helldivers_2
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
helldivers_2 [2025/08/23 11:30] – ultracomfy | helldivers_2 [2025/09/04 15:55] (current) – ultracomfy | ||
---|---|---|---|
Line 63: | Line 63: | ||
The point is, as a helldiver, you have a unique ability: You have what is essentially a //temporary invincibility// | The point is, as a helldiver, you have a unique ability: You have what is essentially a //temporary invincibility// | ||
+ | |||
+ | <WRAP center round alert 60%> | ||
+ | Seriously, this might sound silly, but it is not. Stims are the unit in which helldivers are counted. Do not run out stims. "But I am on full health" | ||
+ | \\ | ||
+ | Stim early - from pressing the button to the stim actually activating will take about half a second, during which the stimming can be interrupted((Unless you're diving, then it can only be cancelled with a ragdoll.)). It will take another bit of time to heal you from low HP to an amount of HP at which you can survive taking another hit. | ||
+ | </ | ||
+ | |||
==== 1.2 Diving ==== | ==== 1.2 Diving ==== | ||
- | Taking damage will often stagger you. Staggering isn't quite ragdolling, but it will make you recoil for a moment and stop you from doing something - including stimming. This is particularly brutal with enemies that have combos (bugs, especially Predator Strain). This is where //diving// becomes | + | Taking damage will often stagger you. Staggering isn't quite ragdolling, but it will make you recoil for a moment and stop you from doing something - including stimming. This is particularly brutal with enemies that have combos (bugs, especially Predator Strain). This is where //diving// becomes |
==== 1.3 Survivability ==== | ==== 1.3 Survivability ==== | ||
Line 74: | Line 81: | ||
Survivability also means your ability to take a hit in the first place - stay at max health. Being at reduced health is an idea for stim conservation - which is great if you know how the game works and have things under control, but it essentially means that you can take one or two less hits before death; a lot of time in Helldivers terms: If a hit takes an enemy 0.2 seconds, that's 0.2 seconds less you get to react to a hit you didn't see coming. And it also means that some hits that don't ordinarily oneshot you //WILL// now oneshot you. Stay. At. Max. Health. You can learn damage [[damage breakpoint|breakpoints]] later. | Survivability also means your ability to take a hit in the first place - stay at max health. Being at reduced health is an idea for stim conservation - which is great if you know how the game works and have things under control, but it essentially means that you can take one or two less hits before death; a lot of time in Helldivers terms: If a hit takes an enemy 0.2 seconds, that's 0.2 seconds less you get to react to a hit you didn't see coming. And it also means that some hits that don't ordinarily oneshot you //WILL// now oneshot you. Stay. At. Max. Health. You can learn damage [[damage breakpoint|breakpoints]] later. | ||
- | Helldivers 2 gives you all kinds of options to increase your survivability. Take a jump pack. Bring a shield generator. A walker. Bring a gun that stuns/ | + | Helldivers 2 gives you all kinds of options to increase your survivability. Take a jump pack. Bring a shield generator. A walker. Bring a gun that stuns/ |
Additionally, | Additionally, | ||
Line 98: | Line 105: | ||
==== 2.2 When you are NOT on an objective ==== | ==== 2.2 When you are NOT on an objective ==== | ||
- | **Anytime you are not on an objective**, | + | **Anytime you are not on an objective**, |
Generally, if you're at A but you need to be at B, why fight enemies at A? Just go to B. And B can be whatever. It can be the next mission objective, it can be a shiny, a side objective, whatever. It is important to have a B. As a Helldiver, there is no dawdling around, you always have somewhere to be next. Once you reach B, you will work on the objective and the second the objective is completed, you should already have a new B to go to. Don't fall asleep. | Generally, if you're at A but you need to be at B, why fight enemies at A? Just go to B. And B can be whatever. It can be the next mission objective, it can be a shiny, a side objective, whatever. It is important to have a B. As a Helldiver, there is no dawdling around, you always have somewhere to be next. Once you reach B, you will work on the objective and the second the objective is completed, you should already have a new B to go to. Don't fall asleep. | ||
Line 112: | Line 119: | ||
===== 3. Team ===== | ===== 3. Team ===== | ||
==== 3.1 There is a team game in Helldivers ==== | ==== 3.1 There is a team game in Helldivers ==== | ||
- | Ultimately, Helldivers also has a team aspect. There are skills you need to know for yourself, independently, | + | Ultimately, Helldivers also has a team aspect. There are skills you need to know for yourself, independently, |
The team can be considered to be a modifier to all the things previously discussed. It is beneficial for some things, it is detrimental to others. For example, two obvious examples are Resupply usage and stratagem placement. Resupply is one of the major sources of stims - everyone relies on them, so it is imperative that everyone gets them. If you call in supplies only for yourself, this might lead to someone else running out of stims and dying because of it. Therefore, resupplies should only be called in when a substantial part of the team is present, or only in an emergency when strictly necessary to prevent yourself from dying. | The team can be considered to be a modifier to all the things previously discussed. It is beneficial for some things, it is detrimental to others. For example, two obvious examples are Resupply usage and stratagem placement. Resupply is one of the major sources of stims - everyone relies on them, so it is imperative that everyone gets them. If you call in supplies only for yourself, this might lead to someone else running out of stims and dying because of it. Therefore, resupplies should only be called in when a substantial part of the team is present, or only in an emergency when strictly necessary to prevent yourself from dying. | ||
Sticking with your team is cool, because having someone close by means fire support and stim support. In the same way that you can't die when you have stims, someone else can help you not to do die when you run out of them. That means taking a serious amount of damage before you can be stimmed - ie. it's very risky - but it's still very much useful. The real problem with the team comes from stratagem placement. There isn't very much to say about this - learn SOS diving and not communicating. Always expect an Eagle 500 on top of your goddamn head //at all times//. You might be behind a wall and a player thinks you're further away than you really are. A player might have just genuinely not noticed. A player might have thought that you would for sure see it. A player might have gotten ragdolled. A player might just be fricken stupid. Doesn' | Sticking with your team is cool, because having someone close by means fire support and stim support. In the same way that you can't die when you have stims, someone else can help you not to do die when you run out of them. That means taking a serious amount of damage before you can be stimmed - ie. it's very risky - but it's still very much useful. The real problem with the team comes from stratagem placement. There isn't very much to say about this - learn SOS diving and not communicating. Always expect an Eagle 500 on top of your goddamn head //at all times//. You might be behind a wall and a player thinks you're further away than you really are. A player might have just genuinely not noticed. A player might have thought that you would for sure see it. A player might have gotten ragdolled. A player might just be fricken stupid. Doesn' | ||
+ | |||
+ | Finally, the team is why the " |
helldivers_2.1755941450.txt.gz · Last modified: 2025/08/23 11:30 by ultracomfy