HELLDIVERS 2

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Stg-Flame

Diamond Member
Mar 10, 2007
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Should I pursue ones of these for keep putting points into the normal warbond? I've just unlocked the tier with the penetrating Liberator.
I'd hold off if you don't have everything unlocked already. In the time it takes you to get everything else unlocked, they might release another warbond that has stuff you really want and you can grab that instead. I will say that the only thing that I find incredibly useful is the Breaker Incendiary for bugs. Everything else is highly situational but still very useful.
 
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RPD

Diamond Member
Jul 22, 2009
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I'll definitely be playing after this drops, I saw they added some new resource sinks for ship upgrades, but not enough for me to re-max out again.
The quality-of-life fixes have one major highlight: an end to grief kicking. Currently, players can boot an unsuspecting ally from the game, meaning they earn no rewards from the match — it’s a particularly mean form of griefing. Now, if a player is kicked, they will spawn into a new session as host, and they’ll keep all the goodies collected by the team in the previous session. There are other changes coming, including to the social menu, but this one is a huge fix for one of the game’s most irritating issues.
 
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Stg-Flame

Diamond Member
Mar 10, 2007
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So what happens if you kick someone who IS griefing? They get to be assholes and keep all the resources?
 

RPD

Diamond Member
Jul 22, 2009
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So what happens if you kick someone who IS griefing? They get to be assholes and keep all the resources?
They don't "keep" or take the resources, it just gets duplicated and split off. The game that they were kicked from gets everything still.
 

Stg-Flame

Diamond Member
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New Warbond:

1722382816415.png
They don't "keep" or take the resources, it just gets duplicated and split off.
I guess I misunderstood and assumed that anyone who gets kicked will receive the same rewards as everyone else on the team and if that were the case, then they can join other people's games, grief to their heart's content, and when they are forcibly removed from the game, they're put all alone with a decent amount of free resources. If this is only applied to people who are kicked at the extract then I'm fine with it, but if this applies to everyone who is kicked, then it's a massive step in the wrong direction in regards to combating griefers.
 

RPD

Diamond Member
Jul 22, 2009
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New Warbond:

View attachment 104196

I guess I misunderstood and assumed that anyone who gets kicked will receive the same rewards as everyone else on the team and if that were the case, then they can join other people's games, grief to their heart's content, and when they are forcibly removed from the game, they're put all alone with a decent amount of free resources. If this is only applied to people who are kicked at the extract then I'm fine with it, but if this applies to everyone who is kicked, then it's a massive step in the wrong direction in regards to combating griefers.
They get a snap shot of whatever the rewards are at the time of being kicked, if that wasn't clear. Not sure what else they can really do other than improve the reporting system. So yes, technically they could wait until extraction to start griefing, then get kicked and still get rewards. But if they start early they get kicked early and don't really get to get samples or anything else at the time of the kick.
 

Fallen Kell

Diamond Member
Oct 9, 1999
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I wonder if I am the only one still playing this here :D

I kind of put it down for a few months and just picked it up again. Been having a ton of fun. Debating unlocking another premium warbond (I have most of the important ones, "Cutting Edge", "Democratic Detonation", "Servants of Freedom", "Control Group", "Dust Devils", "Steeled Veterans"). I am trying to figure out if I should get "Chemical Agents", "Urban Legends", or "Polar Patriots". Lots of people use gas grenades in the meta, so I am leaning towards that...
 

Makaveli

Diamond Member
Feb 8, 2002
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I wonder if I am the only one still playing this here :D

I kind of put it down for a few months and just picked it up again. Been having a ton of fun. Debating unlocking another premium warbond (I have most of the important ones, "Cutting Edge", "Democratic Detonation", "Servants of Freedom", "Control Group", "Dust Devils", "Steeled Veterans"). I am trying to figure out if I should get "Chemical Agents", "Urban Legends", or "Polar Patriots". Lots of people use gas grenades in the meta, so I am leaning towards that...
I still play but BF6 takes more of time now.
 

Ranulf

Platinum Member
Jul 18, 2001
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I uninstalled it recently. It wasn't running great on some maps and I got tired of the updates taking 30-60 minutes each time.
 

Stg-Flame

Diamond Member
Mar 10, 2007
3,716
645
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I wonder if I am the only one still playing this here :D

I kind of put it down for a few months and just picked it up again. Been having a ton of fun. Debating unlocking another premium warbond (I have most of the important ones, "Cutting Edge", "Democratic Detonation", "Servants of Freedom", "Control Group", "Dust Devils", "Steeled Veterans"). I am trying to figure out if I should get "Chemical Agents", "Urban Legends", or "Polar Patriots". Lots of people use gas grenades in the meta, so I am leaning towards that...
Nope. My buddy and I still play a few rounds every night, though Escape From Tarkov 1.0 is releasing in less than two weeks, so our Helldives are likely going to dry up pretty soon.

I will say that I have all but one warbond and the gas grenades are definitely nice to have. While they don't actually kill anything except the weakest chaff, they are a blessing on bug planets. A single Tesla and two gas grenades will take care of a D7 bug breach without issue so long as a Bile Titan doesn't emerge. If you don't get a Titan, the Tesla will just nuke everything that comes out of the hole and it has a 105 second cooldown once you get all the ship upgrades. Compare that to the Napalm Orbital which also clears a bug breach on its own, but has a 285 second cooldown. Plus you can run the Exploding Crossbow or Eruptor, toss a tesla in the middle of any bug nest, and just snipe the bug holes from safety.

All the warbonds have something useful inside them (except the Halo one) and since you can farm Super Credits easily enough on D1 Terrak, just grab whatever looks fun to you.
 

Fallen Kell

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Oct 9, 1999
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I ended up grabbing the "Urban Legends" warbond last night. I was playing on the bot planets again for the first time in a while and saw some people using the shielded manned turret that is in that warbond and they were just wiping the floor of the bots across the map as far as they could see, and there was not much that the bots were able to do to counter it since all their shots were hitting the shield (I guess if they got some rockets to hit the ground around it, it might be effective, but I didn't see that happen). I also wanted to get the last of the unmanned turrets in the flame turret in that warbond (which was the reason I had it in my list of three I was looking at next).

I havn't seen the flame turret used a lot, but I wanted to simply get it off my list. I suspect it gets overwhelmed because I don't think it targets the ground and/or moves to the next target once the one it is aiming at is on fire. That said, the manned turret was the main reason I wanted this (and the armors had some nice perks as well). I should have enough super credits to unlock "Chemical Agents" once I earn/unlock all the super credits bundles within existing warbonds I have just sitting there (I probably even have enough for 2 more really).

Trying to figure out what ship module upgrade to focus on next, either the final bridge upgrade (I believe it is a 5% cooldown of all strategems), or if I should go for the one that has a 10% reduction in reload speed...
 

Stg-Flame

Diamond Member
Mar 10, 2007
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I ended up grabbing the "Urban Legends" warbond last night. I was playing on the bot planets again for the first time in a while and saw some people using the shielded manned turret that is in that warbond and they were just wiping the floor of the bots across the map as far as they could see, and there was not much that the bots were able to do to counter it since all their shots were hitting the shield (I guess if they got some rockets to hit the ground around it, it might be effective, but I didn't see that happen).
Urban Legends only has the Directional Shield backpack and the Anti-tank Emplacement which don't work together. That guy must have been using the Shield Generator Backpack alongside the emplacement. The backpack is good, but I prefer having a Recoiless so I can take down the large enemies in one or two shots. The emplacement is also good, but it depends on the map being flat or being able to find a high spot for a vantage point - which most maps won't have. If you're on a planet that has large hills or is mostly flat, it's really fun to just sit back and wipe out bases from across the entire map and it's far better when you no longer need the samples. If you do need the samples, it's better to just take out the bases by hand so you can grab the samples as you clear them.

I havn't seen the flame turret used a lot, but I wanted to simply get it off my list.
The flame turret excels at removing chaff and since it's been buffed (no longer kills itself), it's insanely good against bugs and all melee units. It has the fastest tracking speed of all the turrets, but also the shortest attack distance. I honestly prefer a Tesla and Laser sentry against bugs and squids since a Tesla can kill everything on the bugs and illuminate fronts if it's placed right (except the flying enemies). Laser sentries just do an insane amount of normal damage on top of the fire damage it does - it can solo multiple hulks on the bot fronts and can take down a charger if placed right (placed above a vertical area so the chargers can't just walk over it).
 
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Fallen Kell

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I tend to like the turrets in most maps, except for the bots (they blow them up too easily). I guess the exception to this right now are the mortars (well the standard mortar at least) as I don't have the ship module unlocked that has it aim at enemies that I designate (and it ends up team killing most of the time). The others just need to be thoughtfully placed. As you noted, it is great when you can get them up on top of a ledge/rock that the chargers can't immediately run it over (and possibly even get it away from bile titans). I think I said this in a different thread, but I have been typically using a combo of the machine gun turret, auto-cannon, and rocket turret.

I have held off on the tesla tower, mainly because I don't have the ship module that adds an additional enemy hit to the electrical arc chain (I previously had that unlocked, but for some reason it along with several other unlocks were reverted on my account from when I took a break last fall until just a couple weeks ago). Not sure if it is my next most important thing to unlock at this time though as I feel some of the other ship upgrades are much more useful as I think it only applies to stratagems and not to electrical/lightning damage weapons in general (i.e. also affects the "arc blitzer").
 

Stg-Flame

Diamond Member
Mar 10, 2007
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The 25% fire damage module is one of the best to grab and the Tesla Tower makes bug defenses a joke, so the extra arc makes a massive difference. My tower can easily kill 7+ bugs in a single hit, plus it will stun heavy units with every hit and can kill chargers and bile titans, but you have to keep their attention away from the tower. Titans and Impalers will simply step on the tower, so you kinda have to get lucky against those.

Though I will say, once you try the laser sentry, you'll likely never go in without it. The only thing the laser sentry is weak against is shield devastators because it can't set fire to them while hitting the shield. If you can stagger the devastator, it'll drop it in about one second, but if you're not paying attention, one shield devastator can cause your laser sentry to overheat just because it won't target anything else. In most bot maps, I'll pick the laser over autocannon or rocket, simply because it can fire at close range and the berserkers will almost always dodge the other two sentries and close the gap.

Edit: I forgot to mention above that the anti-tank emplacement is amazing for bug and bot defenses. Toss them far back with a clear view of the gates/choke points, and just run up to toss your mines/towers, then run back and wait for any heavy units to spawn. My buddy and I's favorite combo on bug defenses is gas mines, fire mines, tesla, and anti-tank - nothing even steps foot inside the first gates. The emplacement doesn't work well against the Illimunate because of the Stingray ships come in too fast for you to track them accurately and the fact that the emplacement doesn't do much damage against the fleshmobs, so you'll get overrun quickly unless someone else takes those down for you.
 
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Fallen Kell

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I do have the +25% fire damage module. I guess I will look at next getting the one which extends the tesla arc to an additional target. I was a huge fan of the Arc Thrower initially, but it just seems too slow now with many other choices that would do the same job better. I haven't really used the tesla tower much, so I will need to test that out.
 
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CU

Platinum Member
Aug 14, 2000
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My son plays this game. He currently has a 10400f and a RX 6600. His monitor is 1440p @ 120hz. I was wondering what you thought would help fps the most a new cpu or video card. I was thinking a 9060 XT would help it play 1440p native with either max or near max settinngs. I had him try it at 800x600 today to bottle neck the cpu and it ran at 70fps in the lobby. So, that seems to be the max the cpu will let the game run. I think he currently runs 1440p at balanced scaling and everything set to high.
 

Stg-Flame

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Mar 10, 2007
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My son plays this game. He currently has a 10400f and a RX 6600. His monitor is 1440p @ 120hz. I was wondering what you thought would help fps the most a new cpu or video card. I was thinking a 9060 XT would help it play 1440p native with either max or near max settinngs. I had him try it at 800x600 today to bottle neck the cpu and it ran at 70fps in the lobby. So, that seems to be the max the cpu will let the game run. I think he currently runs 1440p at balanced scaling and everything set to high.
Best way to get more FPS is to lower the settings, but if you're dead set on new hardware, a better GPU would definitely help. If he has at least 32GB of RAM, he should be fine on that front, but this game is fairly heavy on the graphics regardless of your settings since the patch back in March forced volumetric fog on every map as well as on a lot of enemies.
 

CU

Platinum Member
Aug 14, 2000
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Best way to get more FPS is to lower the settings, but if you're dead set on new hardware, a better GPU would definitely help. If he has at least 32GB of RAM, he should be fine on that front, but this game is fairly heavy on the graphics regardless of your settings since the patch back in March forced volumetric fog on every map as well as on a lot of enemies.
He already has 32GB of RAM. It would be a Christmas present. So, I am buying him something. :)
 

Ranulf

Platinum Member
Jul 18, 2001
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GPU is probably the easiest upgrade. The game does push cpus as well but I would think a 10400 would be enough and an upgrade there requires new mobo and ram most likely. I gave up on running the game with a 4790k a month ago due to the various bugs and bad performance the game has had lately.
 

Fallen Kell

Diamond Member
Oct 9, 1999
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I've played on 2 different systems, one a high end computational PC with an old GPU (AMD Ryzen 9 7950 + 1060 Ti GPU, 64GB RAM), and the other a more modern GPU, but a low powered CPU (AMD Ryzen 5600X + 3060 Ti 16GB, 32GB RAM) as it is a HTPC system.

Both play very well, but I am only playing at 1920x1200 or 1080p (respectively) @60hz. I think I play the most on the 7950 system. It has most settings on high, with the exception of some of the shadow settings (and motion blur, and dynamic focus is off of course, which I just find completely annoying). I think the biggest thing for performance on this game is really having it installed on a NVME drive or barring that a SSD and not on spinning disks.



As for my playthrough, well I unlocked the ship module that adds an additional enemy hit by electrical arc over the weekend, but didn't have a chance to play yet using tesla tower (most of the missions I was in did not seem to be a good candidate). I also am just about to unlock the "Chemical Agents" premium warbond (just need ~64 more medals to unlock the super credits I still have in my current warbonds). With that, it really only leaves the "Freedom's Flames" and/or "Polar Patriots" premium warbonds with anything in them that people still tend to use.

The ragdoll after the latest patch update is still hilarious to me. So many instances of bile titans flying hundreds of meters to land on the nearest teammate after it gets hit with an expendable anti-tank, spear, or 500kg....

I got to be the run savior the other night... Joined a random group bug map that turns out time was running out as I joined, so I aimed and landed in the extraction point radio/antenna and got stuck there. I was able to call in my turrets at the last second, but since I couldn't move I couldn't pickup my spear, but I did have my thermite and the ultimatum, but my character is stuck in the radio, not able to move out from it (however I figured I could still take out a bunch of swarming bugs). So I am the only one at extraction and 2 of the 4 on the team were dead with no more budget left, and the 3rd is running hard for extraction and then dies to a behemoth charger right as he was getting up to me... I figure there is no way I can do anything, but I just am zapping away with my arc blitzer. Three different chargers try to run me over, but all hit the antenna and stop and I manage to throw thermite on them. The hunters and the bile titan seemed to be the only things that can damage me. I managed to take out the bile titan with the ultimatum (figuring it would probably kill me as well, but I used a stim just before I launched it hoping that the combination of me being prone, and the stim still activating the healing sequence might save me, and it did... After that explosion, it cleared most of the remaining bugs, and a second or three later, the antenna folds down in prep of the drop ship landing. This freed me from being stuck (I was hoping it would), and since most of the bugs were dead, I did a quick look and saw a sample drop that seemed to be almost full nearby on the map, so I went running. I forgot that after the mission timeout the drop ship lands and immediately begins the 20 second countdown, so I am really crossing my fingers here that I have time... I grab the samples, turn around and see another charger running towards me, so I pull out my ultimatum (as it is the only thing I have left that could take it out) and am still running back to the drop ship, and I finally turn and fire since the charger was going to hit me before I could reach the drop ship and I didn't have time to dodge and then get up and continue going to the dropship, it is already under 2 seconds left, so I fire, the ultimatum hits the charger, and ragdolls me into the back of the drop ship, and we take off... I collected 23 common samples, and 19 rares....
 
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Fallen Kell

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I officially unlocked the "Chemical Agents" premium warbond over the weekend. I also unlocked the "Morale Augmentation" ship module upgrade which reduces the stratagem cooldown timers for everything by 5%, and I also unlocked the "Blast Absorption" ship module that gives turrets 50% more explosive damage resistance (not entirely sure how helpful that is outside of bots, but it is still something). I probably should have unlocked "Superior Packing Technology" instead of the one for turrets, but I had the additional super rares, and was grinding the rares (both those take the same number of common/rares but the "Blast Absorption" needed 5 more super rares as well as more requisition slips (so my brain said, well you use turrets a lot and it costs more so it must be "better"... not thinking through that the other one's benefit helps in just about every mission).
 

Stg-Flame

Diamond Member
Mar 10, 2007
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and I also unlocked the "Blast Absorption" ship module that gives turrets 50% more explosive damage resistance (not entirely sure how helpful that is outside of bots, but it is still something)
This mainly affects the blast damage they do to themselves along with the explosion damage they suffer from you by shooting the Eruptor and Exploding Crossbow at enemies within melee range to your turrets. It drastically increases their lifespan to the point that I can regularly get two of the same turret out at the same time because they survive for so long. Granted, the first tower will shut down shortly after the second has been deployed, but it's still fun to see two Teslas inside a meganest or two laser turrets evaporating hundreds of Voteless.

I probably should have unlocked "Superior Packing Technology" instead of the one for turrets,
This is one of the most important upgrades to get if you run with people who love support weapons with expendable ammunition - especially the machine guns and Recoiless.

By far the two most useless upgrades is the one that affects the mortar targeting and the decreased cooldown when recalling Eagle early. Cross Platform Compatibility (the mortar one) is only useful for the EMP mortar and when you factor in that you are using a whole strategem to just immobilize enemies instead of kill them, PLUS, you are required to now tell it what you want immobilized instead of just killing it outright, makes this one pretty useless. It's not a bad thing to bring on defense missions because you can hide it behind a wall, but honestly, if you just swapped that with a sentry, those enemies that are now stunned could instead just be killed outright instead of prolonging the mission (plus the damaging mortar is just useless with its low damage and long impact time). Advanced Crew Training (Eagle rearm) is useful if you bring a lot of Eagle strategems, but if you're running around that long between uses, you might need to bump up your difficulty a bit or move towards objectives quicker. The only time I can recall that I've used the Eagle Rearm is when we were heading to the extract and it was a fair distance across the map. I generally try to plan the assault in a way that we will naturally end up near the extract, so this has been fairly useless altogether unless I'm jumping in to help others (which doesn't happen often since the xbox kids love to grief and kick people at extract).
 

Fallen Kell

Diamond Member
Oct 9, 1999
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Waiting on the next Warbond drop tonight/tomorrow. I have enough credits saved up for unlocking another one at this point. It will probably be Polar Patriots, but might be the new one (not sure). I also finally unlocked the ship module for XXL Loading Bay (I didn't really use as much of the stratagems that this bonus works with, but might consider the napalm strike more now). I'm still getting adjusted to the bonus from "Superior Packing Methodology", basically only needing 1 supply pack now that reloads everything, so much nicer than before.

I think I will go for either "Payroll Management System" or finally start unlocking some of the upgrades for Ship Guns like "Atmospheric Monitoring" and "High-Density Explosives". Those last 2 I know are needed to make a lot of solo play possible, using the AOE damage to take out large nests with just the single stratagem, as well as manage bug breaches with an Orbital Airburst Strike...
 

Stg-Flame

Diamond Member
Mar 10, 2007
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as well as manage bug breaches with an Orbital Airburst Strike...
Orbital Napalm works on every difficulty up to 10 and even then, it'll still wipe out 95% of everything that will emerge from the breaches. Though, you're not really supposed to be fighting everything on Diff 10, but it's still insanely effective against bugs.
 

JTsyo

Lifer
Nov 18, 2007
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Orbital Napalm works on every difficulty up to 10 and even then, it'll still wipe out 95% of everything that will emerge from the breaches. Though, you're not really supposed to be fighting everything on Diff 10, but it's still insanely effective against bugs.
Trouble with that is that its danger zone is so big.