helldivers_2_warbond_concept
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| helldivers_2_warbond_concept [2026/04/24 17:51] – ultracomfy | helldivers_2_warbond_concept [2026/04/24 21:29] (current) – ultracomfy | ||
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| <WRAP centeralign> | <WRAP centeralign> | ||
| <fs xx-large> | <fs xx-large> | ||
| + | |||
| + | Not really entirely happy with this | ||
| ====== Armor & Armor Passive ====== | ====== Armor & Armor Passive ====== | ||
| - | **Armor Passive: Democratic Targeting Implementation Chip**\\ | + | <wrap em>Armor Passive: Democratic Targeting Implementation Chip</ |
| - | Communicates with the Eagle targeting system to avoid shooting at or dropping live munitions near the helldiver. Shots or munitions that would damage the helldiver are shot or dropped in the nearest safe spot instead. | + | <wrap hi>Communicates with the Eagle targeting system to avoid shooting at or dropping live munitions near the helldiver. Shots or munitions that would damage the helldiver are shot or dropped in the nearest safe spot instead.</ |
| Idea: Enable aggressive Eagle plays at the cost of accuracy for the shots that are diverted, which would especially affect single-drop stratagems like the 500kg. Probably very useful for low to medium skill players, but diminishes in use as players get better at 1) utilizing their mobility to get out of Eagle shots and 2) predicting where the beacon should be thrown. At higher levels, it can still be useful to get bailed out of getting blindsided by Eagle beacons from other players, and may find some high skill strategies that require throwing the beacon at one's own feet. Eagle does NOT account for player movement direction when selecting the nearest safe spot, but it DOES account for the -90% explosive damage when diving, so it may still kill players that don't dive away from it. And, obviously, it accounts only for divers wearing the armor, so a diverted 500kg may be dropped on the feet of someone else even though they are nowhere near the beacon. | Idea: Enable aggressive Eagle plays at the cost of accuracy for the shots that are diverted, which would especially affect single-drop stratagems like the 500kg. Probably very useful for low to medium skill players, but diminishes in use as players get better at 1) utilizing their mobility to get out of Eagle shots and 2) predicting where the beacon should be thrown. At higher levels, it can still be useful to get bailed out of getting blindsided by Eagle beacons from other players, and may find some high skill strategies that require throwing the beacon at one's own feet. Eagle does NOT account for player movement direction when selecting the nearest safe spot, but it DOES account for the -90% explosive damage when diving, so it may still kill players that don't dive away from it. And, obviously, it accounts only for divers wearing the armor, so a diverted 500kg may be dropped on the feet of someone else even though they are nowhere near the beacon. | ||
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| Comes in Light (" | Comes in Light (" | ||
| ====== Booster ====== | ====== Booster ====== | ||
| - | **Combat-Focused Eagle Training**\\ | + | <wrap em>Combat-Focused Eagle Training</ |
| - | -65% call-in time for Eagle stratagems, +50% Eagle Rearm time. Eagle can be used near enemy air defense, but has to spend +30s in evasive maneuvres before it can be used again/sent home to rearm. | + | <wrap hi>-65% call-in time for Eagle stratagems, +50% Eagle Rearm time. Eagle can be used near enemy air defense, but has to spend +30s in evasive maneuvres before it can be used again/sent home to rearm.</ |
| Idea: Speedy Eagles. Essentially increases helldiver Eagle accuracy but risks teamkills and the like. Pinpoint accuracy increases Eagle effectiveness, | Idea: Speedy Eagles. Essentially increases helldiver Eagle accuracy but risks teamkills and the like. Pinpoint accuracy increases Eagle effectiveness, | ||
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| Thinking about making this the armor passive instead, as this is a pretty severe change to how Eagles play. | Thinking about making this the armor passive instead, as this is a pretty severe change to how Eagles play. | ||
| ====== Primary Weapon ====== | ====== Primary Weapon ====== | ||
| - | **Cruiser**\\ | + | <wrap em>Cruiser</ |
| - | Fires explosive darts that stick to their target and explode after multiple seconds. | + | <wrap hi>Fires explosive darts that stick to their target and explode after multiple seconds.</ |
| - | Idea: Darts deal no damage on their own. Capacity and handling of the Liberator Carbine, fire rate of a Grenade Launcher. Darts do not bounce and have no dropoff, fly somewhat slowly (compare to stim dart) and deal damage only after multiple seconds. Statistically, | + | Idea: Darts deal no damage on their own. Capacity and handling of the Liberator Carbine, fire rate of a Grenade Launcher. Darts do not bounce and have no dropoff, fly somewhat slowly (compare to stim dart) and deal damage only after multiple seconds. Statistically, |
| ====== Secondary Weapon ====== | ====== Secondary Weapon ====== | ||
| - | **Pelicaneer**\\ | + | <wrap em>Pelicaneer</ |
| - | Fires a salvo of three, high-powered autocannon rounds. | + | <wrap hi>Fires a salvo of three, high-powered autocannon rounds.</ |
| Idea: Long tube that fires a salvo with the damage values of the Pelican' | Idea: Long tube that fires a salvo with the damage values of the Pelican' | ||
| ====== Stratagems ====== | ====== Stratagems ====== | ||
| - | **Eagle Flyby**\\ | + | <wrap em>Eagle Flyby</ |
| - | Eagle makes an afterburner flyby close to the ground, stunning and disorienting unaware enemies. | + | <wrap hi>Eagle makes an afterburner flyby close to the ground, stunning and disorienting unaware enemies.</ |
| - | Idea: Sort of a revserse "Eagle Flashbang" | + | Idea: Sort of a revserse "Eagle Flashbang" |
| - | **Eagle Corkscrew**\\ | + | <wrap em>Eagle Corkscrew</ |
| - | Barrage of Eagle gatling shots in a circle around the helldiver nearest to the beacon. | + | <wrap hi>Barrage of Eagle gatling shots in a circle around the helldiver nearest to the beacon.</ |
| - | Idea: Eagle flies high up, then aims full down and enters a corkscrew spin, shooting in a circle around the helldiver closest to the beacon. Pulls out of the spin just before hitting the ground. Maybe can hear Eagle scream " | + | Idea: Eagle flies high up, then aims full down and enters a corkscrew spin, shooting in a circle around the helldiver closest to the beacon. Pulls out of the spin just before hitting the ground. Maybe can hear Eagle scream " |
| ====== Grenade ====== | ====== Grenade ====== | ||
| - | **Call-In Flare**\\ | + | <wrap em>Call-In Flare</ |
| - | Idea: Bright, red flare with red smoke that can be seen by Eagle even when stratagem beacons are jammed (jammer, ion storm, air defense, etc.). Prompts it to deploy one random available payload or, if it is currently on cooldown/ | + | Idea: Bright, red flare with red smoke that can be seen by Eagle even when stratagem beacons are jammed (jammer, ion storm, air defense, etc.). Prompts it to deploy one random available payload or, if it is currently on cooldown/ |
| ====== Emote ====== | ====== Emote ====== | ||
| - | **Radio Comms**\\ | + | <wrap em>Radio Comms</ |
| Like the "Call the Helldivers" | Like the "Call the Helldivers" | ||
| ====== Title ====== | ====== Title ====== | ||
| - | 0 Misses Academy | + | <wrap em>0 Misses Academy</ |
helldivers_2_warbond_concept.1777053075.txt.gz · Last modified: by ultracomfy
