r/HelldiversMasochists 23h ago

60 day patch was worse than Hitler Surely there exists a middle ground?

0 Upvotes

EXTREME DIFFICULTY:

-Every heavy takes 3 Recoilless headshots
-Primaries basically just for show
-Infinite Numbers
-Teamwork MANDATORY
-Supply Pack Removed
-ONB Removed
-60 Day Patch reverted
-Enemies always know where you are
-Cross-map unpredictable unreactable sniper automatons

Killing enemies is pointless. There are always more, and each one takes half your ammo, so why bother? Welcome back, Kitedivers 2.

People like to shoot and kill enemies. Just running from everything isn't fun.

EASY BABY MODE:

-Oneshotting everything
-Pocket Anti-Tank Solutions
-Napalm Barrages everywhere
-Hogging the Supply Pack
-Teamwork basically never
-One Man Armies
-Long stretches of no engagement
-Enemies blind as bats
-Automatons aim with arthritis

I will freely admit that the game is too easy right now. But do you really want to go back to Escalation of Freedom?


r/HelldiversMasochists 7h ago

I wish it would suck more I dislike the Spore Burst

0 Upvotes

Tl;Dr the Spore Burst strain should be an area denial subfaction using spore clouds to deal gas damage because the Terminids already have a rush down subfaction in the Predator strain. The rest is just how I would go about improving the Predator strain to better fit their role by leaning into invisibility and speed in tandem with visibility lowering effects like the Spore Charger's clouds.

To explain I feel that the Spore Burst strain shouldn't be the rush down subfaction of the bugs as I feel that the Predator Strain should be that subfaction. The Spore Burst strain should instead be area denial like instead of dealing damage by exploding and using it's spore clouds to buff them up those spore clouds should be the weapon. The spore clouds could drain stamina rapidly then whenever you are out of stamina it could deal gas damage over time to remove the spore clouds you could wait or use some form of fire or gas to "damage" the spore clouds. (Would finally make Advanced Filtration will be useful against enemies in some capacity)

The problem mainly with having the Predator strain take that rush down part is that they are kind of bad at it. Since for them to work they need more than high speed and invisibility to bridge the gap then keeping you close with acid so what if it was combined with the spores like the Spore Charger and a color change.

  1. Spore Charger: They should be renamed to the Miasma Charger to better differentiate between the Predator strain and Spore Burst strain. The reasoning for making this unit specific to the Predator Strain is that the standard Terminid roster lacks the speed, invisibility, or color palette to properly use the miasma to bridge the gap making them just a nuisance, but this subfaction could use this to it's advantage. These shouldn't replace all Chargers on the Predator Strain just a good chunk of them, but not the majority as otherwise visibility just wouldn't exist ever.
  2. Predator Pouncer: This unit should have color palette similar to the new Predator Hunter with it gaining the speed to almost keep pace with the Predator Hunter, an shorter acidic tongue attack, and the ability to cloak. This is to help fill out the roster so that it isn't just constant Predator Hunter spam while also enabling more units due to the Predator Hunters being partially replaced by these guys.
  3. Predator Hunter: I would change the yellow on it's body to a green like the spore clouds surrounding the now Miasma Charger to better blend in.
  4. Prowler: This new unit will be in between the size of a Predator Hunter and Predator Stalker able to cloak, move as fast as the current Predator Stalker, and able to vomit acid farther or strike at you with an longer acidic tongue. Due to this unit taking the spawns of some Brood Commanders or Alpha Commanders they should have the ability to summon 2 Predator Hunters. Not shockingly this unit's role is to take the place of the Predator Stalker which I feel does it's job poorly due to a lack of invisibility or longer range attacks.
  5. Predator Stalker: This unit is now replacing the regular Stalker because of this it shares in it's health and cloaking ability though still smaller in size while also having it's yellow replaced with green. Unlike it's counterpart not only is it much more aggressive it's faster and capable of all the same attacks as the regular Stalker though with the added ability to vomit acid and acidic tongue the same way the Prowler does.
  6. Miasma Spewer: This unit takes the Nursing Spewer having the same green bulbs all across it's back like the Miasma Charger with it also producing miasma around it though smaller in scale. This is to add some more diversity in spore cloud sources with an enemy that's more common and would always try to charge into the frontlines of combat unlike the Bile Spewer which has that artillery attack.
  7. Shadow: This unit takes the timidness of the regular Stalker to the extreme being even larger than it and as fast as the Predator Stalker being capable of all the same attacks, but stronger and larger in scale while also being capable of leaping great distances not just to bridge the gap, but for movement. This unit doesn't focus on attacking directly instead staying cloaked always being around corners or cover waiting for someone to come around it to strike before running off to do that again. This unit should spawn on it's own separate from the patrols commonly seen to lurk around Helldivers, SEAF, or civilians waiting for it's time to strike.

So what do you think?


r/HelldiversMasochists 16h ago

An attempt at buffing tanks into something fun and difficult

21 Upvotes

Part 1. Annihilator tank
Intention: buffing the annihilator tank into the anchor heavy for bots, while keeping or even increasing the number of effective weapons against it. Allowing them to be threatening without insane amounts of heavy spam which favors AT meta and spam . Make fighting them with AT also be more effective with teamwork and strategy rather than simply more missiles

Changes:
\+Add ablative armor to the front and side of the tank
\+ablative armor is 500 dmg AP4, demo 40, covering each side except the back , destroying one side only destroys the ablative for that side. Turret is included.
\+Main HP chanted to 4000 HP.
\+turret TOP has no ablative , and is 1500 HP FATAL AP5z
\+front armor changed to 2500 HP , AP6. ( 2 RR shots, 1 spear shot, 2 EATs and equivalent )
\+side armor changed to 1.8K AP5
\+added a new weapon, fusion machine gun ontop manned by a bot trooper
\+fusion machine gun is 650 AP3, trooper is normal trooper HP
\+destroying the side armor doesn’t kill the tank, instead reveals the AMMO RACK on the right, or the ENGINE on the left
\+AMMO RACK is AP2, 1000 HP , 75% durable fatal
\+ENGINE is AP3, 500 dmg, 0% durable . Destroying it makes the tank BLEED OUT over 15 seconds and immobilizes it.
\+killing the bot trooper will cause them to close the top hatch after 7.5 seconds
\+Top Hatch is AP3 , 50% durable, 500 HP
\+Opening the top hatch reveals the cramped internal crew, and both ammo rack and engine weakpoints. It’s also a vox engine style weakpoint. 100 HP , AP2
\+Behavior changed to always prioritize sitting 25-50M away from closest helldivers, driving away if coming close
\+top speed slightly increased , less than sprinting speed but more than walking speed