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I think this would be the biggest barrier to trying anything stealth.

Sneaking around trying to get an angle to pick someone off when an orbital grenade goes flying over your head XD
My son and I argu about this as he loves the stealth fantasy where I love the shield and spear with a backup rocket launcher screaming witness me as I stab em in the face. My line of logic is any rocket is a stealth weapon if theres nothing left alive to raise the alarms.
 
I'm glad that they've revamped stealth at least somewhat, but I do think they either need to completely overhaul certain aspects / tactics to make it truly viable. Unless they have a lot of mission types that require/heavily benefit from stealth , don't instantly become loud disasters where you become underpowered if someone messes up and/or another member of the team does something (or not), and aren't contingent on your entire team being spec'd for only one thing when the mission requires multiple phases etc.. it may not work very well. This is an issue that happens in games like Payday 2 back in the day where you either spec'd the entire team to go in perfectly for silence, executed it perfectly, and even then some things may mess up due to RNG etc... or you were basically destroyed if things went loud. This led to a lot of people going to just "go loud by default dont bother with the rest", especially if the rewards for stealth were not DRAMATICALLY better than going loud. In Helldivers 2, if they made a mission type completed successfully for stealth drop 100-300+ SuperCredits or something, people would go out of their way to at least try to get it done.

Anyway, its a step in the right direction but we'll see what happens. There is still a lot of other stuff that needs to be done to Helldivers 2 in many aspects to keep it fresh, add new content, and augment the monetization; we're still lacking tons of HD1 vehicles and abilities, there's only one "free" warbond even after all this time, and an overreliance on spending badges on skins for paid warbond components etc...could be fixed in time, as well as more 'lore' and setting elements (we could use more theme songs, reading all the little widgets around the world have no benefits, much more)
 
the new missions are interesting....I still don't know how to use the camera though.

I haven't tried them past level 6 but I've been dropping with laser, ammo pack, recoilless, and a single MG turret. I drop everything at the start so I can run back and switch as needed and give myself grenades and primary ammo. The stealth thing i don't get.. I just shoot and blow stuff up and run away. laser weapons are almost a must because of the ammo issues.

Still absolutely love this game after a year of playing though. I even got back into doing illuminate stuff since they must have nerfed the fleshbag things since my primary can drop them in a single mag.
 
A couple friends and I played a bunch of the Commando missions last night and tonight and had some fun in them despite not having the new Warbond to do any real stealth on them. One of them said that each bot drop is supposed to bring more and get harder to punish you for not being stealthy and it did seem to be the case, esp. on level 8 we were playing on (I always play on 10 otherwise).

I've been running the Orbital laser, Railgun (epic on bots if you get used to the overcharge function), supply pack, and solo silo to help with other bases/objectives. Orbital laser is still good for when we drop on the extraction point (where I always start so we can drop supplies there and guarantee supplies at the end when the LZ gets hot) and it turns out to be a bot base like it does half the time seemingly, and for clearing another mega base where I usually call in my Super Destroyer for another Orbital laser and additional supplies. Supply pack is almost a must on these missions regardless of what you're running, but I suppose if you have weapons with good ammo economy you can get by with ammo supplies littered across POIs and bases. The Quasar cannon is prolly the best anti-tank to bring since it has infinite ammo.

It's a decent change of pace and added variety to the other mission sets I guess, but def not my favorite so far. Some rumors are saying they're looking into some larger 8-player missions, which could be pretty cool. But AH has been teasing some major updates are still coming, so I'm hopeful to see what they bring this year. After over 200 hours into the game, I'm still loving it despite them not adding a ton of variety to the mission sets outside of these ones and the caves they added back in September.
 
I'm not really getting the stealth part...it seems just as easy to split up and go guns blazing and take out bases and what not. the camera one is the most difficult as camera man can't carry anything else. I feel like I'm playing assassins creed trying to sneak around and I don't think that is waht the game is about.

Note I haven't tried these past level 6 so maybe its different after 6.
 
I'm not really getting the stealth part...it seems just as easy to split up and go guns blazing and take out bases and what not. the camera one is the most difficult as camera man can't carry anything else. I feel like I'm playing assassins creed trying to sneak around and I don't think that is waht the game is about.

Note I haven't tried these past level 6 so maybe its different after 6.
Yeah, on lv 8 and up, doing the guns blazing gets much less tenable, esp. if solo. We were seeing 6+ bot drops at one time (with more every min or so) near extraction with 2-3 factory striders, lol. Kinda hard to deal with them properly without your ship support.
 
Yeah, on lv 8 and up, doing the guns blazing gets much less tenable, esp. if solo. We were seeing 6+ bot drops at one time (with more every min or so) near extraction with 2-3 factory striders, lol. Kinda hard to deal with them properly without your ship support.

have you had successfully group drop where people actualy didn't F it up immediately where things didn't get crazy? I haven't really seen that yet. I try but someone else always ruins it. Even trying ssome solo on level 2 or 3 wasn't nessessarily very easy to completely avoid combat.
 
have you had successfully group drop where people actualy didn't F it up immediately where things didn't get crazy? I haven't really seen that yet. I try but someone else always ruins it. Even trying ssome solo on level 2 or 3 wasn't nessessarily very easy to completely avoid combat.
Not really.. we befriended a rando last night that had the new Warbond though and he stealthed some of the bases at least so it wasn't so crazy by the end and we were able to extract without too much issue. But I think if you try to Rambo the whole mission, you're going to have a hell of a time extracting with them dropping bots on the LZ constantly. So it's best have someone save their Destroyer call-in until the end so you can get some air support there at least.
 
Not really.. we befriended a rando last night that had the new Warbond though and he stealthed some of the bases at least so it wasn't so crazy by the end and we were able to extract without too much issue. But I think if you try to Rambo the whole mission, you're going to have a hell of a time extracting with them dropping bots on the LZ constantly. So it's best have someone save their Destroyer call-in until the end so you can get some air support there at least.

yea I save my destroyer drop to the end so I can drop a turret and a recoiless.

kinda dumb they built the new warbond around this to the point you kind of need it. I don't have enough of anything to get it let alone spend medals on it.

What they need now is like a cape of invisibility. I wish they would give the capes and helmets stats like they do with armor.
 
New warbond announced for Feb. 03, looks like a smashing good time. That said the ending clip in the trailer leads me (and alot of others) to think we are going to see cyborgs of somekind shadow drop with this warbond. Honestly just the new toys alone have me very excited

  • Laser shotgun
  • Exploding hammer
  • belt fed grenade launcher
  • Personal bubble shield that take a grenade slot instead
  • 1 time use expendable long range ultimatum
iege-breakers-out-on-february-3rd-v0-vnbcd637fwfg1.png



They can run. They can hide. But Managed Democracy is expanding across the galaxy and opting out is not supported.

Hunt, flank, and flush out hostile forces in patriotic pre-emptive tactical strikes with the Siege Breakers premium warbond - deploying to your Destroyer’s Acquisitions Panel on February 3!


 
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i didn't get the new one :(

I need to farm SC at this point.
I've started sc farming a bit after normal games just to get some more Warbonds. Best way is to go to one of the barren bug planets, lower difficulty to lv1 and look for joinable games with lv50+ players in it so you know they're farming and join them. This way you will have 3-4 people to help farm that much faster and I've been able to get 600+ SC within an hour at least this way. And since every warbond (except the premium ones for some reason) gives you 300 SC with them, you can basically farm a new Warbond in an hour or so.
 
New day and a new patch, looks like we're getting tanks! Ontop of some balance changes (sounds like D9&10 are going to be harder), weapon changes (like grenade launcher now being heavy pen) and prepping to bring war to cyberstan. Very excited to check it out with the new warbond.

https://preview.redd.it/48d7ainy79h...bp&s=3b60d608396ec5f985d41c9520c9d053134aadab

Watch Lennart & Niklas discuss the giant patch here!

🌍 Overview

*** INCOMING MESSAGE FROM HIGH COMMAND ***

We have confirmed, with concrete proof and beyond any doubt, that the Automaton Collective stole our schematics for the Star of Peace. We cannot let them turn this defensive tool of peace into a destructive weapon of war. It's now up to you, our most elite and powerful force, to bring them to justice on their own turf.

We have approved the deployment of new equipment for squads to aid in the swift elimination of the Automaton threat.

Push toward Cyberstan and end this insult to Managed Democracy. Helldivers, let this be the last time the Automatons steal from Super Earth.

📍 Patch Highlights

Bastion Tank: A new tank vehicle is ready to roll over entrenched enemies! The Bastion Tank offers unrivaled firepower and defense on the battlefield. It will require your team to work together to hunt down the enemy! (TANK WILL BE AVAILABLE AT 2pm CET)

Chinese VO has been added to Helldivers 2!

Arm yourself with the latest premium Warbond Siegebreakers, loaded with a devastating hammer built for close-range persuasion and an upgrade to a Helldivers favorite, the LAS-16 Trident! (WARBOND AVAILABLE LATER TODAY)

March into battle in style with the new War Horse set available in the Superstore! (AVAILABLE ON 10th FEBRUARY)

With a few exceptions, all victory poses and emotes are now interchangeable!

⚖️ Balancing

General changes overview

Melee weapons and Armor passive with increased melee damage re-balance

Intent is to make the Armor passive that increases melee damage less mandatory but still be useful to make melee weapons more effective.

We increased all the melee weapons damage and decreased the modifiers on the armor passives that increase melee damage.

Total damage with the melee armor passive will be higher or the same as before.

Base melee attack also got a 50% damage increase.

SMG and Pistol rounds less Sway

The intent is that the increased drag of SMG and Pistol which make it a close combat weapon and less effective at range is the main characteristic of these weapons.

We decreased the Sway modifier to be the same as most other weapons

Unify Weapon function directions inputs

The intent is to make the "weapon function modes" that are similar to be on the same "weapon function direction input".

This is to make it easier to remember which direction similar types of weapon functions are and also make it so you need to use less "quick weapon functions" inputs.

Weapon function modes that affect Programmable ammo, Ammo types, Volley modes, Safe modes, Guided modes will now be in the left direction.

We have not moved the underbarrel weapon switching option to the left yet, but we are looking into moving it to the left direction so all ammo altering switching is in the left direction even if it is an underbarrel selection that usually is in the down direction.

Difficulty on difficulty 9+

Made changes across all factions to increase the intensity on high difficulties, the biggest change should be noticed on the Automaton front while Terminids and the Illuminate are less affected.

Value changes

Primary weapons

R-2124 Constitution

Increased Bayonet melee damage from 110 to 165

Increased Bayonet melee durable damage from 55 to 83

R-2 Amendment

Increased Bayonet melee damage from 110 to 165

Increased Bayonet melee durable damage from 55 to 83

MP-98 Knight

Decreased sway modifier from 1.2 to 1

SMG-37 Defender

Decreased sway modifier from 1.2 to 1

SMG-72 Pummeler

Decreased sway modifier from 1.2 to 1

M7S SMG

Decreased sway modifier from 1.2 to 1

SG-20 Halt

Move the “ammo type” weapon function from Right to Left weapon function direction

DBS-2 Double Freedom

Move the “Volley/Semi mode” weapon function from Right to Left weapon function direction

Sidearms weapons

P-72 Crisper

Increased magazine capacity from 30 to 50

Decreased sway modifier from 1.2 to 1

P-2 Peacemaker

Decreased sway modifier from 1.2 to 1

LAS-58 Talon

Decreased sway modifier from 1.2 to 1

GP-31 Grenade Pistol

Decreased sway modifier from 1.2 to 1

LAS-7 Dagger

Decreased sway modifier from 1.2 to 1

P-113 Verdict

Decreased sway modifier from 1.2 to 1

M6C/SOCOM Pistol

Decreased sway modifier from 1.2 to 1

PLAS-15 Loyalist

Decreased sway modifier from 1.2 to 1

P-11 Stim Pistol

Decreased sway modifier from 1.2 to 1

SG-22 Bushwhacker

Decreased sway modifier from 1.3 to 1

Move the “Volley/Semi mode” weapon function from Right to Left weapon function direction

P-4 Senator

Decreased sway modifier from 1.3 to 1

GP-20 Ultimatum

Decreased sway modifier from 1.3 to 1

CQC-30 Stun Baton

Increased damage from 50 to 75

Increased durable damage from 25 to 38

CQC-19 Stun Lance

Increased damage from 110 to 165

Increased durable damage from 55 to 83

CQC-2 Saber

Increased damage from 125 to 188

Increased durable damage from 65 to 98

CQC-5 Combat Hatchet

Increased damage from 160 to 240

Increased durable damage from 80 to 120

CQC-42 Machete

Increased damage from 200 to 300

Increased durable damage from 100 to 150

Throwables

G-7 Pineapple

Increased max amount uses 3 to 4

Increased start amount uses 2 to 3

G-31 Arc

Increased max amount uses 4 to 5

Increased start amount uses 3 to 4

Stratagems

SH-20 Ballistic Shield Backpack

Shorter cooldown from 300 to 240 sec

Orbital Smoke Strike

Shorter cooldown from 100 to 75 sec

CQC-9 Defoliation Tool

Increased damage from 300 to 450

Increased durable damage from 150 to 225

CQC-1 One True Flag

Increased damage from 110 to 200

Increased durable damage from 55 to 100

RS-422 Railgun

Move the “Safe/Unsafe mode” weapon function from Right to Left weapon function direction

StA-X3 W.A.S.P. Launcher

Move the “Programmable ammo mode” weapon function from Right to - Left weapon function direction

GL-21 Grenade Launcher

Increased armor penetration level from Medium to Heavy

Armor passives

Peak Physique

Decreased melee damage bonus from 100% to 40%

Rock Solid

Decreased melee damage bonus from 100% to 40%

Reinforced Epaulettes

Decreased melee damage bonus from 50% to 20%

Enemies

General

Some enemies have had their damage vs durable rebalanced to adjust for Helldiver vehicles with large health pools. It will not change their effectiveness against normal Helldivers, only their vehicles.

Things like attacks from Bile Titans, Chargers, Crescent Overseers, Overseers, Rocket firing Automatons, Hulk melee attacks, mortars, acid etc have gotten values adjusted. Some of the adjustments only affect certain targets (ie the Bastion). Other adjustments also affect the FRV and Exosuits.

Enemies Aim calculations were not always updated when there were many enemies trying to aim, making Automatons on higher difficulties a bit bad at aiming. They should now attempt to update the aim better considering the data they have before they get another proper aim update. This means that Automatons will aim better even when there are a lot of them without any further cost to performance.

Terminids

Dragonroach

Lowered the direct damage from the flame attack by 25%

Automatons

Rocket Raider

Rockets now deals increased damage vs Durable targets

Devastator

Removed durable on arms

Rocket Devastator

Rockets now deals increased damage vs Durable targets

Hulk Bruiser

Rockets now deals increased damage vs Durable targets

Gunship

Updated its targeting software and should now be better at hitting their targets

Rockets now deals increased damage vs Durable targets

Illuminate

Overseer

Overseer's weapon now deals increased damage vs Durable targets

Crescent Overseer

Increased force on artillery attack to stagger the Helldiver

Increased the damage of its direct shot attack

Crescent Overseer`s weapon now deals increased damage vs Durable targets

🎮 Gameplay

Emotes and Victory poses

Emotes and victory poses are now interchangeable. Except for a few exceptions like emotes that require 2 people, the kick and a few others, all the victory poses can now be used as emotes and all emotes can now be used as victory poses

🔧 Fixes

Hang Detection

As part of our ongoing war against bugs and instability we have introduced a “hang detection” feature in the PC version. If the game hangs (freezes) for more than 20 seconds then this new feature will crash the game instead of letting it stay hung. This generates a file called a “crash dump” which contains important debugging information for our programmers to diagnose and fix the root cause of the hang.

If you experience a hang, please wait at least 40 seconds before restarting your PC to allow the hang detector to do its job.

If you experience a 20+ second hang followed by a crash:

If the crash reporting window shows up then please submit the report as usual. If the crash reporting window doesn’t show up (it can fail), we humbly request that you share the crash dump file with our player support team (https://arrowhead.zendesk.com/). They will be able to assist you in locating and sharing the crash dump file.

With your help, we can eliminate these issues once and for all!

Crash Fixes

Fixed a rare crash caused by weapon customization desynchronization

Fixed a rare crash that would occur when players would access the Galactic Map

Fixed a crash caused by Automatons in Lava Missions

Weapons & Stratagem Fixes

The RS-422 Railgun magazine during reload animation is now visible

When finishing an Eradication mission after the mission time has run out, an over-zealous second Pelican pilot will no longer heroically try to extract our noble Helldivers if another is already en route

AX/FLAM-75 "Guard Dog" Hot Dog has its sound effects fixed

AR/GL-21 One-Two underbarrel explosions sound effects are now fixed

MLS-4X Commando rockets will now target properly, rather than targeting the last place the Helldiver aims at

Fixed an issue where the R-36 Eruptor displayed incorrect zoom levels options when using non-zoomed scope attachments

Fixed a bug where the B-1 Supply Pack would give infinite supplies when dropped

Fixed the visual glitches that appear in the preview section of the Weapon Customization Menu

Helldivers can now reload whilst inside an M-102 Fast Reconnaissance Vehicle

B-1 Supply Pack can no longer be used on Helldivers when their ammo, grenades and stims are full

Fixed bug where story campaign operations would not persist between game sessions

Projectiles from turret stratagems will now also hit their owners

The Ministry of Defense has installed scrubbing chips on the Ground All-Terrain Extraction Rig, preventing accidental lock-on by smart weaponry

RS-422 Railgun now properly displays the clip during the Reload animation if the player reloads the weapon immediately after firing

When cancelling a reload after a new projectile was made visible, but before it was put into the weapon; the weapon would display the new shell in the weapon, even with the weapon empty. The weapons will now correctly display if it is ready to fire or not

Heat based weapons are now displaying overheating properly, in the Weapon Function Menu

Kills with "One True Flag" will now count towards Major Order kills

Fixed the M-1000 Maxigun wind-up sounds which would sometimes not play properly

Player can no longer throw multiple stratagems after entering and exiting emplacements

Grenade launcher shots and explosions from AR/GL-21 One-Two rifle should now be visible when shot by other players

P-92 Warrant

Made the drag and gravity the same on the non-guided projectile as the last patch change for the guided projectile.

Move the “Guided mode/None Guided mode” weapon function from Right to Left weapon function direction

Fixed its crosshair not updating when toggling its weapon function through the new input bindings

Enemies

Enemies have learned how to target better

Fixed spawn rate on Rapid Acquisition missions on difficulty CR7-10. Adjusted spawn points on Rapid Acquisition map

Miscellaneous Fixes

Automaton dropships will now move less erratically when dropping enemies

Fix incorrect camera positioning when transitioning to first person while reloading

Fixed an issue where players could land on Command Bunkers in city missions

Fixed certain items not being interactable inside specific PoIs on Magma planets

Solved terrain height changing when approaching or moving away from a deformed piece of terrain, causing a weird visual effect

Exiting a vehicle now properly inherits the vehicle`s velocity

High-Command has now authorized Commando Operations to be carried out on all Automaton controlled planets. They will frequently be available to choose alongside the regular Peace Keeping Operations going forward

Fix damage inconsistencies between client and host damage. Clients should no longer do less damage than the host

Players no longer get stuck under the bridge during Rapid Acquisition missions

The Helldiver properly follows hand position protocols when activating power stations

Camera correctly points towards the Hellidver during the push-up emote

The battery light will now turn off after its delivery during “Seize Fusion Batteries” objective

Draw! Emote no longer locks melee weapons

Adjusted Automaton scanner glow - they will no longer shine white whilst scanning for Helldivers

The Super Earth Flag is now correctly playing the Super Earth Anthem when using the stratagem during Hive World Missions

The Helldiver now moves their hands away from terminal screens to not block sight to whoever is looking over their shoulder

[Xbox Only] Smoke will no longer display green artifacts on red planets

The Guard Dog series of stratagems have had their names shortened to improve readability. They’re still your loyal companions, but now with shorter, easier to read names.

Optimizations

We improved fog density / visibility between Volumetric Fog Quality settings, making the Lowest and Low settings match

Improved performance of building material found in colonies and cities

Removed the light-source that was attached to the Helldiver, which was used for making dark environments brighter near the player; tweaked and improved playability and visibility in darker environments instead

Fixed an issue that was causing some players to get a "10002026" error during login attempt

Implemented performance improvements affecting explosions and general destruction, primarily surrounding bot factories

🧠KNOWN ISSUES

https://arrowhead.zendesk.com/hc/en-us/articles/15916898652700--HELLDIVERS-2-Known-Issues
 
New day and a new patch, looks like we're getting tanks! Ontop of some balance changes (sounds like D9&10 are going to be harder), weapon changes (like grenade launcher now being heavy pen) and prepping to bring war to cyberstan. Very excited to check it out with the new warbond.
the heavy surge on lesath is kinda bonkers....weird watching a drop ship on level 6 sometimes drop in hulks galore....I can't imagine lvl 10
 
Played on some lv 10 bot missions after the patch and I'd say they're a tad harder, but the Devestator bot aiming improvments doesn't seem significant and still easy to dodge. But there were a few times where a friend and I were getting one-shotted by some enemy with some kind of explosive laser and it just says "elininated" without saying what killed you. So not sure what that's about. I also noticed that the scout strider bots don't go down immediately after you shoot their side-mounted rockets, but they also only take a couple shots to the legs/crotch to take them down afterwards, so just slightly harder. Factory striders and Hulks seem unchanged.

I have enough credits for the new Siege Ready Warbond, but am still buying all the Redacted stuff and am waiting on reviews before I buy that or another Warbond I may rather have instead. I'll prolly get them all eventually now that I've found a decent Super Credit farming strat, but it will still take a while to earn all the medals for the unlocks.
 
New day and a new patch, looks like we're getting tanks! Ontop of some balance changes (sounds like D9&10 are going to be harder), weapon changes (like grenade launcher now being heavy pen) and prepping to bring war to cyberstan. Very excited to check it out with the new warbond.
Finally the devs are looking into making the game be difficult on the hardest difficulty again. I hope I can actually sweat in the game again, I miss the intensity. Fingers crossed the playerbase doesn't start crying that they can't one man army the hardest difficulty in the game
 
Finally the devs are looking into making the game be difficult on the hardest difficulty again. I hope I can actually sweat in the game again, I miss the intensity. Fingers crossed the playerbase doesn't start crying that they can't one man army the hardest difficulty in the game
The commando missions on D10 bots has been an amazing breathe of new fun for me.

So I finally got to play with the hammer and OH MY GOD, I love everything about it lol. Its absolutely not the "best" support weapon but jetpacking at a hulk and smashing his stupid face in is peak carnage fantasy to me lol. Chased down a factory strider and smashed his shins till he died (took 6 whacks with no melee armor booster). Between the changes to melee (with hammer addition as well) and all the stealth changes I feel like you can actually have some more fun just role playing in higher difficulties and still be a boon to your team.
 
Finally the devs are looking into making the game be difficult on the hardest difficulty again. I hope I can actually sweat in the game again, I miss the intensity. Fingers crossed the playerbase doesn't start crying that they can't one man army the hardest difficulty in the game

i feel like you shouldnt have ever been able to do that. I play on lvl 6 to solo play, anything after that I can't deal with myself.
 
Finally the devs are looking into making the game be difficult on the hardest difficulty again. I hope I can actually sweat in the game again, I miss the intensity. Fingers crossed the playerbase doesn't start crying that they can't one man army the hardest difficulty in the game
Have you been playing the major order bot planets lately? They're getting pretty intense on lv10 now and a few times they're making it near impossible to extract.

I had a super intense/fun extraction attempt last night where my team mostly breezed through the map objectives with a dozen reinforcements and minutes left at the end. But the bots absolutely didn't want us to extract and just kept dropping non-stop on the LZ. It was me and another guy mostly running and gunning until we lost ship support and I ran through our supplies and supply pack with grenade launcher before I was finally killed. Was one of the funnest runs I've done in a while.

My friend/coworker are getting amped to go to Cyberstan soon. As are many others seeing we're at around 150k online now on the daily peaks. Can't wait to see how this plays out.
 
Have you been playing the major order bot planets lately? They're getting pretty intense on lv10 now and a few times they're making it near impossible to extract.

I had a super intense/fun extraction attempt last night where my team mostly breezed through the map objectives with a dozen reinforcements and minutes left at the end. But the bots absolutely didn't want us to extract and just kept dropping non-stop on the LZ. It was me and another guy mostly running and gunning until we lost ship support and I ran through our supplies and supply pack with grenade launcher before I was finally killed. Was one of the funnest runs I've done in a while.

My friend/coworker are getting amped to go to Cyberstan soon. As are many others seeing we're at around 150k online now on the daily peaks. Can't wait to see how this plays out.
Yeah I gave it a shot, it is pretty difficult. The platinum bars mission feels like the old civ extract missions with 24/7 spawns.

One thing that I don't like are the new warstrider bots. It feels like they force you to bring AT or be screwed. I had a similar issue back when they added the armored scout striders, the old ones encourages better positioning and flanking to kill them. It was really fun and satisfying to kill them and work with your team. Then they added a fully armored variant and it is just so lame man. Instead of this teamwork and maneuvering now you just bring AT to kill them. They did eventually turn the side missiles into a weakpoint for them -- but now its just aim at the weakpoint instead of maneuver around and flank them. It is a weaker design from a gameplay perspective IMO.

It says on the wiki you will either get warstrider spawns or tank spawns -- this is another example where you get better gameplay with the older stuff. Tanks have weakpoints that encourage maneuvering and flanking. You don't HAVE to bring anti-tank, you aren't completely useless if you didn't bring AT. It takes much more work and time but you can split up to take down a tank with medium penetration weapons. Warstriders are such a lame design man. The armored scout striders as well.

Anyway, yeah the bot missions with modifiers and indeed difficult. I'm happy with it so far, had to turn down my difficulty to 7 and I'll try to work my way up again. Ideally I think difficulty 10 should require a tight knit team with mics, and 7 to be difficult but doable with randoms.
 
So when we all getting together to have lunch of Cyberstan?

I wish this game's friend system wasn't so shit that you have to be playing just to add people.
 
I did one mission this morning in Cyberstan, level 6, solo and it was pretty crazy....I did not get to see any of those new megabots with the loud speakers, they must be on harder difficulties only. the cyborg guys throw smoke nades are you and then rush you.

I do not understand how I raze the infrastructure though... there are side objectives to destroy building and I have no idea how to do it.
 
I did one mission this morning in Cyberstan, level 6, solo and it was pretty crazy....I did not get to see any of those new megabots with the loud speakers, they must be on harder difficulties only. the cyborg guys throw smoke nades are you and then rush you.

I do not understand how I raze the infrastructure though... there are side objectives to destroy building and I have no idea how to do it.
Yeah, the new Siege tanks are level 7+ I think. I just did a few lv10 missions and they're damn tanky - tanking the new Leveler AT round and needing an Ultimatum shot on top of that to take down. Shit is crazy hard, esp. at extraction but we made it out once at least out of a few missions, hah. I'm loving it so far.

I'm wondering if the game is going to keep surging in numbers for a while. There were over 200k online while I was on. I bet it gets crazy high this weekend.
 
Yeah, the new Siege tanks are level 7+ I think. I just did a few lv10 missions and they're damn tanky - tanking the new Leveler AT round and needing an Ultimatum shot on top of that to take down. Shit is crazy hard, esp. at extraction but we made it out once at least out of a few missions, hah. I'm loving it so far.

I'm wondering if the game is going to keep surging in numbers for a while. There were over 200k online while I was on. I bet it gets crazy high this weekend.
Been reading stuff on the new tank and it sounds like the solo silo with 1 shot it or a leveler shot + 1 AT (like the quasar). Theres also the non-AT way apparently, you can shoot the vents on the top back (think theres 4 of em) and it will open up a hatch on the top, throw a grenade in like its a fab and it will explode.


I'm assuming the population for this game is going to sky rocket over the weekend as well. They have been doing a great job of adding new content and fixing things, my son started playing again last week after a year break and is having an absolute amazing time again.
 
Yeah, the new Siege tanks are level 7+ I think. I just did a few lv10 missions and they're damn tanky - tanking the new Leveler AT round and needing an Ultimatum shot on top of that to take down. Shit is crazy hard, esp. at extraction but we made it out once at least out of a few missions, hah. I'm loving it so far.

I'm wondering if the game is going to keep surging in numbers for a while. There were over 200k online while I was on. I bet it gets crazy high this weekend.

i found out, they do show up in lvl 6....sometimes in 2s even...I'm still just running under them and tossing thermites under their main section. Still can't figure out the destroy the building in the city thing.
 
you can shoot the vents on the top back (think theres 4 of em) and it will open up a hatch on the top, throw a grenade in like its a fab and it will explode
Pretty much - you only need to shoot 3 vents:
  • Two on the back of the tank, about level with the top of the treads. Lowest to the ground on the back
  • One on the underside of the tank
Then the hatch opens and you can chuck a nade in.
 
Pretty much - you only need to shoot 3 vents:
  • Two on the back of the tank, about level with the top of the treads. Lowest to the ground on the back
  • One on the underside of the tank
Then the hatch opens and you can chuck a nade in.
Man that is sick, I was hoping for mechanics like this. I miss how the meta was stripping armor from a charger and then saturating it with small arms fire. I don't like how they nerfed it and basically just require you to use AT to kill it, which also usually kills it in a single shot. So much depth and complexity just gone.

Really loving this, I hope it stays at this level
 
Pretty much - you only need to shoot 3 vents:
  • Two on the back of the tank, about level with the top of the treads. Lowest to the ground on the back
  • One on the underside of the tank
Then the hatch opens and you can chuck a nade in.
Ya, found out the bottom ones are much easier lol.

My god is stealth amazing for this planet though. Being able to pick off cyborgs and not raise alarms is awesome, sneaking up on a vox tank and destroying it with my light pen silenced AR and a grenade makes you feel like Rambo.

Loving the difficulty, me and my brother are struggling on 7, let alone diff 10 at times and it makes me so happy lol.
 
Man that is sick, I was hoping for mechanics like this. I miss how the meta was stripping armor from a charger and then saturating it with small arms fire. I don't like how they nerfed it and basically just require you to use AT to kill it, which also usually kills it in a single shot. So much depth and complexity just gone.

Really loving this, I hope it stays at this level
Yeah, the complexity is welcome for sure, I'd take that over a bullet sponge anyday (why i can't stand a lot of JRPGs).
I miss how the meta was stripping armor from a charger and then saturating it with small arms fire.
If I'm not mistaken (I haven't played the bugs in like 2 or 3 weeks, so maybe something changed recently) targeting a single leg with something heavy pen will blow the leg armor off, and then you can break the leg with small arms fire....
 
So managed to clear a few d10 on cyberstan last night and I crutch my stealth armor + ballistic shield so much. It really is a death sentence though to run with anyone that's not stealthily trying to take things down.

Joined a random group last night and broke away from them quickly. I was able to clear 3/4 of the bases and nuetralize the objectives while they fought in 2 areas because they just wouldn't stop engaging them. Even evac I just hid like a coward while they tried to fight, ended up being the only one to escape with 0 Reinforcements left lol.
 
So managed to clear a few d10 on cyberstan last night and I crutch my stealth armor + ballistic shield so much. It really is a death sentence though to run with anyone that's not stealthily trying to take things down.

Joined a random group last night and broke away from them quickly. I was able to clear 3/4 of the bases and nuetralize the objectives while they fought in 2 areas because they just wouldn't stop engaging them. Even evac I just hid like a coward while they tried to fight, ended up being the only one to escape with 0 Reinforcements left lol.

even on lvl 6 this is pretty much what I'm seeing but there are a lot of very low level people playing as well. I drop in, and clear half the map before they even get inside or just inside. I don't get what people are doing.
 
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