Helldivers 2 - coming back from a rough start (Helldive Difficulty)
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- Опубликовано: 25 июл 2024
- This happens all the time, but this time I was recording it. Even though it got a bit rocky at the start, we were able to pull through and even sweep the map.
You guys have any neat/funny rage-quitting stories? Let me know in the comments!
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Video Chapters:
00:00 Intro and Loadout
00:50 Heavy Outpost and Rage Quit
01:40 Anti-Air and 1st Death
03:00 Light Outpost
05:20 Stratagem Jammer and 2nd Death
09:00 Anti-Air Emplacement
13:30 Destroy Air Base
18:15 Heavy Outpost
21:30 Radar Station
22:50 Upload Data
23:40 SAM Site and 3rd Death
25:00 Medium and Light Outpost
27:00 Extraction
31:55 Post-Game Stats - Игры
Honestly, coming back after a really rough start is a pretty good feeling
Bro took that cannon turret personally
It got what was coming to it, haha. Thanks for checking out the video!
The reinforcement hasn't even depleted that far yet and they give up. Useless teammate.
I had 15 lives left I haven’t died once they used up all the 5 lives used and left
Just be aware that sometimes the game crashes during missions, and people make an effort to return to said mission. They really need to fix the game so we don’t have this as a reason and contribute to the frustration of the players who remain in the mission…
I've had people leave when I'm in the middle of taking out a strategem jammer while they were spamming the request reinforcements button
YASSSSS JumpPack lessgooooooooo
I'm preparing another clip comp/montage of jump pack plays I have saved up. Hoping to have it prepared and out soon! Thanks for watching!
Is it just me or have the bots missions got a lot tougher??? They used to be fairly easy to methodically work through, but now I'm constantly swarmed and on the run. (Difficulty 7, party, not solo)
I felt the difficulty shift too. Earlier it was pretty cookie cutter. You and your team found your flow and just stuck to it for the whole mission. Now you and your team still find that flow but all of a sudden 3 factory striders come in and the flow is now messed up, haha. I kind of enjoy it because it makes it a lot more exciting, but yeah it definitely feels a bit more tougher than before. Thanks for checking out the video!
Something seems off definitely. Not really sure. Had a game were me and my teammates would just continuously die to impact or unknown. Like the character would fall over or get knocked over. Proceed to just die saying impact or unknown multiple times. I don't even mean like rag doll impact. Just looking like we trip and die from full health. Didn't know helldivers need life alert.
I know they all got a lot more accurate when the fixed heavdevs shooting out of the sides of their guns.
@@TrixterTheFemboy the heavy devs are now undoubtedly the biggest automaton threat, the amount of laser spam is crazy. On bugs, I'm disappointed if we don't extract with at least 75% of the samples. On bots, I'm happy if we manage to just complete the mission objectives, let alone make it to the extraction.
@@ncsharkmanandk9queen904somebody probably called in anti personnel mines. For some reason there is a bug making them invisible to everyone but the person that called them down
24:20 it was at this moment that he knew...
The dropship hit me from the top-rope and I just laid me out, haha. Thanks for checking out the video!
Perhaps I'm missing something, but what's the rationale for setting the landing point anywhere other than the evac zone?
Had a couple games this evening where people just insisted on being just that 20-30 seconds closer to a secondary objective and it landed us between 2 Shrieker Nests, Stalkers, and a parade of Chargers...
For bots, this is a reasonable rationale. You don’t want to be waiting for extraction while the eye of Sauron ripoff is staring at you and endlessly sending dropships your way, and maybe having to deal with gunsh!t towers on top of gunsh!t patrols, and for the cherry on t-
*WARNING YOU ARE IN RANGE OF ENEMY ARTILLERY*
For bugs… I suppose in that scenario it’s understandable, but I would think that people would prioritize deleting stalker lairs upon seeing them out and about anyway, and shrieker nests are best deleted from a far distance. Can’t spawn the annoying things if their spawn point is deleted before they’re loaded…
So I guess it comes down to the _nature and mechanics of the respective factions’ installations or structures_ and how they differ in terms of effect and how they work, and also how they are dealt with. Detector towers are the priority equal to stalker nests, for instance, in that you get rid of them first thing ASAP.
Personally, I like to choose a landing point where we can do a full circle of the map in the most efficient way. I think I responded to an SOS in this video so not sure what was the initial landing point, but to your point, most of the time that "efficient way" to me always begins at the extraction and then we loop around back to it by mission completion.
I land close to secondary objective to make sure it gets done first because completing the primary objective first increases universal aggro and subsequently makes the secondary objective more difficult to complete. Next time you have a drop pod data upload as a secondary objective, try landing on it and uploading it before anyone calls in a blue supply stratagem. You can just sit on it peacefully with no company a lot of the time get it taken care of in a minute or so
Extract can be in stalker territory too at least. But sure, it will reduce the risk of absolute clusterf...
AMR better than railgun in every way vs bots - prove me wrong 😊
AMR doesn’t have self destruction option or 2000m/s velocity 🗿
One shot a hulk for me
like what @2iqplays says, it's that satisfaction from one-shotting a hulk that makes me like the railgun a lot. I do feel like in general the AMR is better but the dopamine dosage in my brain from a crisp railgun kill steers me the other way.
Autocannon better than AMR in every way vs bots - Prove me wrong
@@OkPuns1 only actual argument I have against that is the scope and the fact that I personally just don't like the autocannon
When you break off from the team you cause double the enemy reinforcements. Somehow the status quo in a team work game became splitting up and I think we need to invert that. Only breaking off into seperate squadrons if we know our team is comfortable with it. Quitting is never an option but I can empathize with the quitters annoyonce that you were soloing an outpost and calling down the team supply too. Just making it harder for the other three while accomplishing something that would take less time with a squad of 4 and causing increased aggro. To then call the next resupply directly adjacent to the hellbomb, ensuring the supply box is gonna get blown across the map unless players race the timer - running in to supply before you arm the bomb. One could make the case you spent the first 10 minutes of this match griefing 😂 i guess at least youre spreading democracy, thanks for sharing the video
It can mean more patrol spawns, but if one team of two cause a reinforcement call, then there will be a cooldown before another can happen. Good way to distract somewhere else and then go do an objective with no reinforcements called.
@@sarcasm-83 totally. That can be incredibly helpful like pulling some heat off the SEAF artillery loading objective. This video showed 1 person breaking off from 3 in helldive difficulty. Helldive difficulty means you're not really gonna get too much peace between drops; so already some diminished usefulness there, though it's still a valid tactic. I think my hopefully-comstructive-critique focuses on an observation: the other three stuck together and seemed to be struggling, even dying. That's when I say to myself "okay I need to regroup to lessen the intensity of enemy reinforcements and help out on their fight so we minimize helldiver deaths"