The point is, as a helldiver, you have a unique ability: You have what is essentially a //temporary invincibility// button. By default you can use this button up to four times (ie. you have four stims), but your number of uses can be replenished with in-game pickups. **As long as you still have uses on your invincibility left, you should //never// die. If you die with stims left in your inventory, you did something wrong.** The point is, as a helldiver, you have a unique ability: You have what is essentially a //temporary invincibility// button. By default you can use this button up to four times (ie. you have four stims), but your number of uses can be replenished with in-game pickups. **As long as you still have uses on your invincibility left, you should //never// die. If you die with stims left in your inventory, you did something wrong.**
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 +Seriously, this might sound silly, but it is not. Stims are the unit in which helldivers are counted. Do not run out stims. "But I am on full health" is not an argument. No stims means you will die in the next encounter.\\
 +\\
 +Stim early - from pressing the button to the stim actually activating will take about half a second, during which the stimming can be interrupted((Unless you're diving, then it can only be cancelled with a ragdoll.)). It will take another bit of time to heal you from low HP to an amount of HP at which you can survive taking another hit.
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 ==== 1.2 Diving ==== ==== 1.2 Diving ====
-Taking damage will often stagger you. Staggering isn't quite ragdolling, but it will make you recoil for a moment and stop you from doing something - including stimming. This is particularly brutal with enemies that have combos (bugs, especially Predator Strain). This is where //diving// becomes relevant. Diving lets you escape //any and all// enemy combos, no restrictions. You can still take damage, you can still be ragdolled, but it will cancel all staggers and gives you back full control instantly. Crucially, it means you can also //stim// instantly as well. Helldivers are powerful not because they are amazing combatants or because they have immensely powerful Eagle and Super Destroyer support - it's because they have one single move combination in their moveset that lets them become invincible, no matter what happens (except when you get ragdolled).\\ Dive + Stim is the only reason Helldivers are feared. This seemingly inoccuous move is what makes a Helldiver scary. Use it. Dive. Dive for your life. When it says "Dive, dive again. And again. And again.", this is what that means. "Helldivers" means using your Alt key, not being sent onto hellish planets.+Taking damage will often stagger you. Staggering isn't quite ragdolling, but it will make you recoil for a moment and stop you from doing something - including stimming. This is particularly brutal with enemies that have combos (bugs, especially Predator Strain). This is where //diving// becomes important. Diving lets you escape (almost) //any and all// enemy combos, no restrictions. You can still take damage, you can still be ragdolled, but it will cancel (almost) all staggers and gives you back full control instantly. Crucially, it means you can also //stim// instantly as well. Helldivers are powerful not because they are amazing combatants or because they have immensely powerful Eagle and Super Destroyer support - it's because they have one single move combination in their moveset that lets them become invincible, no matter what happens (except when you get ragdolled).\\ Dive + Stim is the only reason Helldivers are feared. This seemingly inoccuous move is what makes a Helldiver scary. Use it. Dive. Dive for your life. When it says "Dive, dive again. And again. And again.", this is what that means. "Helldivers" means using your Alt key, not being sent onto hellish planets.
  
 ==== 1.3 Survivability ==== ==== 1.3 Survivability ====
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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.
helldivers_2.1755942238.txt.gz · Last modified: by ultracomfy

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