helldivers_2
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helldivers_2 [2025/08/23 11:43] – ultracomfy | helldivers_2 [2025/09/04 15:55] (current) – ultracomfy | ||
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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 ==== | ||
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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, |
helldivers_2.1755942238.txt.gz · Last modified: 2025/08/23 11:43 by ultracomfy