Also not quite correct in all case. You can destroy about half the nests in a map before it actually increases patrols, and they generate heat in an area around them, so it can be beneficial to destroy nests near objectives you need to stay around for a given time
Not if it completes the mission, Diver. Super Earth needs those ICBMs launched, that fuel supplied, those air bases destroyed, and those eggs squashed more than they need smaller holes and fabricators destroyed. If you can destroy them, good. But the mission? The mission comes first...
It's also wrong, yeah the timer for general patrol spawn will be affected, but not by that much, and the fact the nests/fabricators stop spawning their own groups will compensate that fact.
@@TurinTurbases only spawn enemies when you're really close to them though. They aren't constantly spawning enemies that then go out in patrols across the map.
Destroying nests and fabricators also increases your rating at the end of the mission, and frequently have samples right next to them. Super Earth is literally rewarding you for taking them out
Here's one I've found out. You can actually block a hunters pounce attack if you melee them mid air. You can stun lock the bastards just like they try to stun lock you.
@shahs1221 the shield pack helps too since it can block the first attack of the ones that sneak up on you. Everytime you hit them they get knock backed and briefly stunned.
Yeah melee is a surprisingly great option to combat hunters as long as you aren't getting jumped too bad, I walk away from a hunter jumping on me by basically parrying it all the time
I didn’t even know illegal broadcast missions had a terminal. The first time I encountered one I thought “yup, I bet I have to blow that tower up” and it worked. I have 70 something hours in the game and just learned that they have terminals.
I joined an SOS-beacon game, normal difficulty, where a new player was trying to get his head around a broadcast tower terminal. I took my autocannon and blew it away. 😂 Turned out to be a very fun mission, just him and me and then at the very end he turned his mic on and just said "thank you!". 😄
The number of people that realize you can shoot it with an autocannon when I drop it from across the map is unreal. A random I was playing with was dead running toward it, I lined up a crazy long shot and you can see is icon on the mini map just stop and kind of swivel around like WTF happened
@@bumbled When you do a radar tower the console shows a circle with a little slice in it, you have to rotate the satellite until it is in that slice. There is a sound effect when you rotate it into the correct position (since you can't look at both the terminal and rotate it at same time by yourself).
@@manboy4720 Also, you can press 'Q' (Default) while on the terminal and VO will say the direction the dish needs to be oriented. In case you can't use a mic. This applies to most terminals on multi-person objectives.
Yea theres a significant increase to enemy patrol spawns the closer you are to nests and fabricators within a range of about 100m. Its best to destroy anything near your holdouts first. Also, I reported this undemocratic behavior to his democracy officer. Suggesting immediate reeducation
The number of games I've been in where people tunnel vision on the first few encounters and then stay bogged down by the adds is extremely frustrating. Unless you're at the point you are so good at a given difficulty you can solo it reliably, stop being a completionist and PTFO!
They do. It's been confirmed that if you stand around long enough doing nothing then enemies will come for you. The bugs can smell you. The bots... I don't know... but they'll find you too.
@@MDestron2282 I believe that is more the patrol mechanic. I know that if I stay still for a long time, a patrol will come directly to my location, search the area, and then leave. And then another one will spawn shortly afterwards and do the same thing. The most notable time I ran into this mechanic was when I was going solo but lost too many reinforcements and knew I couldn't complete the mission; I had some super uranium and other samples so wanted to extract, so I jet packed on top of a rock waiting for the timer to go down. Several patrols came to my location since I wasn't moving, but they didn't spot me.
Certain bugs can smell you (stalkers). Enemy patrols spawn around you on a timer. Timer is shorter the more objectives you've completed. Sound attracts all enemies.
Bugs spray pheromones to call in other bugs that come out of the ground if you don’t shoot them fast and allow them to do it. Setting off the gas pods that give off pheromones that can attract a nearby group
One addition I'll add for those who hate Hunters: If you think they'll dive on top of you, Move in an S-shaped pattern away from them. How they usually dive is not by directly jumping on the position you're at, but rather the position you're going to be in; If you were moving forward and the hunter dove, if you'd stop midway then the hunter would end up in front of you, not landing on top of you. Moving in a S-shape pattern will cause them to miss, allowing you to melee or shoot them safely. How I use this tip is for retreating and when I feel overwhelmed by hunters, I start doing this maneuver while finding openings to shoot off enemies while punishing the ones that dive me. Another tip if you're a l4d veteran: You can sometimes melee their dive. I've only managed to pull this off a couple of times so take it with a grain of salt, but the previous tip allows for a lot less risk for the same outcome so I'd recommend that over this.
Strafing lets me melee them more reliably but only after the dive. I wouldn't recommend this unless you have good spacing/openings to stop retreating fully and hold your ground.
it was actually said in a video by one of the guys that made the patrol reddit post that touching a terminal DOES NOT automatically call / spawn a patrol, as he has tested this. But it was also said by the devs in the video uploaded by Drewski that anything that seemingly makes sound does make sound, so maybe activating the canon when it does its little activation animation makes sound that alerts nearby patrols to come investigate the canon.
The sound thing only applies when it's really close, and if it's noise that you/your stratagems create directly. For example, enemies who are just standing around will walk over to a supply drop if you call it down near them.
One thing that seems utterly counter to that post, after all, outposts are gone, patrols and evacuations have been significantly empty. I don't know if this was a stealth change or what, but for the past two days, it's been practically empty after removing every outpost on the map.
@@barbdwyer22 This may be due to the new map layouts that they added to the game (or which just unlocked with the new bug planets we got access to) - For example, the one with the massive impassable mountain splitting the whole map in half. The spawns on these are bugged, and patrols/reinforcements will get stuck inside/on top of level geometry. They also won't despawn properly, and will eat up the population cap. Not impossible that they've done some other stealth changes too though - It would be completely on-brand.
Extra tip on the SEAF artillery, usually there will be more shells than needed around the area, so hold off from loading in smoke and static shells, look around for explosive shells first.
@@xDjembex it's in cases like this I just skip it, static fields are good but smoke is pretty situational at best. The time wasted loading it is better spent on the main objective in my opinion anyways
@@SageSchispell Well since its a side mission, gives money and XP you should do it regardless, since.. lets be honest.. its not that hard to finish the main mission anyway, plus it can easily be done by one person whatsoever.
Artillery loading priority that I follow: 1. Yellow-tipped shells are mini-nukes 2. Dark-red/purple shells are high-yield explosive 3. Red shells are explosive 4. Red nozzle is napalm 5. Blue nozzle is static field 6. Gray nozzle is smoke #'s 4 and 5 are good for area control, but don't have much stopping power.
This video is great for new and experienced Helldivers! 3 things I want to add; When running long distances, going prone will give you back stamina dramatically faster. When fighting shriekers, it's not always best to shoot at them as they dive at you. Their corpses are capable of one shotting you, unlike their base damage. Staying near a wall while fighting shriekers can have them sometimes dive in and take heavy damage, bleeding them out or outright killing them.
Shriekers can very easily 1 shot you lol. It's not entirely consistent so it might only be on headshot (thus not their "base damage") but considering how they dive at your face it happens pretty frequently...
@@1984lexani It may be because I use scout armor, but so far. With and without the stamina enhancement, going prone and moving forward for a few seconds does capture more distance in long hauls instead of running with stamina drain
Also ill add, on number 43 (Railgun) its pretty small and hard to see but if you look closely at the railgun while charging a shot(in 3rd person) you'll see it also has a visual cue bar on the outside of the gun, its very small however
@@SeamonDem0nexactly bro. Depending on how many samples I already have on my destroyer, I don’t mind getting left in the Hydra sector as long as I’ve completely every single objective 😂
13:45 tip 49. For anyone going for "lets call it a draw" achievement: you can use this to your advantage. When you've disarmed a Hulk, you can lead it away from your group, far enough, let it kill you, and it will despawn. But you will still get the achievement, despite the arm less hulk despawns.
TIP 52: Becoming a traitor and walking out of the combat zone will give you Infinite Precision Orbital Strikes aimed at you. If you time them right you can kill enemies with them. Just... NEVER STOP MOVING
i have one shotted a bile titan with an orbital rail cannon, but it has to be a perfect headshot. almost impossible to line up consistently but it was awesome to see it happen
Orbitals come directly from your destroyer you see above you. Lining up the destroyer and the BT's head, especially if you get it to rear its head when the shot lands, increases your odds.
There's also the PS5 host bug contributing to this. Though it's entirely possible the reverse is true and BTs really weren't meant to shrug off multiple rail cannons strikes.
The shot comes from your destroyer, which hovers over the center of the map. So, kite the BT towards the center before taking the shot. It's a lot of hassle though, and the 500kg bomb is just a better and more versatile stratagem all round, and it can kill BTs extremely consistently once you learn how to bait them into stopping and doing their spew attack. To add insult to injury, it cools down faster too.
49. To add to that, I also notice if enemies cannot reach you because you are on top of a building they cannot detect, they will also despawn, even if they are literally right next to the building. I was doing some stealth missions on difficulty 7 and I'd use a jetpack to get on top of a building that was next to the extraction point and I had 3 bile titans surrounding the building, walking around, and then just completely despawning.
No, Commissars are *not* the only bot chaff that can call reinforcements. For bugs, you'll notice how scavengers, pouncers, hunters, warriors, hive guards, and brood commanders, can all call for a bug breach, while Nursing Spewers, Bile Spewers, Chargers, and Bile Titans, cannot. For bots, troopers, raiders, commissars, can all call for a bot drop, while devastators hulks and tanks cannot.
I literally saw a brood commander call a bug breach on the last match I played. They definitely can. I tried to see if there was some order in which units prioritise calling reinforcements but it seems random. Even the hunters will stop attacking you to call a bug breach if the cooldown is available
@@Loj84 Brood commanders will do both. They can do the quick call-in for warriors or the bug phermone. Their phermone seems to spawn a bile titan often
i actually thought the angle depends on your position relative to the map's center (which is where your ship is). The Eagle will depart from your ship and then fly to your map pointer.
@@LocherYTtrue for orbitals but not eagle strikes. Airstrikes and clusters will drop perpendicular, 500 kg is dropped from the same direction you throw the stratagems. And 110 rocket pods I believe also come perpendicular but at a much steeper angle
holy shit, so many tips, so many new ideas in my mind to incorporate them into my lackluster playstyle. I feel much more confident now. Thank you very much for your contribution to the war schooling
There IS a reason to hit nests and factories, they generate their own proximity heat. The patrol increase doesn't take effect until you've destroyed at least half of all nests/factories on the map. It is absolutely worth destroying these if they are near an objective or primary route, because they will contribute to patrol spawns just by being near them.
It's misleading to say killing bug nests and fabs should be avoided if xp/creds are not your aim. Most players are still levelling and buying strategems, so those are valuable. And on top of that, doing virtually any objective will bring in more spawns. That recent reddit post tested that finishing main objective has the largest effect on increasing spawns. So it's still entirely manageable to kill outposts, so long as you leave the remaining main objective for last.
I think he was mostly talking from the standpoint of someone whose mindset is focusing on solo play. You are already tensed up and may want to clear with the highest chance of survivability in mind. Additional hazards when you are the only one to rely on can be fatal to the mission. In a group play, many tasks can be split up and risks can be controlled (especially in high level coordinated play)
It's a straight up false tip. Yes, once you've cleared over 50% of the nests, your patrol spawn rate increases with each subsequent one. However, medium and heavy nests/fabricators still increase your heat just from being near them. So there are certainly tactical reasons to destroy them, even beyond the XP, samples, and requisition points.
The only two things that permanently increase the spawn rate is killing outposts and completing main obj. If you kill outposts that increase will stay, unlike side objective increases which stop once you're out of range. It's an okay reward in exchange for making the rest of the mission that much more difficult. It's better to just not worry about them to avoid the fights where you can as you'l still get a hefty reward for co.pleting the mission and side objectives
@@KTheStruggler Sure but it depends on the players' needs. Most people end up Sample starved rather than Req starved. Also, there's no increase in spawns for the first 50% of outposts on the map, and even when they're all gone, the increase is 17%. Given how late into a mission most groups are killing the last spawn, that's like 2-4 more patrols at worst, in exchange for potential 12+ samples and hundreds of XP. Obviously people shouldn't jeopardize mission completion for them but "Do as many as you can without risking running out of time/reinforcements" is very different from "There's no reason to do them." Also, democracy.
@@keeng Oh my bad I brain farted and missed where you said samples. That is a good point and why I go through outposts but I usually don't if I'm playing solo for the reasons I mentioned
Not necesarily imo, if someone is destroying buildings in your neighbourhood, surely the residents and/or police would start to send more patrols? Imagine the same thing in game. "someone is destroying our nests, we better find them"
@@dojelnotmyrealname4018 it's not the only source though, its just one area where the bugs surface from. Bugs are everywhere underground, thats why a bug breach can happen anywhere, they are literally bursting from the underground.
Short answer. Outposts create heat if you are close to them. heat = faster patrol spawns. Kill outpost = less heat in the area near it. BUT if you kill more then 50% the global heat rate wil increase (but not as much as the amount of heat you get from being near an outpost/objective.)
Another thing I just learned a couple of days ago: You regen you stamina much faster if you're prone. So run until your stamina is empty, then throw yourself to the ground, crawl for about 3 seconds and your stamina is back to full.
@@wassentme1891 Well... I don't think it's faster than just walking without any stamina left. But if you need stamina quickly, that's the fastest way to get it.
Oh man! This is so good! Thank you so much. I've only just started and I'm really trying to get the hang of it. Apart form my keybinds being totally wrecked each time I play as I'm left-handed and use the numpad I'm loving it. Radar first, drop samples (Ilost 10+ last night on one mission.), hell bombs (tee hee), forget fabricators.
In my experience, Tesla Towers and Shriekers CAN both hit you while prone if you're on uneven/sloped terrain in the wrong relationship to the damage field, but I haven't tested this extensively. Just be warned, it seems like it's an imperfect but useful trick.
Shriekers have a damage hitbox, so if the terrain puts you into it, they will still get you. Tesla towers won't ever _target_ you while you are prone, but you aren't immune to it getting chained to you or it clipping you while it is targeting someone else. I had a teammate during a low stress time attempt to do a funny and tried calling me in next to my tesla tower while they were prone. I had arc resistance armor, and decided I would do a funny and try to TK them with my tesla tower by having it target me. It took a few tries since their shield protected them a bit; but I did manage to TK them while they were prone. In short if you want to go prone next to a tesla tower, wear arc armor or a shield backpack, it will help you survive a stray arc.
If you're on fire, you can dive to the ground to put it out. I can't confirm this part, but I feel like diving also helps with being slowed from the poison spitters as well. I also recommend diving during tremors or other stuff that would stun or slow your character. It really helps you move around in tough situations.
I enjoyed this vid but think I'll probably not watch anymore tip vids because I want to figure alot of this out ourselves. This game is super fun and a breath of fresh air so I don't want to rush that experience. Some nice tips in here though and quality upload so thanks ❤
Asking because I'm genuinely curious, how would that differ from just 3 vids of one mission each? Are there particular missions you want to see him complete? Because that would be a super long vid and there's downsides for that.
How's this any different than any of his full mission run vids? It's not like the operations have specific sequences that would be different than any individual mission.
Well, couple days a go I saw another youtuber's video about a whole operation in one video, and that leads me to asking if takibo can do that or not. I really like every single mission takibo have been play, and I just curious if he can do that or not.. And It's okay if he can't do that
When using the eagles, they all go from side to side from where you’re standing. Except for the eagle strafing run. It will start close to you and run a trail of projectiles away. It’s best to throw this strategem kinda close to you. Depending on how close the enemy are. And if they’re in a fatal funnel, that’s where this eagle shines. Also when getting overran by hunters, when they hop on you, yes, melee, you’ll have a better chance from them to hit you, then if they hit you, dive, stim, or melee again whist on the ground and then stim. You can perform a melee in the prone position also. We hear that the arc thrower is getting a massive buff. I wonder if it will also support the buff on the blitzer. I run it with the laser guard dog on bugs and t for the bots, I use the other AR type guard dog. It helps me locate the next direction of enemies, plus it can target airborne targets, mostly laser dog for the shreikers, where my blitzer can’t reach them. Only if there’s no more ground enemies first, then it will attack the shreikers. Another tip for the shreiker towers, usually three, I’ll run with the commando support weapon as I’m running towards the nest, I’ll also have the eagle 110 rocket pods and OPS. As I’m running up and getting followed by the enemy and don’t have enough time and skill memory to dispatch the hell bomb, I’ll have the commando at the ready, toss an OPS in the nest, sometimes I can hit two of the closer towers and then follow with the eagle 110 rocket pods and if there’s one left, I’ll dispatch it with three shots from the commando. I can do this faster than using a hellbomb, because if you’re swarmed, they’ll usually destroy the bomb first, or will kill you as you’re typing in the code. But it all depends on the level of tenacity of the enemies. Our best team strategy is that most of us will have long distance heavy hitting support weapons. AC, commandos and or EAT’s & quasar cannon. We all will call out left right and center for the towers to knock them out before a single shreiker can spawn. I love this game, my son pointed out to me that I have over 1000 hours in it, I was shocked myself. I just hope tomorrow or sooner, that they fix the social system. It’s been a hassle to play this game with friends and family members. I’ve never played or experienced such a cool game like this. Even watching all of the other games available, warhammer 40k, Elden ring and cod games just have not fared to what I see as of explosions and excitement and quick action as helldivers 2. 😊
Also mention where not to land with your drop pod. Hulks are safe, they’ll explode before you “spawn”. But tanks blow up twice. Neats can kill you if you land too deep in one. Landing on a burning exosuit or on fire in general WILL set you on fire, but obstructions like the exo can also get you stuck… while burning. Titan corpses and downed dropshis can trap you underneath them as well, they disappear after ~1 minute though
I just started playing last night and I dropped down on a planet and tried to save some people and it went horribly because I didn't do the tutorial somehow. I figured out how to do the tutorial so tonight I feel like I should do a lot better..... Damn bugs!! WE GET YOU SIR!!
For a better chance of the orbital railcannon to one shot Bile Titans, throw the beam centered(very important) in between you and the bug while it is facing you, preferably spitting. It will automatically line up towards the bug heading towards its head, this lends a much higher chance of it sticking in place for a headshot!
Another good tip for the SEAF Artillery loading, if you press E to pick up a shell and immediately switch to a weapon, the shell will be launched forward, usually a lot faster than spamming E.
Here's an "advanced tip": Take the Scorcher plasma primary vs bugs, and see how quickly it deals with random spewers from any range. Then proceed to never play anything else vs bugs again unless the balance changes. I've saved my teammates countless times, and it's so easy. Just keep an eye out for the disgusting green or yellow blobs, and tap them down with a few primary weapon shots. No other primary comes even close to this performance. Superior DPS with good handling, reload times and accuracy to easily deal with moving shriekers (which are one shot by any Scorcher hit). The only weakness could be ammo, but it's not really a weakness if you calculate how much you get from your 6 mags.
Great video! Correction for tip 51: You do not need to fully charge the arc thrower before you are able to rapid fire it. You can begin rapid firing it with the first shot with no downsides. I am not sure how the rumor of needing to charge the first shot became so popular but it is no true
For tip 26: No-scoping, you can actually change the crosshair setting to always-on. This is especially great with the Scyth which is an absolute hip fire machine
I'm confident that even if you have the crosshair to "always-on", you still don't get a crosshair to hipfire the AMR. I run with that setting myself. It's a limitation by design, you can only aim by scoping it. It even forces you into first person aiming when you aim with it.
The auto cannon can kill the illegal broadcast from across the map, two shot hulks in the face or three shot tanks in the vent, and the sound of the auto cannon shot hitting something can draw away enemies. And if you count 5 shots and reload you will never get the long reload animation. Corrections to the video: an update added the name of the currently loaded SEAF Artillery shell and the Eagle does have one strike that goes directly away from you.
according to a former community manager the amount of experience you gain from doing the outposts and side objectives impacts the amount of progress you make on a planet
I think one useful tip is that Tanks can be blown up by 2 grenades to the top of the turret. Impact grenades make it easy, but basic grenades can also do it, just cook them for 3 seconds though. Also, if you're feeling hardcore, don't bring a support weapon as points of interest may have a support weapon (the type that doesn't need a backpack).
1:19 I love how this clip about the Auto Canon leads into destroying the radio towers at 1:30 but *without mentioning the Auto Canon can destroy these towers from hundreds of meters away* & instead shows a fearless Helldiver running within 20m to throw a grenade at the tower instead (same with mushroom spore towers, for what it's worth). 💯
One thing I wanted to add to Number '34' the only exception to this is the 'Eagle Strafing Run' which will shoot its' gun towards where you were facing. So if you're looking North it will start shooting exactly where the stratagem landed making you not need to move that far back and will light up the ground towards North.
Not sure if it’s mentioned in the video but a lot of people don’t seem to realize that things like supply drops, sentry guns, etc actually can be used to destroy a lot of stuff like nests, factories, tanks, mortars, towers, laser cannons, even bile titan if you can time it to hit the head when it’s dropping in. Once I was fully out of ammo and a tank dropped in so I called in a resupply on it and obliterated it. Yes it flung my supplies around a little but still would rather have to trot a little for my resupply than having to take out a tank with a stratagem that would likely kill me and even if it doesn’t, still out of ammo after that and would need to resupply
Yes, that's what I thought too. I've thought that the game has a little bit of strange 'UX' to it here and there, but this definitely takes the cake for something that is completely against what anyone would believe.
It basically decreases the timer increments between spawns of patrols. These patrols don't immediately see you though when spawning so its possible to still avoid them. Completing the main objective however will cut that timer down much more so its better to do the nests before the main objective if you are trying to complete everything
As someone else said in another comment, being near an outpost will also increase patrol spawns, to an extent where if you're near an outpost, you're just better off destroying it as the spawn rate increase from its destruction is not as bad as the increase from its presence. I guess it's a system in place to keep a somewhat consistent enemy presence as you clear out the map, and you could see it as the enemy sending in more teams from outside the AO to compensate for their local losses I guess. After all, each operation takes place in only a small portion of enemy territory. To quote the post talking about it : "You might be thinking, "Destroying a lot of Outposts means MORE enemies?" The only accurate answer is "Sort of" because the destruction of an Enemy Outpost also removes its Area of Influence from the world. This means that the global spawn rate might go up but being in those areas of the map no longer increases your Heat. "
27 correction, deal with the little guys first, they'll quickly swarm you with fire and will be the ones calling in reinforcements, possibly more hulks and tanks. you can kite around the bigger guys sticking to cover
33. Orbital precision strike can also take out detector towere and stratagem jammers when they are off. 34. Im pretty sure the eagle strafing run specifically is the only eagle that always shoots a strsight line from where you throw the stratagem (so if u looking north, it will go S to N starting from where the stratagem beacon is)
Yeah just a little clarification is needed that it attracts nearby patrols (if there are any) due to the noise from the cannon moving. Same goes for radio tower when the dish goes up.
@@braydenreid7952 It's just "heat" system. When you are near objectives or big nests there is area around them that boosts patrol spawn rates up to 50%
@Armetar "spawns more patrols when you are near specific areas that are part of patrols routes." So it basicly does it, indirectly. At the end of the day, once you hit those buttons it will make noise that will attract someone. 100% of the time.
what are your thoughts on the localisation confusion booster Takibo? would love for you to cover it in a video sometime. i can't see it being great for solo (or anything being better than the stamina booster), but maybe it's worth the slot in a four person group to help prevent those infinite breach loops
Immunity while from tesla tower while prone was new to me - great tip if you need to recover samples from a dude who ran into it without having to destroy it first. Also 500k destroying Sauron tower is useful, as they often bug out and you can't call in Hellbomb or when you call it it often bounces off the hill on which those towers are often situated. Adding from my side: if a Jammer has a fabricator attached to it directly, destroying the fabricator will take the jammer with it, without the need to storm the fort and activate the terminal.
Depending on terrain, going prone will not always save you from a Tesla tower. I've seen people get zapped trying to crawl past a tower that was on lower ground.
Another thing about reloading You can cancel animations with it. The Recoiless is a great example. The moment you fire it, hit reload (my finger literally hovers over R when I'm about to fire the RL), you'll skip unnecessary animations. Speaking of which, watch your ammo counter on the Recoiless when reloading. You can skip a lot of the animation too by switching back to your primary when you see the black ammo counter turn white. This won't increase your ROF but it means you're not stuck in place as long! Additional reload tech can be used with weapons like the Eruptor on its last round; fire your last round and immediately press reload, you'll skip the bolt cycle animation. Basically anything with a slow, manual ROF really benefits from this tech. And, yeah, I can't stress enough, don't run your guns empty. Try to milk the mag almost completely dry but don't empty it. Almost all of your weapons take substantially longer to reload when empty, it's not like COD or BF where empty reloads are negligibly longer. Top your autocannon off, top your mag tube shotties, top your Senator revolver (though the speed loader is a huge improvement)
1. the call in is per group of people, of you come in from 2 sides with 2 players they WILL call in 2 support at the same time, record i managed with friends was 4 support call ins at the same time (bots) 2. prone does not save you from tesla tower it just makes it very unlikely it shoots you but if you wait long enough it WILL shoot you even prone, i died often enough being prone from it. 3. the arc thrower also doesnt need to charge the first shoot, its not as fast as later shots but you not need to full charge it. 4. not all eagle strikes are Perpendicular
Yeah, these bastards take closest route directly from their lair to the player. Fortunately they only attack if the player is close enough and it's foreshadowed by battle music.
Autocannon can take out illegal broadcast towers from miles away. I’ve found out that the quickest most efficient grind for everything except samples is doing a diff 2 illegal broadcast mission. Drop at extract. Call in autocannon. Snipe illegal broadcast. Call extract. In and out in ~3 mins if you have a good sight line from exfil. Easy 200 xp, ~1000 requisition slips, and 2 medals
Is it a skill issue or should we have more time to take out an enemy when they call for drop/breach. It seems instant to me and there's no opportunity to stop them.
It's a skill issue. No offense. True, a lot of times it can be difficult to stop a patrol call in but it is fairly easy to avoid most patrols or set up a good ambush for ones you can't avoid. Your map and it's radar are your best friend. I suggest binding map to middle mouse button or another easy to use mouse button. You should be looking at it constantly, scanning for patrols and choosing your routes or ambushes accordingly. Hope that helps.
@@Unit-kp8wmyour talking about a separate thing entirely. They were talking about having more time to kill enemies actively calling for reinforcements. Your talking about ways to avoid/deal with patrols. Two different things
Well, considering how fast the enemies that can call reinforcement die, if you had more time to take out an enemy in the middle of his call it would probably make it way too easy to interrupt. The bugs that can call for reinforcement die pretty quick (for the smaller ones just one or two shots from the base AR is enough to drop them, warriors and hunters still die pretty quick and only the Hive Guard and Brood Commander are an expection to this, but it also feels like they call for reinforcements less often than the others), and for bots the only one that can call in help are the standard infantry guys, that also die quite quickly. I feel like the difficulty in interrupting an enemy calling for help is on purpose, though. You have an opportunity to stop them if you're quick and lucky enough, but clearly the idea is to stop them from even trying in the first place.
One more artillery tip. When you pick up the shell just press the map button and it will cancel the pick up animation and the shell will fly to the direction where you faced.
Just finished making a tips video of my own, and of course that's when TH-cam decided to start suggesting other tip videos to me. Alas, most of the ones you showed here are ones I already knew. _However_ , I did not know that being prone would stop Shriekers from being able to hit me. In the past, I'd set down turrets to protect me from them while I sniped their nests. This completely nullifies the need for such strategems. Thanks for that tip!
Tip 34: the strafing run will go from the point where you call it in to some meters forward from you. It's the only one that doesn't go perpendicular to you
Something I find useful is to always have a tiny amount of damage where possible so that you're at 90-95% health when going in to hot spots. This way if you need to retreat then you can stim for double the stamina.
"Ignore all bug nests and automaton fabricators."
This... this is treason.
Also not quite correct in all case. You can destroy about half the nests in a map before it actually increases patrols, and they generate heat in an area around them, so it can be beneficial to destroy nests near objectives you need to stay around for a given time
Not if it completes the mission, Diver. Super Earth needs those ICBMs launched, that fuel supplied, those air bases destroyed, and those eggs squashed more than they need smaller holes and fabricators destroyed. If you can destroy them, good. But the mission? The mission comes first...
It's also wrong, yeah the timer for general patrol spawn will be affected, but not by that much, and the fact the nests/fabricators stop spawning their own groups will compensate that fact.
@@TurinTurbases only spawn enemies when you're really close to them though. They aren't constantly spawning enemies that then go out in patrols across the map.
Destroying nests and fabricators also increases your rating at the end of the mission, and frequently have samples right next to them. Super Earth is literally rewarding you for taking them out
Here's one I've found out. You can actually block a hunters pounce attack if you melee them mid air. You can stun lock the bastards just like they try to stun lock you.
Okay I'm going to actually utilise this and tell my friends. Hunters are by far the worst thing to deal with 😂
@shahs1221 the shield pack helps too since it can block the first attack of the ones that sneak up on you. Everytime you hit them they get knock backed and briefly stunned.
Yeah melee is a surprisingly great option to combat hunters as long as you aren't getting jumped too bad, I walk away from a hunter jumping on me by basically parrying it all the time
This is very effective if you only have one or two hunters on you. Good luck trying to melee a swarm though
@@shahs1221stalkers are worse
I didn’t even know illegal broadcast missions had a terminal. The first time I encountered one I thought “yup, I bet I have to blow that tower up” and it worked. I have 70 something hours in the game and just learned that they have terminals.
I joined an SOS-beacon game, normal difficulty, where a new player was trying to get his head around a broadcast tower terminal. I took my autocannon and blew it away. 😂 Turned out to be a very fun mission, just him and me and then at the very end he turned his mic on and just said "thank you!". 😄
The number of people that realize you can shoot it with an autocannon when I drop it from across the map is unreal.
A random I was playing with was dead running toward it, I lined up a crazy long shot and you can see is icon on the mini map just stop and kind of swivel around like WTF happened
Excellent work, Helldiver! That’s what I call spreading democracy!
Also, same. lol
Me and you both. I’m Skull Captain and have never set foot in an illegal broadcast POI prior to blowing it up.
😂Nice
I have to be honest, this game has way more depth than it initially seemed. I'm really impressed
Yeah almost to much it's great
Me too brother. My buddies told me they were playing this and said “it’s shooting bugs” and I was so skeptical but I am hooked! Love this game
Too bad some of the tips are wrong
its really not that deep bro
@@TerryD5000 is that what she tells you?
Another tip: The radar station satellite has an audio cue for when it’s in the right location.
can you elaborate? not sure what you mean 'in the right place'
@@bumbled When you do a radar tower the console shows a circle with a little slice in it, you have to rotate the satellite until it is in that slice. There is a sound effect when you rotate it into the correct position (since you can't look at both the terminal and rotate it at same time by yourself).
@@bumbledimagine a higher pitched, squeaky grind kind of sound. That’s the indicator that it’s within the field
ooh, i didn't know that. i'd just use my mic to tell the other guy when to stop turning it.
@@manboy4720 Also, you can press 'Q' (Default) while on the terminal and VO will say the direction the dish needs to be oriented.
In case you can't use a mic. This applies to most terminals on multi-person objectives.
"do not destroy factories or nests" 🤨🤨 sounds a bit insectoid to me
He’s a fuckin bug pushin propaganda
his a double agent with the tips his giving 👀
Yea theres a significant increase to enemy patrol spawns the closer you are to nests and fabricators within a range of about 100m. Its best to destroy anything near your holdouts first. Also, I reported this undemocratic behavior to his democracy officer. Suggesting immediate reeducation
Fun fact. His solo helldiver mal creek run proves how game changing it is
The number of games I've been in where people tunnel vision on the first few encounters and then stay bogged down by the adds is extremely frustrating.
Unless you're at the point you are so good at a given difficulty you can solo it reliably, stop being a completionist and PTFO!
"Enemies don't magickly know where you are."
I think the Stalkers missed that memo.
They do. It's been confirmed that if you stand around long enough doing nothing then enemies will come for you. The bugs can smell you. The bots... I don't know... but they'll find you too.
@@MDestron2282 Took a page from XCom.
@@MDestron2282 I believe that is more the patrol mechanic. I know that if I stay still for a long time, a patrol will come directly to my location, search the area, and then leave. And then another one will spawn shortly afterwards and do the same thing.
The most notable time I ran into this mechanic was when I was going solo but lost too many reinforcements and knew I couldn't complete the mission; I had some super uranium and other samples so wanted to extract, so I jet packed on top of a rock waiting for the timer to go down. Several patrols came to my location since I wasn't moving, but they didn't spot me.
Certain bugs can smell you (stalkers). Enemy patrols spawn around you on a timer. Timer is shorter the more objectives you've completed. Sound attracts all enemies.
Bugs spray pheromones to call in other bugs that come out of the ground if you don’t shoot them fast and allow them to do it. Setting off the gas pods that give off pheromones that can attract a nearby group
One addition I'll add for those who hate Hunters:
If you think they'll dive on top of you, Move in an S-shaped pattern away from them. How they usually dive is not by directly jumping on the position you're at, but rather the position you're going to be in; If you were moving forward and the hunter dove, if you'd stop midway then the hunter would end up in front of you, not landing on top of you. Moving in a S-shape pattern will cause them to miss, allowing you to melee or shoot them safely. How I use this tip is for retreating and when I feel overwhelmed by hunters, I start doing this maneuver while finding openings to shoot off enemies while punishing the ones that dive me.
Another tip if you're a l4d veteran: You can sometimes melee their dive. I've only managed to pull this off a couple of times so take it with a grain of salt, but the previous tip allows for a lot less risk for the same outcome so I'd recommend that over this.
Strafing lets me melee them more reliably but only after the dive. I wouldn't recommend this unless you have good spacing/openings to stop retreating fully and hold your ground.
thanks been struggling on them
@@johnmartin8031 laser dog make hunters go buh-bye
it was actually said in a video by one of the guys that made the patrol reddit post that touching a terminal DOES NOT automatically call / spawn a patrol, as he has tested this. But it was also said by the devs in the video uploaded by Drewski that anything that seemingly makes sound does make sound, so maybe activating the canon when it does its little activation animation makes sound that alerts nearby patrols to come investigate the canon.
Also being near objectives increases the spawn rate of patrols, so you're more likely to have patrols spawning when you get there
The sound thing only applies when it's really close, and if it's noise that you/your stratagems create directly.
For example, enemies who are just standing around will walk over to a supply drop if you call it down near them.
One thing that seems utterly counter to that post, after all, outposts are gone, patrols and evacuations have been significantly empty.
I don't know if this was a stealth change or what, but for the past two days, it's been practically empty after removing every outpost on the map.
@@barbdwyer22 This may be due to the new map layouts that they added to the game (or which just unlocked with the new bug planets we got access to) - For example, the one with the massive impassable mountain splitting the whole map in half.
The spawns on these are bugged, and patrols/reinforcements will get stuck inside/on top of level geometry. They also won't despawn properly, and will eat up the population cap.
Not impossible that they've done some other stealth changes too though - It would be completely on-brand.
That's what he said, that it ATTRACTS enemies, not that it spawns them.
Extra tip on the SEAF artillery, usually there will be more shells than needed around the area, so hold off from loading in smoke and static shells, look around for explosive shells first.
more specifically the yellow shells
And sometimes, at least in my unlucky case, you'll get to load it with 3 smokes and 2 static fields.
@@xDjembex it's in cases like this I just skip it, static fields are good but smoke is pretty situational at best. The time wasted loading it is better spent on the main objective in my opinion anyways
@@SageSchispell Well since its a side mission, gives money and XP you should do it regardless, since.. lets be honest.. its not that hard to finish the main mission anyway, plus it can easily be done by one person whatsoever.
Artillery loading priority that I follow:
1. Yellow-tipped shells are mini-nukes
2. Dark-red/purple shells are high-yield explosive
3. Red shells are explosive
4. Red nozzle is napalm
5. Blue nozzle is static field
6. Gray nozzle is smoke
#'s 4 and 5 are good for area control, but don't have much stopping power.
This video is great for new and experienced Helldivers!
3 things I want to add;
When running long distances, going prone will give you back stamina dramatically faster.
When fighting shriekers, it's not always best to shoot at them as they dive at you. Their corpses are capable of one shotting you, unlike their base damage.
Staying near a wall while fighting shriekers can have them sometimes dive in and take heavy damage, bleeding them out or outright killing them.
Prone will slow you done more than keep running (not sprinting) so in the end its the same
Shriekers can very easily 1 shot you lol. It's not entirely consistent so it might only be on headshot (thus not their "base damage") but considering how they dive at your face it happens pretty frequently...
@@1984lexani It may be because I use scout armor, but so far. With and without the stamina enhancement, going prone and moving forward for a few seconds does capture more distance in long hauls instead of running with stamina drain
@@Jay-lz2wc I haven't had that happen to me or any other Helldiver I've been with, but I am probably just lucky. Thank you for sharing!
Also ill add, on number 43 (Railgun) its pretty small and hard to see but if you look closely at the railgun while charging a shot(in 3rd person) you'll see it also has a visual cue bar on the outside of the gun, its very small however
"Ignore nests and fabricators" yeah you getting reported to a democracy officer for this my man
Literally, if the whole map isn’t cleared, then we didn’t spread democracy enough
@@SeamonDem0n 🫡
Ministry of truth
@@SeamonDem0nexactly bro. Depending on how many samples I already have on my destroyer, I don’t mind getting left in the Hydra sector as long as I’ve completely every single objective 😂
13:45 tip 49.
For anyone going for "lets call it a draw" achievement: you can use this to your advantage.
When you've disarmed a Hulk, you can lead it away from your group, far enough, let it kill you, and it will despawn. But you will still get the achievement, despite the arm less hulk despawns.
Thats actually so helpful!
@@xseis.
Why not just lure the hulk away, die and get reinforced to extract....
@@R83TV thats literally what they said
TIP 52: Becoming a traitor and walking out of the combat zone will give you Infinite Precision Orbital Strikes aimed at you. If you time them right you can kill enemies with them. Just... NEVER STOP MOVING
Ok this is actually insane... if you re enter the combat zone alive are you no longer a traitor?
@@Kade_4Sev Nope, you're branded a traitor until you die, no matter to what, and they'll keep bombing you until you die. Once you respawn you're fine.
@@Kade_4Seveven if you re-enter the combat zone it will continually fire orbital strikes at you until you die
You can actually still evacuate out tho
Challenge unlocked: Extract while being shot at by the destroyer. 😂
i have one shotted a bile titan with an orbital rail cannon, but it has to be a perfect headshot. almost impossible to line up consistently but it was awesome to see it happen
Same, I've heard it's best to have them facing the center of the map in order for the angle to be possibly right.
Damn good shot 👍
Orbitals come directly from your destroyer you see above you. Lining up the destroyer and the BT's head, especially if you get it to rear its head when the shot lands, increases your odds.
There's also the PS5 host bug contributing to this. Though it's entirely possible the reverse is true and BTs really weren't meant to shrug off multiple rail cannons strikes.
The shot comes from your destroyer, which hovers over the center of the map. So, kite the BT towards the center before taking the shot.
It's a lot of hassle though, and the 500kg bomb is just a better and more versatile stratagem all round, and it can kill BTs extremely consistently once you learn how to bait them into stopping and doing their spew attack. To add insult to injury, it cools down faster too.
49. To add to that, I also notice if enemies cannot reach you because you are on top of a building they cannot detect, they will also despawn, even if they are literally right next to the building.
I was doing some stealth missions on difficulty 7 and I'd use a jetpack to get on top of a building that was next to the extraction point and I had 3 bile titans surrounding the building, walking around, and then just completely despawning.
No, Commissars are *not* the only bot chaff that can call reinforcements.
For bugs, you'll notice how scavengers, pouncers, hunters, warriors, hive guards, and brood commanders, can all call for a bug breach, while Nursing Spewers, Bile Spewers, Chargers, and Bile Titans, cannot.
For bots, troopers, raiders, commissars, can all call for a bot drop, while devastators hulks and tanks cannot.
Brood commanders can’t directly call one. They can spawn a few warriors around them though, who can obviously then call a breach.
I literally saw a brood commander call a bug breach on the last match I played. They definitely can. I tried to see if there was some order in which units prioritise calling reinforcements but it seems random. Even the hunters will stop attacking you to call a bug breach if the cooldown is available
@@Loj84 Brood commanders will do both. They can do the quick call-in for warriors or the bug phermone. Their phermone seems to spawn a bile titan often
@@CamelEnjoyer huh. Has it always been like that? I can’t remember ever seeing one call a breach, and I’ve read before that they can’t as well.
I thought when the bike titans rear back and stomp their front feet they were calling in bug breaches
Eagle Strikes are not all Perpendicular. The "Strafing Run" does emit forward in a line, which can be pretty cool!
also when the eagle drops the 500kg it comes from behind you
i actually thought the angle depends on your position relative to the map's center (which is where your ship is). The Eagle will depart from your ship and then fly to your map pointer.
@Gquain nah, you can see eagle 1 flying around the skies sometimee in a loop
The orbitals come from the center though
@@LocherYTtrue for orbitals but not eagle strikes. Airstrikes and clusters will drop perpendicular, 500 kg is dropped from the same direction you throw the stratagems. And 110 rocket pods I believe also come perpendicular but at a much steeper angle
leading a giant herd of bugs to a choke point then calling that in is so clutch. Had fun with that the other day. Mows them down
Thanks for sharing this info 💯
Thank you for the dono brother 💪
@@the_takibo bro, it’s all good 💪🏾
holy shit, so many tips, so many new ideas in my mind to incorporate them into my lackluster playstyle.
I feel much more confident now. Thank you very much for your contribution to the war schooling
RIDICULOUS! All we needed was the Brasch tactics training! It's infallible!
There IS a reason to hit nests and factories, they generate their own proximity heat. The patrol increase doesn't take effect until you've destroyed at least half of all nests/factories on the map. It is absolutely worth destroying these if they are near an objective or primary route, because they will contribute to patrol spawns just by being near them.
Don’t listen to enemy propaganda
Helldivers don’t “tactfully retreat”. We simply fight in another direction.
Breaking contact to be able to spread more Democracy later on 😅
Some times I just prefer to shoot backwards instead of in front of me
It's misleading to say killing bug nests and fabs should be avoided if xp/creds are not your aim. Most players are still levelling and buying strategems, so those are valuable. And on top of that, doing virtually any objective will bring in more spawns. That recent reddit post tested that finishing main objective has the largest effect on increasing spawns. So it's still entirely manageable to kill outposts, so long as you leave the remaining main objective for last.
I think he was mostly talking from the standpoint of someone whose mindset is focusing on solo play.
You are already tensed up and may want to clear with the highest chance of survivability in mind. Additional hazards when you are the only one to rely on can be fatal to the mission. In a group play, many tasks can be split up and risks can be controlled (especially in high level coordinated play)
It's a straight up false tip. Yes, once you've cleared over 50% of the nests, your patrol spawn rate increases with each subsequent one. However, medium and heavy nests/fabricators still increase your heat just from being near them. So there are certainly tactical reasons to destroy them, even beyond the XP, samples, and requisition points.
The only two things that permanently increase the spawn rate is killing outposts and completing main obj. If you kill outposts that increase will stay, unlike side objective increases which stop once you're out of range. It's an okay reward in exchange for making the rest of the mission that much more difficult. It's better to just not worry about them to avoid the fights where you can as you'l still get a hefty reward for co.pleting the mission and side objectives
@@KTheStruggler Sure but it depends on the players' needs. Most people end up Sample starved rather than Req starved. Also, there's no increase in spawns for the first 50% of outposts on the map, and even when they're all gone, the increase is 17%. Given how late into a mission most groups are killing the last spawn, that's like 2-4 more patrols at worst, in exchange for potential 12+ samples and hundreds of XP. Obviously people shouldn't jeopardize mission completion for them but "Do as many as you can without risking running out of time/reinforcements" is very different from "There's no reason to do them."
Also, democracy.
@@keeng Oh my bad I brain farted and missed where you said samples. That is a good point and why I go through outposts but I usually don't if I'm playing solo for the reasons I mentioned
Destroying Outposts -> More Patrols
This is so counter intuitive....
Not necesarily imo, if someone is destroying buildings in your neighbourhood, surely the residents and/or police would start to send more patrols? Imagine the same thing in game. "someone is destroying our nests, we better find them"
@@CrazyDutch91Except where are they getting the troops, when we're literally taking out the source?
@@dojelnotmyrealname4018 it's not the only source though, its just one area where the bugs surface from. Bugs are everywhere underground, thats why a bug breach can happen anywhere, they are literally bursting from the underground.
Short answer. Outposts create heat if you are close to them. heat = faster patrol spawns. Kill outpost = less heat in the area near it. BUT if you kill more then 50% the global heat rate wil increase (but not as much as the amount of heat you get from being near an outpost/objective.)
@@CrazyDutch91 This is a video game. Destroying the enemy spawners should mean fewer enemies. No mental gymnastics needed
Another thing I just learned a couple of days ago: You regen you stamina much faster if you're prone. So run until your stamina is empty, then throw yourself to the ground, crawl for about 3 seconds and your stamina is back to full.
Do you think it's a actually faster? I imagine being prone is much slower than walking.
@@wassentme1891 Well... I don't think it's faster than just walking without any stamina left. But if you need stamina quickly, that's the fastest way to get it.
Oh man! This is so good! Thank you so much. I've only just started and I'm really trying to get the hang of it. Apart form my keybinds being totally wrecked each time I play as I'm left-handed and use the numpad I'm loving it.
Radar first, drop samples (Ilost 10+ last night on one mission.), hell bombs (tee hee), forget fabricators.
thank you for not having a bunch of bullshit before/during/after each tip, very concise and good advice
Perfect video, It's a very high quality game.
In my experience, Tesla Towers and Shriekers CAN both hit you while prone if you're on uneven/sloped terrain in the wrong relationship to the damage field, but I haven't tested this extensively. Just be warned, it seems like it's an imperfect but useful trick.
Was about to comment this. I was prone last night and still got destroyed by them
Shriekers have a damage hitbox, so if the terrain puts you into it, they will still get you.
Tesla towers won't ever _target_ you while you are prone, but you aren't immune to it getting chained to you or it clipping you while it is targeting someone else. I had a teammate during a low stress time attempt to do a funny and tried calling me in next to my tesla tower while they were prone. I had arc resistance armor, and decided I would do a funny and try to TK them with my tesla tower by having it target me. It took a few tries since their shield protected them a bit; but I did manage to TK them while they were prone.
In short if you want to go prone next to a tesla tower, wear arc armor or a shield backpack, it will help you survive a stray arc.
love to see orbital precision strike getting the love it deserves
If you're on fire, you can dive to the ground to put it out.
I can't confirm this part, but I feel like diving also helps with being slowed from the poison spitters as well. I also recommend diving during tremors or other stuff that would stun or slow your character. It really helps you move around in tough situations.
I didn't expect to get much out of this honestly, but this was very informative.
I enjoyed this vid but think I'll probably not watch anymore tip vids because I want to figure alot of this out ourselves. This game is super fun and a breath of fresh air so I don't want to rush that experience. Some nice tips in here though and quality upload so thanks ❤
Takibo, can you make a video about a whole operation? Like you clearing 3 mission in a row, I think it would be great, thankyou
Yes please 🫡
That's gonna be like a 2 hour video
Asking because I'm genuinely curious, how would that differ from just 3 vids of one mission each? Are there particular missions you want to see him complete? Because that would be a super long vid and there's downsides for that.
How's this any different than any of his full mission run vids? It's not like the operations have specific sequences that would be different than any individual mission.
Well, couple days a go I saw another youtuber's video about a whole operation in one video, and that leads me to asking if takibo can do that or not. I really like every single mission takibo have been play, and I just curious if he can do that or not.. And It's okay if he can't do that
When using the eagles, they all go from side to side from where you’re standing. Except for the eagle strafing run. It will start close to you and run a trail of projectiles away. It’s best to throw this strategem kinda close to you. Depending on how close the enemy are. And if they’re in a fatal funnel, that’s where this eagle shines.
Also when getting overran by hunters, when they hop on you, yes, melee, you’ll have a better chance from them to hit you, then if they hit you, dive, stim, or melee again whist on the ground and then stim. You can perform a melee in the prone position also.
We hear that the arc thrower is getting a massive buff. I wonder if it will also support the buff on the blitzer. I run it with the laser guard dog on bugs and t for the bots, I use the other AR type guard dog. It helps me locate the next direction of enemies, plus it can target airborne targets, mostly laser dog for the shreikers, where my blitzer can’t reach them. Only if there’s no more ground enemies first, then it will attack the shreikers.
Another tip for the shreiker towers, usually three, I’ll run with the commando support weapon as I’m running towards the nest, I’ll also have the eagle 110 rocket pods and OPS. As I’m running up and getting followed by the enemy and don’t have enough time and skill memory to dispatch the hell bomb, I’ll have the commando at the ready, toss an OPS in the nest, sometimes I can hit two of the closer towers and then follow with the eagle 110 rocket pods and if there’s one left, I’ll dispatch it with three shots from the commando. I can do this faster than using a hellbomb, because if you’re swarmed, they’ll usually destroy the bomb first, or will kill you as you’re typing in the code.
But it all depends on the level of tenacity of the enemies. Our best team strategy is that most of us will have long distance heavy hitting support weapons. AC, commandos and or EAT’s & quasar cannon. We all will call out left right and center for the towers to knock them out before a single shreiker can spawn.
I love this game, my son pointed out to me that I have over 1000 hours in it, I was shocked myself. I just hope tomorrow or sooner, that they fix the social system. It’s been a hassle to play this game with friends and family members.
I’ve never played or experienced such a cool game like this. Even watching all of the other games available, warhammer 40k, Elden ring and cod games just have not fared to what I see as of explosions and excitement and quick action as helldivers 2. 😊
Also mention where not to land with your drop pod. Hulks are safe, they’ll explode before you “spawn”. But tanks blow up twice.
Neats can kill you if you land too deep in one.
Landing on a burning exosuit or on fire in general WILL set you on fire, but obstructions like the exo can also get you stuck… while burning.
Titan corpses and downed dropshis can trap you underneath them as well, they disappear after ~1 minute though
Extra Tip for the Anti Materiel Rifle for NoScoping.
Just turn your crosshair to "Always show"
The reticle disappears when you pull out the AMR
it still doesn't show anything in 3rd person even with that option on
Man! I can't wait to use these when I get a computer that doesn't start smoking when I try to run the game!
I just started playing last night and I dropped down on a planet and tried to save some people and it went horribly because I didn't do the tutorial somehow.
I figured out how to do the tutorial so tonight I feel like I should do a lot better..... Damn bugs!! WE GET YOU SIR!!
I can't tell you how much I appreciate that this video has no intro. Just straight to the information that I'm actually watching the video for.
For a better chance of the orbital railcannon to one shot Bile Titans, throw the beam centered(very important) in between you and the bug while it is facing you, preferably spitting. It will automatically line up towards the bug heading towards its head, this lends a much higher chance of it sticking in place for a headshot!
That´s one of the most helpful videos for H2 that i´ve seen so far! Thx a lot, Bro! Highly appreciate it 🤩
Another good tip for the SEAF Artillery loading, if you press E to pick up a shell and immediately switch to a weapon, the shell will be launched forward, usually a lot faster than spamming E.
woah great tip, need to check that out and thanks o7
What other reason other than democracy do you need to close all big holes all the time? Treason is a crime.
Yea I heard treason when he said that.
Here's an "advanced tip": Take the Scorcher plasma primary vs bugs, and see how quickly it deals with random spewers from any range. Then proceed to never play anything else vs bugs again unless the balance changes. I've saved my teammates countless times, and it's so easy. Just keep an eye out for the disgusting green or yellow blobs, and tap them down with a few primary weapon shots.
No other primary comes even close to this performance. Superior DPS with good handling, reload times and accuracy to easily deal with moving shriekers (which are one shot by any Scorcher hit). The only weakness could be ammo, but it's not really a weakness if you calculate how much you get from your 6 mags.
Great video! Correction for tip 51: You do not need to fully charge the arc thrower before you are able to rapid fire it. You can begin rapid firing it with the first shot with no downsides. I am not sure how the rumor of needing to charge the first shot became so popular but it is no true
For tip 26: No-scoping, you can actually change the crosshair setting to always-on.
This is especially great with the Scyth which is an absolute hip fire machine
I'm confident that even if you have the crosshair to "always-on", you still don't get a crosshair to hipfire the AMR. I run with that setting myself. It's a limitation by design, you can only aim by scoping it. It even forces you into first person aiming when you aim with it.
Every diver should see this video!
I knew all but still enjoyed the video. Good job.
Now this video! This one? This is it! Actual tips & tricks. Liked 👍🏽
..and subbed
You have definitely been killing it with this game
Tested out laying prone for shriekers yesterday and they can absolutely still hit you when you're prone.
This is true. They totally annihilate you, in fact here's even a tooltip during loading screens that states you take more melee damage when prone.
The auto cannon can kill the illegal broadcast from across the map, two shot hulks in the face or three shot tanks in the vent, and the sound of the auto cannon shot hitting something can draw away enemies. And if you count 5 shots and reload you will never get the long reload animation.
Corrections to the video: an update added the name of the currently loaded SEAF Artillery shell and the Eagle does have one strike that goes directly away from you.
I just learned #21 yesterday. Having the drop ship wait outside of landing zone is a cool feature
according to a former community manager the amount of experience you gain from doing the outposts and side objectives impacts the amount of progress you make on a planet
Great tips, your videos help democracy greatly.
I think one useful tip is that Tanks can be blown up by 2 grenades to the top of the turret. Impact grenades make it easy, but basic grenades can also do it, just cook them for 3 seconds though.
Also, if you're feeling hardcore, don't bring a support weapon as points of interest may have a support weapon (the type that doesn't need a backpack).
I want whatever set up you have good lord this video was beautiful
Yes!! Autocannons can destroy bot fabricators. I thought I was mistaken cause I was hitting from angle. Thank you. I can solo for sure now.
1:19 I love how this clip about the Auto Canon leads into destroying the radio towers at 1:30 but *without mentioning the Auto Canon can destroy these towers from hundreds of meters away* & instead shows a fearless Helldiver running within 20m to throw a grenade at the tower instead (same with mushroom spore towers, for what it's worth). 💯
One thing I wanted to add to Number '34' the only exception to this is the 'Eagle Strafing Run' which will shoot its' gun towards where you were facing. So if you're looking North it will start shooting exactly where the stratagem landed making you not need to move that far back and will light up the ground towards North.
Not sure if it’s mentioned in the video but a lot of people don’t seem to realize that things like supply drops, sentry guns, etc actually can be used to destroy a lot of stuff like nests, factories, tanks, mortars, towers, laser cannons, even bile titan if you can time it to hit the head when it’s dropping in. Once I was fully out of ammo and a tank dropped in so I called in a resupply on it and obliterated it. Yes it flung my supplies around a little but still would rather have to trot a little for my resupply than having to take out a tank with a stratagem that would likely kill me and even if it doesn’t, still out of ammo after that and would need to resupply
Man, ignoring fabricators makes the whole map filled with enemies
9) Destroying nests/fabricators increases spawns... baffling. Would usually go out of our way to destroy them... but now...
What a backwards mechanic
yeah that doesnt really make sense in my opinion.
Yes, that's what I thought too. I've thought that the game has a little bit of strange 'UX' to it here and there, but this definitely takes the cake for something that is completely against what anyone would believe.
Thats kinda bullshit Bit i Guess they will come Out To investigate why there Nest get destroyed so makes Sense in a way
It basically decreases the timer increments between spawns of patrols. These patrols don't immediately see you though when spawning so its possible to still avoid them. Completing the main objective however will cut that timer down much more so its better to do the nests before the main objective if you are trying to complete everything
As someone else said in another comment, being near an outpost will also increase patrol spawns, to an extent where if you're near an outpost, you're just better off destroying it as the spawn rate increase from its destruction is not as bad as the increase from its presence.
I guess it's a system in place to keep a somewhat consistent enemy presence as you clear out the map, and you could see it as the enemy sending in more teams from outside the AO to compensate for their local losses I guess. After all, each operation takes place in only a small portion of enemy territory.
To quote the post talking about it :
"You might be thinking, "Destroying a lot of Outposts means MORE enemies?" The only accurate answer is "Sort of" because the destruction of an Enemy Outpost also removes its Area of Influence from the world. This means that the global spawn rate might go up but being in those areas of the map no longer increases your Heat. "
27 correction, deal with the little guys first, they'll quickly swarm you with fire and will be the ones calling in reinforcements, possibly more hulks and tanks. you can kite around the bigger guys sticking to cover
At first I thought you meant you had 27 corrections
He did say "generally" and that it's situational. I usually find that I follow that general format for taking bots out.
@@braydenreid7952 I used to also until the little ones kept freaking out and started dropping more big boys on me.
33. Orbital precision strike can also take out detector towere and stratagem jammers when they are off.
34. Im pretty sure the eagle strafing run specifically is the only eagle that always shoots a strsight line from where you throw the stratagem (so if u looking north, it will go S to N starting from where the stratagem beacon is)
3:26 That's not true. They even talk about it in a post about patrols that you linked
Yeah just a little clarification is needed that it attracts nearby patrols (if there are any) due to the noise from the cannon moving. Same goes for radio tower when the dish goes up.
@@braydenreid7952 It's just "heat" system. When you are near objectives or big nests there is area around them that boosts patrol spawn rates up to 50%
@Armetar "spawns more patrols when you are near specific areas that are part of patrols routes."
So it basicly does it, indirectly. At the end of the day, once you hit those buttons it will make noise that will attract someone. 100% of the time.
@@NoESanity Yeah this is a case for all objectives and almost all nests but activating the terminal has no effect on spawn rates
what are your thoughts on the localisation confusion booster Takibo? would love for you to cover it in a video sometime. i can't see it being great for solo (or anything being better than the stamina booster), but maybe it's worth the slot in a four person group to help prevent those infinite breach loops
Immunity while from tesla tower while prone was new to me - great tip if you need to recover samples from a dude who ran into it without having to destroy it first.
Also 500k destroying Sauron tower is useful, as they often bug out and you can't call in Hellbomb or when you call it it often bounces off the hill on which those towers are often situated.
Adding from my side: if a Jammer has a fabricator attached to it directly, destroying the fabricator will take the jammer with it, without the need to storm the fort and activate the terminal.
Depending on terrain, going prone will not always save you from a Tesla tower. I've seen people get zapped trying to crawl past a tower that was on lower ground.
One tip I learned: Chargers can run into each other. They get stunned and stay down for a while after that, giving you some space
This is a really great video! Thank you! There were some items I already knew, but this gave a lot more to watch out for!
Lots of value in this video. Well done.
thanks for the informative details!!
was that a rage quit at 4:23....? :D
FINALLY a tips video where the person ACTUALLY knows what they're talking about and isn't a complete egghead about it
Thanks!
You're welcome, thank you for supporting the channel ❤️
I had no clue going prone put out fires this would have been so useful
tip 52 - charger bowling - it's a thing. You can use them to disrupt smaller enemies when they begin the charge animation.
Another thing about reloading
You can cancel animations with it. The Recoiless is a great example. The moment you fire it, hit reload (my finger literally hovers over R when I'm about to fire the RL), you'll skip unnecessary animations. Speaking of which, watch your ammo counter on the Recoiless when reloading. You can skip a lot of the animation too by switching back to your primary when you see the black ammo counter turn white. This won't increase your ROF but it means you're not stuck in place as long!
Additional reload tech can be used with weapons like the Eruptor on its last round; fire your last round and immediately press reload, you'll skip the bolt cycle animation. Basically anything with a slow, manual ROF really benefits from this tech. And, yeah, I can't stress enough, don't run your guns empty. Try to milk the mag almost completely dry but don't empty it. Almost all of your weapons take substantially longer to reload when empty, it's not like COD or BF where empty reloads are negligibly longer. Top your autocannon off, top your mag tube shotties, top your Senator revolver (though the speed loader is a huge improvement)
1. the call in is per group of people, of you come in from 2 sides with 2 players they WILL call in 2 support at the same time, record i managed with friends was 4 support call ins at the same time (bots)
2. prone does not save you from tesla tower it just makes it very unlikely it shoots you but if you wait long enough it WILL shoot you even prone, i died often enough being prone from it.
3. the arc thrower also doesnt need to charge the first shoot, its not as fast as later shots but you not need to full charge it.
4. not all eagle strikes are Perpendicular
Awesome video, I like concise to the point stuff like this. And all your full games too
I love this no bullshit approach of your video. So many good tips, thank you
Thanks for teaching us how to better dispense liberty!
as for tip 39, Stalkers *always* know where you are, they can smell you.
Yeah, these bastards take closest route directly from their lair to the player. Fortunately they only attack if the player is close enough and it's foreshadowed by battle music.
Some great tips! Even for Helldivers with some experience. Thanks!
Autocannon can take out illegal broadcast towers from miles away. I’ve found out that the quickest most efficient grind for everything except samples is doing a diff 2 illegal broadcast mission. Drop at extract. Call in autocannon. Snipe illegal broadcast. Call extract. In and out in ~3 mins if you have a good sight line from exfil. Easy 200 xp, ~1000 requisition slips, and 2 medals
this video taught me my monitor can put a crosshair on my screen.
Is it a skill issue or should we have more time to take out an enemy when they call for drop/breach. It seems instant to me and there's no opportunity to stop them.
It's a skill issue. No offense. True, a lot of times it can be difficult to stop a patrol call in but it is fairly easy to avoid most patrols or set up a good ambush for ones you can't avoid. Your map and it's radar are your best friend. I suggest binding map to middle mouse button or another easy to use mouse button. You should be looking at it constantly, scanning for patrols and choosing your routes or ambushes accordingly. Hope that helps.
@@Unit-kp8wmyour talking about a separate thing entirely. They were talking about having more time to kill enemies actively calling for reinforcements. Your talking about ways to avoid/deal with patrols. Two different things
Well, considering how fast the enemies that can call reinforcement die, if you had more time to take out an enemy in the middle of his call it would probably make it way too easy to interrupt. The bugs that can call for reinforcement die pretty quick (for the smaller ones just one or two shots from the base AR is enough to drop them, warriors and hunters still die pretty quick and only the Hive Guard and Brood Commander are an expection to this, but it also feels like they call for reinforcements less often than the others), and for bots the only one that can call in help are the standard infantry guys, that also die quite quickly.
I feel like the difficulty in interrupting an enemy calling for help is on purpose, though. You have an opportunity to stop them if you're quick and lucky enough, but clearly the idea is to stop them from even trying in the first place.
Didnt know like 96% of these good job thank you
One more artillery tip. When you pick up the shell just press the map button and it will cancel the pick up animation and the shell will fly to the direction where you faced.
For tip no. 26 - in options, you can change the reticle to always appear on screen for no-scoping with weapons.
I didn't realize you could beat a bile titan by offering it a hug. Who would have known that they just need a little bit of love?
Wow. So much to this game I didn’t know. Amazing stuff
I've noticed with artillery, when selecting it from your stratagems, it does tell you what your about to fire just below it.
Absolutely fantastic video mate. Liked and subbed. Thank you
9:07 Tip 34, the eagle strafing run is the only exception, which fires along the same axis that you through the stratagem in.
Just finished making a tips video of my own, and of course that's when TH-cam decided to start suggesting other tip videos to me.
Alas, most of the ones you showed here are ones I already knew. _However_ , I did not know that being prone would stop Shriekers from being able to hit me. In the past, I'd set down turrets to protect me from them while I sniped their nests. This completely nullifies the need for such strategems. Thanks for that tip!
not sure about prone, but they can definitely hit you in the back while running, so use his tips with caution
almost 300 hours but didn't know everything that's mentioned in here. 👍
Tip 34: the strafing run will go from the point where you call it in to some meters forward from you. It's the only one that doesn't go perpendicular to you
Man, in each of your videos you say like 5 pro tips. Love your content :)
Something I find useful is to always have a tiny amount of damage where possible so that you're at 90-95% health when going in to hot spots. This way if you need to retreat then you can stim for double the stamina.