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Confession: never seen Starship Troopers
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# ? Jan 6, 2016 01:45 |
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# ? Apr 25, 2024 01:21 |
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It's good
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# ? Jan 6, 2016 01:46 |
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Ciaphas posted:Confession: never seen Starship Troopers Spoilers, for being the plot of the entire movie. https://www.youtube.com/watch?v=ThrVQKl04Ak Coolguye posted:It's good Yes. Yes it is. Alehkhs fucked around with this message at 02:19 on Jan 6, 2016 |
# ? Jan 6, 2016 01:54 |
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Alehkhs posted:Spoilers, for being the plot of the entire movie. That video is somehow more Starship Troopers than Starship Troopers.
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# ? Jan 6, 2016 02:52 |
Played the tutorial. Got crushed by the extraction ship GOTY.
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# ? Jan 6, 2016 03:10 |
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Just watch the intro for Helldivers and then play a Helldive bug mission. You just saw Starship Troopers.
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# ? Jan 6, 2016 03:10 |
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FrancoFish posted:Just watch the intro for Helldivers and then play a Helldive bug mission. You just saw Starship Troopers. Needs more Ironside to be an authentic experience. They should get him to do voice work for this game.
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# ? Jan 6, 2016 03:22 |
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Aw man, level 9 bug hunt, ten seconds til the shuttle arrives, three tank bugs or whatever spawn under us and kill three of us. Our third man just barely survives, gets to a safe distance....and shoots little bugs until the tanks surround him, instead of throwing the available respawn beacon. Welp. We did beat a level 9 one right before that though, it's fun as hell.
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# ? Jan 6, 2016 06:24 |
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Tried playing with some pubbies last night. We fought for freedom, we died, we laughed, had fun and all shared high fives and commendations afterwards! Best pubbie experience in forever!
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# ? Jan 6, 2016 16:29 |
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My favorite thing that happened last night while helldiving was stomping around in my exo suit, pointing out to my friend while in a bug fight that we're getting a new guy dropping in hell yeah! He landed on me and the exo suit.
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# ? Jan 6, 2016 16:31 |
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Played with some pubbies last night, one of them kept getting cut off by those fancy laser walls, and dying. He was also the one who was trying to TAKE CHARGE by shouting inspirational quotes like "OMG" "WTF" "THIS WAY GUYS" and "STOP SEPARATING!!!". We proceeded to somehow win despite him, and after seeing he managed to die 50% more than the rest of the team combined, we laughed him out of the lobby. Good times.
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# ? Jan 6, 2016 17:27 |
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Martout posted:Tried playing with some pubbies last night. We fought for freedom, we died, we laughed, had fun and all shared high fives and commendations afterwards! Best pubbie experience in forever! The commendation system is a great idea for what it does to the general player attitude towards cooperation, and I hope it gets incorporated into more games in the future.
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# ? Jan 6, 2016 17:53 |
Is the Recoilless Rifle worth upgrading fully? I have maxed out EATS and almost have 4 research points for the Recoilless upgrade.
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# ? Jan 6, 2016 18:22 |
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Yes, at max rank it ignores armour.
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# ? Jan 6, 2016 18:25 |
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Recoilless is super good for team hell dives against the Cyborgs since you'll need a lot of anti-armor.
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# ? Jan 6, 2016 19:30 |
Cool, I upgraded the recoilless to max. I also unlocked the Justice and upgraded it fully, it's a fun weapon. Is there anything else I should look into upgrading?
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# ? Jan 6, 2016 19:41 |
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What can I do about cyborg tanks once my RR runs out of shots? Was trying to do a difficulty 9 city defense mission but we got stuck on a capture objective when we couldn't kill the tanks anymore. I had since dropped the RR somewhere, but if I still had it could I have filled the ammo with a resupply? Are there primary weapons that have AT capabilities, or only from stratagems?
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# ? Jan 6, 2016 19:44 |
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I'm still pretty new, but I like the Defender SMG, as it lets you move rather quickly while aiming. Is this common to ALL SMGs, or just that one?
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# ? Jan 6, 2016 19:45 |
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Sokani posted:What can I do about cyborg tanks once my RR runs out of shots? Was trying to do a difficulty 9 city defense mission but we got stuck on a capture objective when we couldn't kill the tanks anymore. I had since dropped the RR somewhere, but if I still had it could I have filled the ammo with a resupply? Are there primary weapons that have AT capabilities, or only from stratagems? Ammo boxes fill up your backpack too (rockets/fuel etc)
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# ? Jan 6, 2016 19:48 |
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Skandranon posted:I'm still pretty new, but I like the Defender SMG, as it lets you move rather quickly while aiming. Is this common to ALL SMGs, or just that one?
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# ? Jan 6, 2016 19:52 |
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Ryuga Death posted:Cool, I upgraded the recoilless to max. I also unlocked the Justice and upgraded it fully, it's a fun weapon. Is there anything else I should look into upgrading? The recoilless is definitely a great weapon if you have enough coordination for assisted reloads, simply because it only takes one to kill a heavy armor unit. As for other weapons on a support player, the AR22C and AR20L are probably the best for that kind of setup, but the SG-255 can come in handy once in a while just for the shot dispersion and bug/protoss scout killing. If you've got the Commando DLC, the MLS-4X is absolutely worth upgrading, but as far as the essentials, you're pretty much done. Assuming that you've upgraded the UAV, Distraction Beacon, Ammo Resupply as well.
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# ? Jan 6, 2016 20:18 |
Green Dam posted:The recoilless is definitely a great weapon if you have enough coordination for assisted reloads, simply because it only takes one to kill a heavy armor unit. As for other weapons on a support player, the AR22C and AR20L are probably the best for that kind of setup, but the SG-255 can come in handy once in a while just for the shot dispersion and bug/protoss scout killing. If you've got the Commando DLC, the MLS-4X is absolutely worth upgrading, but as far as the essentials, you're pretty much done. Assuming that you've upgraded the UAV, Distraction Beacon, Ammo Resupply as well. Good to hear and yeah, the last few strats you mentioned I fully upgraded a while back. How is the MLS 4X compared to the recoilless and the EAT? I saw that it takes the last upgrade in order for it to do anti tank stuff. Ryuga Death fucked around with this message at 20:42 on Jan 6, 2016 |
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# ? Jan 6, 2016 20:40 |
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It's a fun weapon but loses effectiveness in crowds because it just goes for the closest targets. When you get swarmed this always means it will hit the faster smaller enemies closer to you than the big tank in the back you actually need to kill.
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# ? Jan 6, 2016 20:49 |
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Yeah it's worth noting that Hell Dives are plenty doable solo if you have fully upgraded UAVs and distraction beacons. I've been doing a lot of them on Cyberstan during the most recent siege of it to just farm the gently caress out of samples, and found that with judicious use of distractors I barely even need to shoot. I use the 4th slot as flex, for Cyberstan I used the rail cannon fire support, for the Bug home planet I've been running with stasis generator fire support. It's been nice, because a fully completed Hell Dive can happen in about 12-15 minutes, yields ~6000 XP and 22 samples, and with the home world event reward, the XP is doubled to 12k. I'm mostly done upgrading my Strategems at this point; I need another about 20 to polish off my weapons and then I'm past needing research points ever again, which will be pretty cathartic.
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# ? Jan 6, 2016 20:50 |
Coolguye posted:Yeah it's worth noting that Hell Dives are plenty doable solo if you have fully upgraded UAVs and distraction beacons. I've been doing a lot of them on Cyberstan during the most recent siege of it to just farm the gently caress out of samples, and found that with judicious use of distractors I barely even need to shoot. I use the 4th slot as flex, for Cyberstan I used the rail cannon fire support, for the Bug home planet I've been running with stasis generator fire support. What's the Hell Dive Solo strategy with fully upgraded UAVs and distract beacons? I'd like to try this. What's in your 3rd strat slot?
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# ? Jan 6, 2016 21:22 |
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4th. I carry two distractor beacons packs. I'll see about uploading a 'typical' run of Cyberstan here today to illustrate.
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# ? Jan 6, 2016 21:25 |
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Pierson posted:It's a fun weapon but loses effectiveness in crowds because it just goes for the closest targets. When you get swarmed this always means it will hit the faster smaller enemies closer to you than the big tank in the back you actually need to kill.
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# ? Jan 6, 2016 21:25 |
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Will calldowns not spawn if you run far enough away between throwing the beacon and them appearing? Don't believe I never checked this 'till now.
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# ? Jan 6, 2016 21:40 |
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Pierson posted:Will calldowns not spawn if you run far enough away between throwing the beacon and them appearing? Don't believe I never checked this 'till now. I've thrown a distractor one way and took off full loving bore the other dozens of times and never had this be a thing.
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# ? Jan 6, 2016 21:51 |
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Pierson posted:Will calldowns not spawn if you run far enough away between throwing the beacon and them appearing? Don't believe I never checked this 'till now.
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# ? Jan 7, 2016 00:24 |
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https://www.youtube.com/watch?v=kFBz7-uZCTs Solo hell dive vs Cyborgs on a snow planet. This first one is a little mediocre, but it shows you the basics of what's going on. I have two other videos recorded, they will be encoded and uploaded in the next day or so. I apologize for not being more upbeat and entertaining here, but I'm pretty ill. Also, youtube hasn't finished the encoding properly, but it'll eventually have 1080p 60fps up. So if you want to wait for that go ahead.
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# ? Jan 7, 2016 02:43 |
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It's too bad the MG94 and Stalwart are mediocre weapons because they are really entertaining and sate that lust for big, loud, flashy guns that this game gives me.
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# ? Jan 7, 2016 03:23 |
Coolguye posted:https://www.youtube.com/watch?v=kFBz7-uZCTs Thanks. Judging from that run, does that mean it's best to go with an energy weapon so ammo won't be a concern?
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# ? Jan 7, 2016 04:00 |
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Ryuga Death posted:Thanks. Judging from that run, does that mean it's best to go with an energy weapon so ammo won't be a concern? That's my preference. It's entirely possible that you could run a precision ballistic of your choice, but I've been using energy weapons for so long that I honestly don't have a good sense of how far ballistics go anymore. I played around with the Scythe and basically you need to be a little more aware of what's going on due to the overall lower damage when compared to the Sickle, but it still works just fine. It's also worth noting that you can be a little resourceful depending on the map, too. Cyborg AA always spawns a bunch of ammo boxes nearby, and bunkers for black box dropoff sometimes spawn a box, too. So OSP isn't ENTIRELY out of the question. Been playing around with Bug hell dives tonight, and those are completely different from the looks of things. I figured out a strategy that seems to work, though. More when I get the recordings.
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# ? Jan 7, 2016 04:21 |
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Coolguye posted:https://www.youtube.com/watch?v=kFBz7-uZCTs Sheeit, dude, thanks for that. At the bare minimum, its a drat good tutorial for distractors, as well as a solid guide to a helldive.
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# ? Jan 7, 2016 06:42 |
So I watched this, and found it enlightening. I do, however, have two questions: 1. You talk about all enemies on-map being attracted to objectives that are being completed. Is this to say that there are a predefined number of enemies wandering around, that are presumably replaced as they're destroyed? Or do enemies just get spawned in places you aren't looking as the game sees fit? I am aware that enemies are spawned when you alert scouts. 2. At around 12:10, do I see the explosion from one mech dying damaging the other one behind it?
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# ? Jan 7, 2016 06:43 |
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LuciferMorningstar posted:So I watched this, and found it enlightening. I do, however, have two questions: 1) Yes, predefined number of enemies. Killing a patrol simply prompts the game to spawn another elsewhere. Strictly speaking you should try to kill as few as possible, since a new spawn can happen anywhere - even just off screen in the direction you're not facing. In the interest of time, however, you shouldn't be too avoidant. Also, dogs. Goddamn dogs. 2) Yeah, many enemy types have damaging death explosions, and Hulks definitely qualify. Unwise_Cashew posted:Sheeit, dude, thanks for that. At the bare minimum, its a drat good tutorial for distractors, as well as a solid guide to a helldive. It's also worth noting that if you're doing this in a group you have to be EXTREMELY coordinated to make this work. The camera will stay centered to keep people in the frame, but enemies can see you just the same. This is why groups of 4 people can never seem to handle stealth. Visibility for the players is basically hampered by the requirement that everyone be on screen all the time, which effectively shortens the warning you get on patrols. And like you saw even in that video, I cut it pretty close with killing some patrols before they popped off flares and alerted. This is why APCs/HAVs make so much sense on high difficulties where thea bility to run away is important; loading into the truck means that you can't lose someone. Coolguye fucked around with this message at 07:31 on Jan 7, 2016 |
# ? Jan 7, 2016 07:16 |
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Ryuga Death posted:Good to hear and yeah, the last few strats you mentioned I fully upgraded a while back. How is the MLS 4X compared to the recoilless and the EAT? I saw that it takes the last upgrade in order for it to do anti tank stuff. It's honestly less useful for mission running and more for killing the faction bosses since you're rooted when you're aiming it. I'd stick with the EAT-17 and the Recoilless for regular stuff.
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# ? Jan 7, 2016 07:20 |
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The camera centered thing is something I really hope they change if we ever get a sequel, it just causes more problems than it solves
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# ? Jan 7, 2016 12:44 |
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# ? Apr 25, 2024 01:21 |
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Coolguye posted:1) Yes, predefined number of enemies. Killing a patrol simply prompts the game to spawn another elsewhere. Strictly speaking you should try to kill as few as possible, since a new spawn can happen anywhere - even just off screen in the direction you're not facing. In the interest of time, however, you shouldn't be too avoidant. Also, dogs. Goddamn dogs. Patrols that have just been killed usually don't spawn just offscreen. And I know that you've often seen a patrol that wasn't there before suddenly appear offscreen after you killed a different patrol. That's a different thing that's happening because Helldivers had to be optimised for PS3s and Vitas. Patrols can exist in 3 states. An abstract state where they exist only as a blip on the map, a fully spawned state where they can be damaged and alert, and their alerted state where they use their attacks. But the game only uses a limited amount of memory for fully spawned patrols. When there's only one patrol nearby the game will spawn them in even if they're a screen and a half away. When you're stealthing past a large number (or more patrols than can spawn are literally on top of you) the game will only spawn patrols at the screen border, to ensure the game isn't swapping which patrols are active. IFVs are the most obvious when this is happening. I've seen two IFVs spawned before, but mostly the game only allows one to be spawned at a time. So a lot of times when you're running away from an IFV the instant the game de-spawns the one you're running from it drops another new one just offscreen in front of you. Or you're defending an extraction and every patrol on the map is sitting on top of you waiting for their chance to spawn, as soon as you blow up one IFV another drops in just at the edge of the screen. Coolguye posted:It's also worth noting that if you're doing this in a group you have to be EXTREMELY coordinated to make this work. The camera will stay centered to keep people in the frame, but enemies can see you just the same. This is why groups of 4 people can never seem to handle stealth. Visibility for the players is basically hampered by the requirement that everyone be on screen all the time, which effectively shortens the warning you get on patrols. And like you saw even in that video, I cut it pretty close with killing some patrols before they popped off flares and alerted. This is why APCs/HAVs make so much sense on high difficulties where thea bility to run away is important; loading into the truck means that you can't lose someone. Not quite. Enemy patrol members can only start their alert animations when they are onscreen. So in a full group you can still carry your team through stealth pretty loving well if you carry a Justice, don't care about your teammates, and are trigger happy enough to shoot at shadows. Doing so is a pretty dick move, though, because the other key facet of stealth is to avoid waiting for stratagems of any kind (and reinforce requires you to wait) until you're already at an objective. Speaking of, certain objectives will teleport enemy patrols towards you to ensure that you can't totally stealth them without the use of distractor beacons. Capture areas do so rapidly, missiles do so a moderate pace, most other objectives will summon a set number of patrols over time after each phase advances. All of the teleports are in addition to the huge investigation radius that objectives have. Yeah, I've already testing the teleport bullshit. You kind of have time to when you're a new player stubbornly insisting that you'll earn the capes on your own, without DLC, on snow planets.
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# ? Jan 7, 2016 16:22 |