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Coolguye
Jul 6, 2011

Required by his programming!

REQUIRED LISTENING:


WHAT IS IT?
In my own words to one of my friends, HELLDIVERS™ is Starship Troopers having rough, happy, hair-pully sex with Warhammer 40k, while Magicka shoots the porn video.

The developers of Magicka have released a new cooperative focused game. It can be punishingly hard but hilarious and fun, with friends or without. That's right: The community of this game is surprisingly good and fun-loving! Imagine that! It's the best 20 bucks you'll spend today. The game is cross play and cross buy across the three platforms.

In image form:




And in the words of others:

Levin on Steam Reviews posted:

I democratically landed my pod on my brother, called him in to reinforce, and was democratically smashed by his pod. Democracy has saved the day yet again.

PhoenixFlower on Steam Reviews posted:

The Starship Troopers game you never knew you wanted.

Tim on Steam Reviews posted:

Last mission,
Stay alive till ship comes to pick us up
P1: -calls a mechsuit-
P2: -calls a mechsuit-
P3: -calls a mechsuit-
Tim: -calls in an unnecessary APC-
-mechs land close to each other
-Everyone's running to their Mech suits
-APC lands on top of Mech suits
-blowing up all 3 Mechs
-Plus the people who were running towards it.

10/10

Mechanics details

Helldivers is a top down shooter. Left stick for movement, right stick for shooting (or, on keyboard, keyboard for movement, mouse for shooting). You use rifles, rocket launchers, lasers, grenades and other video game weapons to kill giant bugs, twisted cyborgs, and spindly space elves before they kill you and your team of four. Maps and missions are procedurally generated.

If you played Magicka, then expect some similarities. Friendly fire is as much a threat, if not a bigger one, than your enemies. It's a difficult game as is so if you're easily upset by team kills you probably will find yourself annoyed with the basic idea here, which is to have fun.

You can call down tactical drops from the heavens for a variety of reasons, including respawning your dead friends and giant mech suits.



There's an overworld aspect to the game, a three tiered conflict where every mission you take on is part of a bigger war being waged by the entire playerbase. You're progressing toward the three alien homeworlds. The game tracks your progress (and the progress of the community at large) toward their homes.

The game strikes a good balance between the familiar and emergent gameplay. It puts a nice spin on the co-op concept and, above all, has an absolutely stellar community. 95% of the people I have run into in public games are attentive, polite, and helpful. A large part of that is because the game has a co-op community, but uses a reporting and low-priority system similar to DOTA's. If you're being a cock and you get reported, you can only play with other people who are burning off a report ticket. Conversely, you can get Commended for being especially helpful, which acts as an 'anti-report', shielding you from spurious reports or getting you out of low-priority faster. So in essence, instead of a system turning the world's most toxic collection of sociopaths into a barely tolerable community, that system is turning an otherwise unremarkable collection of people into a community you actually want to play with.

Community Details

Steam group: http://steamcommunity.com/groups/goondivers
Mumble info: Check PGS for the connection info and details for the mumble server.

We have a channel set up (Helldivers - Dive into my Hell) with squad subchannels, looking for group and a hangout group for those of you that want to just chill and shoot the breeze!

There is a lot of overlap among the goon community with the Payday 2 group, so the main HANGOUT GROUP channel is linked with the Payday 2 channel! Underneath HANGOUT GROUP is a private social channel called Team Anal Hell if the hangout group is too noisy for you. I am the admin of this channel, so if we have any needs, simply post it in the thread and I'll get it when I can!

Purchase Details

The game is for sale on PSN, and also on Steam. The base game is $20, while all the DLC is roughly another $20. The DLC, put short, is very helpful and will definitely enhance your enjoyment of the game, but is not required to be viable or good. If you're unsure, buy the base game and come back for the DLC. You're not hurting anything. :)

Coolguye fucked around with this message at 02:02 on Jan 1, 2016

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Coolguye
Jul 6, 2011

Required by his programming!
Reserved for gameplay tips and other hint stuff.

The Galactic War

The 'overworld' or 'metagame' of HELLDIVERS is handled by the three-front galactic war that Super Earth is fighting.

In essence, the community slowly pushes back a specific race by performing missions in their sector of the galaxy, until the Helldivers reach the enemy's homeworld. When this happens, the community then has 48 hours to get a bunch of influence on the enemy homeworld by performing lots and lots of missions. The required amount of influence starts out extremely high, but decreases on each subsequent homeworld assault.

Successfully getting this influence means that the enemy race is defeated and out of the war. If all 3 enemy races are defeated, the community wins the war.

Failing to get this influence means that the enemy race begins a massive counter-attack to push the Helldivers back. Players must take part in city defense missions to halt the counterattack and return Super Earth to the offensive in the sector.



The first enemy counter-attack gives players 150 minutes to gain influence and stall the counter-attack per sector. This time period shortens on each subsequent counter-attack, to the point where it could potentially be as little as 15 minutes, and you can wake up one morning only to find that an entire sector of space has gone to hell. If players continuously fail to stop the counter-attack, the alien race will begin an assault on Super Earth itself.

This functions a lot like a homeworld assault from the other side. There are 48 hours for the community to perform a lot of missions to defend Super Earth from the assault. Success means that the attack is blunted and Super Earth returns to the offensive in the sector. Failure means that Super Earth is destroyed and the community loses the war.

A successful campaign means that the next campaign to start up will be more difficult than the last in terms of influence required to turn the tides and defeat the enemy races. An unsuccessful one means the next campaign will be easier. Wars usually last between 20 and 30 solar days, but winning or losing matters very little to the individual player. Participating in a successful campaign gets you a set of ceremonial armor. Participating in an unsuccessful one means you get a set of veteran armor. Beyond that, victory or defeat is meaningless for the individual player.

Fighting the war
Each race in the conflict is extremely different. There are no ideal loadouts that are good for everything, so it's important to know your enemy when heading out. There are, however, some basics you should be aware of.

Stealth, alerts, and you
In most missions, there are two general statuses the enemy can be in - unaware, and alert. An unaware enemy does not really know where you and your squad are, and rely on the patrols milling around the map to place where you are. A number of your actions can create 'noise' that will attract the patrols to your area to investigate. The three main things that cause 'noise' are firing weapons, interacting with objectives, and using Stratagems. All noise is cumulative, so if 4 people are calling beacons down while capturing an objective, it's basically an open invitation for all the patrols on the map to come wandering over.

There are a fixed number of patrols on the map at any one time, dependent on the difficulty level. Killing one will simply cause another one to spawn elsewhere.

When a patrol spots you, certain enemies inside the patrol will attempt to sound an alarm. When the alarm is raised, the enemy enters an alert state and will spawn a number of combat squads to engage you. This alert state will keep going as long as alarms keep sounding. On easier difficulties it is probably possible to simply out-kill the combat squads and get a hold on how many alarms are going off from sheer violence, but on harder difficulties this mostly does not happen. Your squad will need to run away to make the enemy lose your location. When they do, they will return to an unaware state.

You cannot 'silence' the noise you make. You will always make noise. You can, however, exploit these mechanics to give yourself some breathing room. Doing a bunch of noisy stuff in a remote corner of the map and then running away will mean that most of the patrols are tooling around investigating your noise will mean a much easier time doing an objective or two. There is even a Stratagem that encompasses this - the Distractor Beacon. It's very good.

Cyborgs
The Cyborgs' claim to fame is that they deploy the most vehicle-class armor of any race. Their obsession with mechanization means that there's a lot of things that are armored. There are ways around all of their armor, but until you are experienced in fighting them, be sure to bring some anti-vehicle capability.
Patrols
Cyborg patrols come in a couple of flavors:

Scout squad
CAN cause Alerts
Scout Squads are made up of little Initiates. They are nonthreatening chaff enemies, who don't even deserve a picture. They will be led by up to 4 Squad Leaders, who look like this:

When Squad Leaders see you, they will attempt to launch a flare from their big gun-arm, which will start an alert. Shoot them first; if you're on the ball you can forestall the flares. After causing an alert, squad leaders will shoot grenades out of their gun arm. These grenades take a long time to explode but will kill an unprotected player instantly.

Hound squad
CANNOT cause Alerts
Hound squads are made up of 3 Hound enemies:

They are pretty much exactly what they sound like - squads of attack dogs that charge you aggressively and will attempt to bite you to death. They're not threatening if you see them coming, but if they get in your business, you're in trouble.

IFV patrol
WILL cause Alerts
IFV 'squads' are made up of a single Infantry Fighting Vehicle, which looks like this:

These things are bad, bad news. They're one of the most heavily armored and hardy units in the game, and the instant they see you they will pop off a flare to start an alert. The only way to forestall their flare is to see them coming first, and even then it isn't easy. If they survive your first strike (as they're wont to do), they will still pop off a flare and you will have to rock and roll. The Cyborgs also drop these guys in as combat units very often, which means that a Cyborg alert is even harder than normal to out-fight. Hitting them with a less than lethal anti-tank strike will frequently throw their treads out. This immobilizes them and makes it easier to retreat. Thankfully, they don't show up until about difficulty level 7, so you will not need to fight them as a prerequisite to fighting Cyborgs.

Combat units
The Cyborgs have a relatively melee-focused combat doctrine. Most of their units prefer getting up close, but the exceptions to this rule are very dangerous. In addition to Hounds, other minor units include the Immolator, who skirmishes from a short distance away with a flamethrower, and the more armored Comrade, who gets up in your face with a large blade-arm. On mid-range planets, you can also expect melee pain from the Berserker, and on higher level planets even they get one-upped by the big sack of health known as the Butcher. None of the Cyborgs' melee units have special armor characteristics, but Butchers in particular can take a lot of punishment. You might want to skip the efficient weapons when you're dealing with them.

Of special mention in the Cyborg repertoire is the Grotesque, which are dropped in squads of 5 and basically function like little zombie hordes. They are reasonably tough and will charge players with abandon. If they catch you, you likely will be dead before you can regret it.

The Cyborgs' ranged options are rather limited, but tend to be ones you'd rather not think about. The Hulk starts showing up on mid-range planets, and is a real problem. Its chain gun is only medium ranged, but it will shred up a player very quickly, and the Hulk can be very frustrating to damage. In addition to having vehicle-class armor everywhere except its belly, it can use the massive shield on its arm to cover its weak spot. The shield is even better than vehicle armor, since it will deflect most rockets that impact it. The only way to hurt a Hulk that is braced with its shield up is to hit it from above, with an air strike of some sort, the missiles on Walker Exosuit (and even then, preferably the ones on the Mk 3 version), or the M-25 Rumbler. Blessedly, the Hulk is immobile while its shield is up, so you may also take the opportunity to just run away.

The Cyborgs on higher level planets will also employ the Warlord, which is a real pain in the rear end. Warlords have pretty good aim, pretty good range, and a massive gently caress-off cannon with which to use them. They've got vehicle-class armor over their whole frame and a lot of health. They are tough nuts to crack and they're real fans of walking over to downed players in order to finish the job. They're also fans of pimpslapping people that get too close, which will instantly down you and leave you horrifically vulnerable to a follow up execution strike. You can get through the armor and hit their health with a weapon that has the Unstoppable quality, or a dedicated laser weapon, but these things tend to take a lot of time and effort to mince through a Warlord's health. Bring anti-tank capabilities.

Finally, the IFV will be dropped routinely during alerts on higher level Cyborg planets. It will typically immediately fire a flare, keeping the alert going, and then attempt to attack you with its main gun. It takes a long time to aim and uses a laser pointer so you can't miss where it's pointing, but when it fires it will fire something that will kill you instantly. Don't be in the way. If you are lacking anti-tank capabilities and you really need to get rid of an IFV, run behind it. This will induce it into opening its back panel to release a squad of Grotesques to engage you. You may then throw a grenade into the IFV's back panel, which will destroy it when it detonates.

Guide to beating the Cyborg boss (Siege Mech)

Gestalt Intellect posted:

After hours of theorycrafting and field tests, the results of my experiments have produced the following Optimal Strategy for the cyborg boss.

1. Throw anti tank mines and then do not run into them
2.

Coolguye fucked around with this message at 09:46 on Jan 11, 2016

Beet Wagon
Oct 19, 2015





I bought this game on a whim today and it's incredibly fun. My friends and I have been playing for hours. Are any of the "career pack" things especially worth it?

Thor-Stryker
Nov 11, 2005
All the DLC gives you more "options" to choose from, the majority of items are balanced against non-dlc but people love the UAV for Research grinding, Laser Carbine for ammoless sniping (Only good with M+KB) and the All-Terrain boots to make snow planets easier.

If you see yourself playing for more than 25 hours, get the doc.

Shineix
Apr 2, 2010

Flanx2
To expand on the UAV, on each mission you run, a random amount of collectibles spawn called samples. Every 10 of these you collect gives you a research point that you can use to upgrade everything, from cd reduction to stat buffs to droptime reduction. The UAV drone lets you see these things on the minimap instead of having to search manually.

Pierson
Oct 31, 2004



College Slice
Yeah it needs to be shouted that the DLC is sidegrades and extra options, not power.

This game is super good and fun and more people should play it. People should hang out in the CtS channel and make groups there!

SealHammer
Jul 4, 2010
Click to understand my bad faith posting.
Getting this in on page one:

1. Tesla towers and distractors are OP.
2. Bosses are easy if you bring four stacks of AT mines and stratagem priority.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


This game demands you and friends on the couch. Not out of difficulty or necessity, but just because you will want to punch those assholes when they land on you

eonwe
Aug 11, 2008



Lipstick Apathy
I'm thinking of getting this

Coolguye
Jul 6, 2011

Required by his programming!

SealHammer posted:

Getting this in on page one:

1. Tesla towers and distractors are OP.
2. Bosses are easy if you bring four stacks of AT mines and stratagem priority.
In the next week or so I'm hoping to find some time to write up some stuff like this for placement in the second post. If someone wants to claim the glory I will happily put your guides in there as you write them.

Eonwe posted:

I'm thinking of getting this

you should friend it is v good and i will play with you

LGD
Sep 25, 2004

Eonwe posted:

I'm thinking of getting this

it's really really good

a friend talked me into it the other night and I'm really happy he did

OhsH
Jan 12, 2008

Eonwe posted:

I'm thinking of getting this

eonwe my friend it is a good game to play.

Sonel
Sep 14, 2007
Lipstick Apathy

SealHammer posted:

Getting this in on page one:

1. Tesla towers and distractors are OP.
2. Bosses are easy if you bring four stacks of AT mines and stratagem priority.

Do AT mines work on the bug boss at all? Tried it with some pubbies and it didn't go very well.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


How do I actually host multiplayer? Does it just happen automatically when I select a mission from the briefing table? Do I have to wait on the ship?

Stormgale
Feb 27, 2010

^^ join on people via steam friends or the multiplayer option on the other side

Eonwe posted:

I'm thinking of getting this

Come play Milord.

Larry Parrish
Jul 9, 2012

by Jeffrey of YOSPOS
Wow that's easily the worst OP I've ever read in this subforum.

Adam Bowen
Jan 6, 2003

This post probably contains a Rickroll link!

Larry Parrish posted:

Wow that's easily the worst OP I've ever read in this subforum.


You haven't read too many threads then

Thor-Stryker
Nov 11, 2005

Eonwe posted:

I'm thinking of getting this

Good news for this: you aren't paying money for jpegs in this game, just hardcore democracy.

Runa
Feb 13, 2011

You've been playing so much of this freedom simulator coolguye.

Runa
Feb 13, 2011

Larry Parrish posted:

Wow that's easily the worst OP I've ever read in this subforum.

This OP gets the point across and doesn't waste your time.

Beet Wagon
Oct 19, 2015





Eonwe posted:

I'm thinking of getting this

As a fellow Star Citizen Thread denizen, I highly recommend it. For whatever that's worth.

SealHammer
Jul 4, 2010
Click to understand my bad faith posting.

Sonel posted:

Do AT mines work on the bug boss at all? Tried it with some pubbies and it didn't go very well.

Satchels actually are better on the hive lord. If everyone just brings stacks of that poo poo and dumps 20 on the same spot, kites him to pop up there, and det simultaneously, you can end up with a pretty short fight.

There's only like a 50% chance that you end up with lovely teammates who don't know how to do poo poo like "the thing that works", which is actually better odds in your favor than most other games. This system works!!

Larry Parrish
Jul 9, 2012

by Jeffrey of YOSPOS

T.G. Xarbala posted:

This OP gets the point across and doesn't waste your time.

It definitely didnt waste time telling me how bad the OP is at jokes

Coolguye
Jul 6, 2011

Required by his programming!
Well I didn't really tell any jokes in the op so

Rookersh
Aug 19, 2010
Quick first page hints from someone who has played way too much of this across both platforms?

- Stealth is the fastest way to get stuff, but groups are the most fun. Some stuff is difficult to the point of being debatablely fun ( like the HAV only coming from the Cyborg 11 ), so I don't feel bad teaching people how to stealth. To stealth, just bring the Distractor Beacons, and keep randomly throwing them behind you as you go, while watching for patrols. If you get caught, just run away in a manner that keeps the patrols bunched up. Patrols work in a very easily exploitable way. The start of a map spawns with x patrols. If you kill a patrol, it spawns a new one in to replace it. But if it's still alive chasing ghosts, you never have to worry about new patrol spawns. Because of this, it's really easy to just get all the patrols bunched up into this giant patrol blob on one side of the map, while you do all the objectives unbothered on the other.

- Patrols investigate based on a few specific factors. If something drops in, this will attract them from medium range ( this also counts for players dropping in, although your first drop on a planet will not cause investigation ). If you fire a weapon, this'll draw in patrols from a short radius. If you do an objective, this'll draw in patrols from a medium range ( slightly larger then the range of attraction from callins ). The more stuff you do at once, the larger the radius gets. So if say you hit an objective, fire 4 different guns, and call in 30 things at once, you are basically asking every patrol on that side of the map to drive over.

- The AoE shield fully upgraded can take a rocket hit. It's really drat good. More importantly though, the AoE shield functions as a debuff remover. With it up, you won't be effected by static slower/barbed wire. It also makes you immune to Illuminate confuse. I'm not sure if they've fixed it yet on PC, but the AoE slow static power also worked on bosses on PS. Not the best tactics against the Eye, but well, the bug bosses go underground move is entirely considered a movement. So it'd take it 5+ minutes just to dive/resurface with the slow hitting it, and wouldn't attack during that time. You could basically just all stand around it and dump explosives into it.

- The game doesn't tell you this, nor expect you to know this, which is a bit hosed up. Basically, you get research points like mad upfront, and then by level 10ish, get maybe 1 a day. By level 20, getting a new research point is a good thing. Of course you can cheese this a bit if you have the Ranger UAV fully upgraded, since it'll show all samples, but if you don't, leveling up weapons takes a long rear end time. Which is fine, whatever, a lot of the higher level stuff isn't important. But what is is that you LEVEL UP loving REINFORCE, RESUPPLY, AND ONE ANTI TANK OPTION. It doesn't matter which anti tank option it is, as long as you have it, know how to use it reliably, and can bring it every single map with it lasting the whole map. The game's difficulty spikes from 8-12ish, and if you still have 30 second ammo drops, take a full minute to respawn people still, and have no anti tank capabilities? You are super hosed, and a giant liability compared to taking someone who actually got that stuff.

- General point of thought is the Recoiless is good until you realize lugging a big loving easily dropped weapon is a dumb thing to do. Then you start making everyone take upgraded EATS, because being able to poo poo out rockets on demand is always good. Then after you've gotten used to the game enough, you just kind of start dropping supply beacons/airstrikes on the tanks and handling it that way. For those who haven't found this out yet, the Recoiless drops with two things, the Rifle, and a "Supply Pack". If you also pick up the Supply Pack, you have to resupply yourself, and it takes a long time to reload. If someone else does though, they can run up behind you and reload you instantly, so you can fire all the rockets one after the other. This is great for bosses.

- The way wars work is fairly simple. There is a global campaign. If we win the campaign, the next campaign is a bit harder/everything has higher influence/maybe has more health? If we lose the campaign, the next campaign is easier. To win a campaign, you need to conquer all three homeworlds. If you attack a homeworld and lose, two things happen. First off, they'll counterattack. This will cause a world in the next sector to become "under attack" and you can defend an Urban Environment planet within x time limit. If you fail the defense, they'll keep pushing until you either fail the defense on Super Earth, or you push back their counterattack. Counterattacks get "more difficult" with each homeworld failure, by which I mean, the timer you get on defenses gets smaller and smaller. Fail enough times, and you can get something like 15 minutes to build up a full influence bar for planets all the way back to Super Earth. This is how the losing happens. Secondly, whenever you fail to conquer a homeworld, the total influence needed to take that homeworld drops by a small amount. This is how we won the latest war, the bug homeworld got easier and easier to take, until eventually we took it, and then once we took it, everyone had to go fight on the remaining fronts, bolstering the numbers enough to quickly beat both other races.

- Lasers and penetrating rounds can go through heavy armor. You know those hulk dudes on the Cyborg maps? Yeah, if you have a gun with Unstoppable Rounds, or have a Laser weapon, you can fire through their Armor and kill them. If all four players are using guns that do this, you can kill them super fast. The only things that are actually rocket/explosive only are cyborg tanks, and the barrier aliens. The tentacle bug guys are exposed when they have their mouths in the ground, and a single grenade will kill them at that phase. Both big big tanks can be killed by rolling a grenade into their butt.

- The Illuminate barriers won't kill you if you stop moving. They'll push you out of the way instead.

There was some other stuff, but I forgot it. If I remember it tomorrow I'll add it to this post.

Flakey
Apr 30, 2009

There's no need to speak. You must only concentrate and recall all your past life. When a man thinks of the past, he becomes kinder.

Rookersh posted:

- The Illuminate barriers won't kill you if you stop moving. They'll push you out of the way instead.

I knew it!

Solid post, Rookersh.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Rookersh posted:

- Lasers and penetrating rounds can go through heavy armor. You know those hulk dudes on the Cyborg maps? Yeah, if you have a gun with Unstoppable Rounds, or have a Laser weapon, you can fire through their Armor and kill them. If all four players are using guns that do this, you can kill them super fast. The only things that are actually rocket/explosive only are cyborg tanks, and the barrier aliens. The tentacle bug guys are exposed when they have their mouths in the ground, and a single grenade will kill them at that phase. Both big big tanks can be killed by rolling a grenade into their butt.
You don't actually need Unstoppable rounds to hurt those dudes, you just have to hit them in the fleshy bits, which unstoppable doesn't actually help with. A friend of mine loves running point blank to those dudes as they spawn in and unloading his entire shotgun magazine into their chest, killing them.

Coolguye
Jul 6, 2011

Required by his programming!
There are actually 2 kinds of cyborg walker and it's easy to get confused on which is which. The ones with chain guns have fleshy bellies that can be damaged by anything, but there is also a somewhat larger and fully armored version that does not have such a weakness and comes packing a large anti vehicle cannon.

Runa
Feb 13, 2011

the armored hulks are called warlords god

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Coolguye posted:

There are actually 2 kinds of cyborg walker and it's easy to get confused on which is which. The ones with chain guns have fleshy bellies that can be damaged by anything, but there is also a somewhat larger and fully armored version that does not have such a weakness and comes packing a large anti vehicle cannon.
Doesn't change anything about what I said though since Warlords are impervious to small arms and require AT and Unstoppable just makes your rounds go through targets, not pierce heavy armour.

Brasseye
Feb 13, 2009
Im level 9 and really enjoying this as a couch co op game. Unlocked the chaingun mech the other day and it seems like the best strategy is to just have everyone take 4 mechs along and never get out of them until we run out of ammo and need a new one. Will this be viable for much longer? Or should i start looking out for some new weapons?

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Brasseye posted:

Im level 9 and really enjoying this as a couch co op game. Unlocked the chaingun mech the other day and it seems like the best strategy is to just have everyone take 4 mechs along and never get out of them until we run out of ammo and need a new one. Will this be viable for much longer? Or should i start looking out for some new weapons?

Mechs are decently viable, but really 1-2 per team is better than everyone having one. They can be really fragile towards some enemies, they are pretty bad at dealing with enemies that get behind them, and it's hard to corral a team with too many mechs to keep moving. You really want a character with a repair gun to fix them. Also you can't pick up samples and work objectives inside them.

Also each mech pilot really only needs 2-3 mechs equipped to last through a level.

Kiggles
Dec 30, 2007

Brasseye posted:

Im level 9 and really enjoying this as a couch co op game. Unlocked the chaingun mech the other day and it seems like the best strategy is to just have everyone take 4 mechs along and never get out of them until we run out of ammo and need a new one. Will this be viable for much longer? Or should i start looking out for some new weapons?

It works. You probably don't need 4. I would recommend 3 and a single strat on everyone. If one or two people brings decoys, you probably only 'need' 2 per person. Fill the other slot(s) with some sort of utility.

Mechs are really powerful, though. Some of the most effective missions I've been on have been those where everyone is trundling around in mechs not giving a single gently caress. As mentioned, you often have to get out, but if everyone is covering a quadrant of the screen and keeping together well, then it's super rad to basically some sort of weird cooperative moving gun turret. Since someone will probably need to get out from time to time, having them bring the R80 is a nice way to keep the mechs you do have rolling. Ammunition is the real concern.

NinjaDebugger
Apr 22, 2008


Kiggles posted:

bring the R80 is a nice way to keep the mechs you do have rolling. Ammunition is the real concern.

A single Strafing Run strat can improve the longevity of your mechs by a bunch.

Mechs en masse, are really not viable past rank 7ish, though. Not only are you low on anti-tank, you're also low agility and there are a lot of things that can just run into you and crush you in one go.

SealHammer
Jul 4, 2010
Click to understand my bad faith posting.

Brasseye posted:

Im level 9 and really enjoying this as a couch co op game. Unlocked the chaingun mech the other day and it seems like the best strategy is to just have everyone take 4 mechs along and never get out of them until we run out of ammo and need a new one. Will this be viable for much longer? Or should i start looking out for some new weapons?

once you realize it's faster, more lethal, and more sustainable to just run around on foot with your own AT and the fully upgraded liberator the mechs become a whole lot less appealing.

also gently caress all cars, nobody knows how to drive them and you can't put survivors or the black box in them so they're basically worthless

grimlock_master
Nov 1, 2013

Fuck you, suzie
Downloading this game as I type. Dis gun be good

Kirs
Dec 5, 2014

Apart from drinking, there is absolutely nothing to do here.
This game looks like upgraded version of alien swarm (if I recall name correctly). Which I really liked at that time.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
It's kinda more arcadey because you don't die permanently if you get killed, and your health regenerates anyway.

ShineDog
May 21, 2007
It is inevitable!
Do I want to get the bundle with all the reinforcement packs in it?

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eonwe
Aug 11, 2008



Lipstick Apathy
thank you to my friend Beet Wagon who very unexpectedly gifted me this game

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