Why is it that one flag raising brings down the entire automaton millitary directly on your location, but they literally don't care about an ICBM being launched to destroy some important asset.
It's almost like even beings from other worlds find flags from elsewhere on their land as offensive as we all seem to, not saying they have any feelings so don't repost me to democracy officer 😂
I have been wondering the same. But people just call me sweatdiver. ICBM site seems to be made for defending unlike most Flag Raise areas with minimal to no cover. I think it would be fun.
raise the flag is the new "evacuate essential personnel" mission, minus the shorter timer and super samples gains all the drops all the time all around until the new speed-dials start dropping them on your heads. Meanwhile helldivers are still bounced 50 meters away from objectives via invisible hellpod repulsion sky barriers.
I've caught myself doing the same thing a time or two. The thermites being this good is a relatively new thing, and since this game came out grenades have not been an answer for heavies like hulks. And I know the moment I get used to them, they will take it away and I'll start throwing grenades at things they can't kill anymore.
Some players (especially new) can't even understand how bad things were and how players LEARNED to only rely on 5 good stratagems and running/diving Thawing out of it is not a very fast process
@LaserTractor idk ive been playing since launch, over 1k hours and i feel way more comfortable standing my ground and fighting enemies than ever before. Give me recoiless+purifier and maybe a sentry or 2 and im good to go lol
The Gold rule for Airbust is never shot it over corpses, and always change position after firing. Never shot it from the same place, cause chances are some enemies remains has flown near you, causing your rocket to explode in your face. Thats why for flag defense the Airbust users always have to stay at the flanks instead near the flag.
There was a bot corpse in the grass in front of you when you fired your pocketclussie. That's what it triggered on. Honestly, though, it should fly a minimum distance away before it can even be triggered off anything imo.
AH: Realism realism realism.. Real life warheads have a minimum arming distance before the charge can detonated. This is to ensure the operator doesn’t blown themselves up.
Yea this mission is insane now. They really need to add some natural cover to this objective because again... Bots shoot, Bugs don't which the developers don't seem to realize when designing maps / objectives for the same faction. Illuminate are also going to mess with the game likely.
Or at least make some of the cover objects a bit more resilient. The barrels/boxes scattered around don't do much when one enemy rocket or jump pack explosion will instantly obliterate them. Or just give us some way to make our own cover. Like, maybe a "Battle Position" stratagem, where it shoots down a hellpod that has two resupply boxes in one half, and a chest-high metal wall that unfolds in the other half.
@@BackwardsPancake Or just make maps based on factions so for bots you have Super Earth make sure that homes have more cover like walls or something and for bugs you have barrels of poison or something. The "one size fits all" is beyond stupid.
@@Sombriage jokes aside though, flag missions are extremely obnoxious at difficulty 8 or above on both fronts, partially because of what you already said, but also it's actually uncanny how easily you can get overwhelmed (thanks to infinite breaches and drops), and burn through your reinforcements, even with a decent team. And the worst part is, whenever you leave the proximity to regroup, the flag progress resets to zero. Haven't dodged this many missions since first TCS.
The raise the flag on bots has been the most fun I’ve had since I got this game. I hope this level of resistance becomes the norm for diff 10. Several times I was in teams when we lost all 20 reinforcements and still won
Same, it was complete chaos from start to finish. My friends and I lost 2 outta 3 flag raisings, we kinda have to bring optimal loadouts, but it's entirely doable if we are at least partially prepared. Perfect level of difficulty!
This mission would be hard enough if Factory Striders didn't drop...but they drop a lot. Having to be confined into a small space with bots coming from all sides is borderline impossible.
@@garydorsey4243 one Gustav team is enough so long as their aim is good & have a resupply close, random patrols can also show up so there has to be someone dealing with that. I thought 2 Gustav teams would slap a defense mission as well but just one can do it.
@@Rashed1255 These random patrols are annoying as hell. Had one mission trying to do exactly that, but a rocket strider from a random patrol just sent my flying miles away, and then all hell broke loose. A few seconds later we had 3 factories and 8 hulks, with more patrols coming from all sides.
it's a bit tricky sometimes. imo, you need to at least bring 1/2 people with rr/spear only to focus take down the reinforcement ship. i would recommend you for this mission to bring minimum 1 sentry stragagems to help shoot / aggro enemy
Y @mdaffadewantara5475 also worth noting you want your sentries AWAY from the flag, ideally ona perch with limited external visibility. Putting it into the middle of the flag area just brings out the "can i see the bullets from the mean side of the barrel?" darwinian side of most PuG helldivers
Yeah, the forced spawns can be surprisingly rough. But it gets way more manageable if you spawncamp them properly with the Recoilless. You can build up a pretty funny pile of dropship wrecks.
I like to think about it that SE weapon manufacturers QA has slept on this one and too many fuses in the missile are defective and end up activating prematurely, so it became 'russian roulette' weapon of sorts #dissidentpropaganda
OhDough: "I dont like playing with high level players because they only take the good stuff. " *joins randos who arent taking very good loadouts* *team proceeds to get reemed by bots for 15+ minutes on the very first objective because nobody can deal with anything properly* HMMMMM, Maybe there is a reason why players only take the good shit. because not taking the good shit leads to this exact outcome. *BIG THINK*
Low-key Level 9 & (SOMETIMES) 10 are easier than level 8 or 7 because people typically know how to play efficiently & keep things manageable once you're at helldive. Super helldive is still tough because it just IS, but i cannot tell you how much ive sweated lately when ive dropped down to play suicide mission & impossible. Edit: @19:20-19:35 that's the shit i live for
100% agree lol, most people on difficulty 10 (old 9 as well) are locked in and actually knows what they're doing so in some cases you actually get saved by them instead of carrying others in lower difficulties. I've yet to meet a troll too surprisingly after 500 hours since launch but maybe because I got extremely lucky and Asia moment.
The airburst is still not good, but not that bad, as shown in the video. To kill Hulks, you need to aim between the legs. It would be better if this support weapon could also shoot down drop ships like the recoilles rifle, (for it was advertised as an anty air weapon). @ 32:37 Airburst got triggered by a bot corpse. When you get a few sec back you can see it. Looks almost like a rock. It gets than covered by his character. @ 36:06 The same. The bot corpse just fell in a little hole in front of him. This is my favorite mission. on level 10 Helldiver you only need just 2 really good players with good loadouts. Dropping 3 turrets and having at least one recoilless rifle + resupply next to you is enough. One player focuses on the drop-ships and the other on the bots that slipped through. The drop-ships must be destroyed before they start droping the bots down or the bots will most likely survive. Barrages are not helpfull (too short, too inaccurate) If someone starts it without at least 10 seconds of preparation, it will end like this video. Best thing to do than is to back off, clean up and then run in with all the stategems NOT on cooldown. Once the flag dropped you need to start blasting with everything you have. People running around and looking for ammo/position/samples are not prepared for what is to come.
You also only get half the ammo represented on the backpack. Go watch for yourself. Load into a level 2 mission with the launcher. Then watch the warheads on your backpack during reload and pay attention to what happens when your character twists the warhead in to lock it into the launcher. Another warhead will magically disappear from your pack. How has not a single person noticed this!!!!!!!!
airburst needs an on-impact mode that just explodes all tge sub-munitions not flings them 4-8 meters away from the point of impact. less fireworks, more barrel of concentrated booms.
The AC flak and Airburst should not be triggering over corpses. They both have potential to be so good but if AH fixes it something else in the game will break 😂 devs are playing the longest game of whackamole ever
To take out a hulk from the front with the airburst, fire between the legs. That gives the best results since it lets you splash the back. The main purpose of the airburst is clearing big groups of medium and light enemies, though, any utility it has against heavy enemies is flexing it out of its intended role anyways. It does feel quite good at its intended role now, IMO. Although it occasionally has jank triggering, the triggering is mostly good and after the stealth buff the damage is finally good too.
Watching everything die to orbitals will never get old for me. I wouldn't mind special planets with special missions, some really difficult like going underground. Maybe they should allow visit to some planets that are IN THE BUG SPACE MIST! For an optional higher difficulty. Then you can have 'holdout' missions as well that throw twice as many enemies at you and we can RP Whiskey Outpost.
For kicks and giggles, you should do a few missions with the Deutsch voice lines. I've been playing with that for a while and it's pretty fun and funny. To me at least.
I was liking the airburst on eradication blitz missions, was killing entire bot drops with 1 shot as long as they weren't tanks. Team mates taking care of the heavy stuff and I was clearing chaff
I really hope we'll some more quality of life buff for the airburst like being able to toggle on or off the auto detonation. 9/10 I would prefer to hit someone or something directly so that the explosion is actually closer to the enemies instead of busting way too soon and missing half of the explosion (4:05 being a good example)
I did a level four raise the flag solo. Killed 466 bots and used up four lives on the first try. Take something to shoot down dropship. That is the play.
Smoke isnhella good for this mission as well. Ive been standing riht next to bots in Smoke and they dont attack me. Its not 100% reliable tho, i gotta do more testing but it appears that if they see you run into the smoke they will still shoot, but if you break line of sight before entering smoke your safe
You should start using (strategem friendly) rocks for better turret placement. Even the small rocks provide enough hight to not blow anyones head off when close and it gives them a lot more line of sight. Some rocks work, some dont but i guess thats a knowledge issue at this point.
Regarding the underground missions idea, the forest planets are a lot like that. Also God forbid I mention it, but maybe the old modifiers were a way of encouraging the diversity you mean.
Unfortunately the devs have said underground missions wouldnt be possible, but it would be cool to maybe see soms underground tunnels or sections, not sure if thats still out of bounds
I'm not saying I'm the reason this mission is there, but I did ask them everyday multiple times a day on discord to add this mission type to every difficulty back when it was just on low level. No need to thank me
They did supposedly "Stealth Buff" the Airburst Rocket, as they are calling it. Where it shares the same bomblet explosion as the Frag Grenade, meaning it does 500 damage a pop with tier 3 ap? So, potentially made on par with where it was pre-patch in your airburst launcher video, hopefully stronger? Still able to one-tap Chargers by shooting under, Imaplers by shooting the under-face or maybe the newlt discovered 'noggin' weakspot now. And Hulks by shooting between their legs-behind them, or normally more than one (2-3) if you were shooting at range toward their side at a patrol. Or a Scorcher. (Scorchers with the higher HP in the pre-buffdivers version sometimes lived a good shot landing right at their heels and needing an Eruptor or Crossbow shot, or two, or another Airburst.) Now it seems to be "*improved*" compared to what it was.
I do wanna yap a little as I'm a dude that started watching your content a little before Meridia/Viper Commandos, just before or just after I bought the game. Binged your channel and your content around the game, the nerfs sensible and not, the drama on the about 16 levels. And i've tried to show up in your community in streams and in videos early when I can because: "Shit, chu right." And you pretty much have been for HD2, and we mostly agree on the majority of game things. I think. I'm a larper and a MG enjoyer tho. 😂❤
@miemsliva4464 The airburst can nuke everything but the heaviest enemies. The buff makes it ridiculously powerful but its power needs careful aim as it requires aiming at the right spot to maximize the cluster releases. Namely firing under chargers or impalers (best when the head is down), or between hulk legs. You can nail gunships too. Its biggest weakness is the detonation on corpses or bug holes near you when you fire it. As for some reason, its still got a problem with proccing on dead stuff.
if i'm on FARM i want mostly-maximised efficiency, get in, grab the loot, get out. At almost all other times i just want some shenanigans and some fun with minimal anti-completion trolling/griefing. if that means someone is bringing a barrage only build and asking for a spare gun 10 mins into the match then you do you, happy to share the dakka.
They need to buff bot dropships HP or something, seeing dozens of them falling down one after another from barrages and all the other weaponry and getting a ton of impassable ugly textured wreckages with some bots stuck in them feels wrong and breaks immersion quickly
If at least 1 person brings Smoke for raise the flag its much more doable! The Line of sight change to bots makes Smoke actually usable!! If you can get 2 people to bring eagle smokes your pretty much set
Sometimes, certain players get booted out due to connection issues. The problem still persists. 😅 Btw, does destroying Outposts before raising flags help tone down the reinforcements?
While I do like how action packed this mission is, I think it’s a tad too intense. If AH reduced the dropships a little bit, and made it so flag progress doesn’t reset, then this mission would be 👌. Plus someone else said this and I agree: they should add the same amount of bot drops to the nuke missions. Those ones are a snooze fest compared to this and it makes no sense.
I've never said that the game is too easy and I have no qualms about quitting this kind of waste of time mission. We divers didn't like playing with a scuffed, busted arsenal, and I don't like playing scuffed mission types like this lmao.