
u/MrTristanbul

Since the Spear doesn’t feature a true top-down mechanic, I need to use some Brasch Tactics™
Which of these 2 looks better?
I really like them both, and they go great with the new helmet, but I can’t decide which one to use. They both have the same passive
TK-8 Tower Shield
How does this look? It’s for the bots, since the passive is fortified.
I WISH I COULD HAVE A FERRET
I live in California, and in 1933, and California classifies domestic ferrets as restricted wild animals under the California Fish and Game Code and Title 14 of the California Code of Regulations. You can’t get a permit for them, like… at all. They are fully illegal to keep as pets.
I see all these pictures and videos of ferrets, and all I can think about is how I’ll never get to care for one myself. It makes me so sad. Ferrets are legal in every state except Cali and Hawaii. Some luck for me, huh?
This good? I like running it with my One True Flag build
Will my diver die in style?
Two of my favorite armor combinations for the bots
Is this a better combination?
I started using the first combination recently, and I’ve been told that the cape doesn’t go well with it. I think it looks good, but after recently buying the Masters of Ceremony Warbond, I swapped the cape. I wanted to ask if it looks any better now? I like them both a lot
We need a greatsword as a support weapon: ALS-187 Claymore
ALS-187 Claymore
If there could be one thing I would want added to this game it would be an energy greatsword as a support weapon.
Imagine if there was an energy powered Greatsword. It would have 3 modes: Off, On, and Overcharged. It could function like energy weapons, with “Off” producing no heat, “On” producing some, and “Overcharged” producing the most heat. The blade features 3 different attack types, depending on the user’s inputs: Slash, Thrust, and Parry
Slash is for hitting enemies easier, thrust is for striking weak spots like devastator heads or hulk eyes easier.
(Parry reduces damage taken with proper timing. Perfect timing reduces damage by 100%, but only for hostile melee attacks)
When the energy blade is off, it functions as a regular melee weapon. It has a long range and deals good damage with AP 4. The user can fight with this mode indefinitely, but each swing consumes stamina.
With the blade on, it would deal more damage with AP 5. Functioning like other energy weapons, using it for prolonged periods of time causes it to overheat. If the blade overheats, it will be disabled. The sword will remain in its “Off” form until the ICE is replaced. This mode will always be safe to use, provided the user lets the weapon cool or has enough replacement ICE to reload it.
In “Overcharged” the sword disables it safety protocols, allowing the sword to be swung past it’s overheating threshold, at the cost of dealing gradual burning damage to the user, similar to the double edged sickle. The sword deals very high damage with AP 6. At this point, the Blade can be swapped for new ICE, restoring it safely.
If the user chooses to not swap their ICE, the heat the sword produces is recycled into more power, giving the sword AP 7 and the highest damage. In this state, the sword only has 1 swing before it explodes. This effect will dissipate after 1 minute. If the sword is swung, and it makes contact with anything, it will cause the weapon to detonate, killing the user instantly and possible killing or injuring any surrounding enemies or allies, and destroying the weapon in the process, so it cannot be retrieved after the user respawns.
However, there are ways to survive this detonation. The first, and easiest one: Being full health and wearing armor with 100 or more armor rating. If you are full health, you will survive the explosion. Any other buffs, whether it be explosive resistance or heavy armor, reduce the damage taken
Overheating
Mode - On
6 swings before overheat
Mode - Overcharge
3 swings before it reaches Hypercharge
Maximum Destructive Potential
For this explanation, we are going to imagine that the user has the sword in Hypercharge, and they are going to attack a factory strider. They swing at the leg once, and the strider is killed, but so is the diver. The sword has the capability to one shot factory striders, of course, at the cost of likely dying, and also losing the weapon.
However, the trick is to try not to trigger the Hypercharge, unless absolutely necessary. What that poor Helldiver didn’t realize, is that they had triggered the hypercharge from striking a few normal enemies, with the intent to kill the Factory Strider with the Hypercharge they just activated, unaware that if they swung those hits at the striders legs in overcharge, it would’ve died on the third hit anyway, and the Helldiver still would’ve been left with a Hypercharged blade afterwards, allowing them to kill another strider in the future. It’s all about technique and planning. Don’t use this weapon wildly, especially in Overcharge mode. Wait for your Heat Sink to cool, before attacking again. If you accidentally trigger Hypercharge, you can’t just reload like you would a normal energy weapon. You are stuck with it.
Alright, thanks for reading. This took me about 2 and a half hours to come up with, write, and edit. If I made any mistakes, on my logic or game mechanics, please let me know and I will edit my post. I’m not exactly an expert on this game’s mechanics. I only know what I’ve learned from playing. Hope you like my idea, because I just wasted 2 and a half hours making a concept that will never happen.
See you on the battlefield, Helldivers!
PS: Image is by Nano-Core
Edit: I made it so that the Hypercharge will dissipate after 1 minute. I feel like the fact that it will never go away is way too big of a nerf.
We need a greatsword as a support weapon: ALS-187 Claymore
ALS-187 Claymore
If there could be one thing I would want added to this game it would be an energy greatsword as a support weapon.
Imagine if there was an energy powered Greatsword. It would have 3 modes: Off, On, and Overcharged. It could function like energy weapons, with “Off” producing no heat, “On” producing some, and “Overcharged” producing the most heat. The blade features 3 different attack types, depending on the user’s inputs: Slash, Thrust, and Parry
Slash is for hitting enemies easier, thrust is for striking weak spots like devastator heads or hulk eyes easier.
(Parry reduces damage taken with proper timing. Perfect timing reduces damage by 100%, but only for hostile melee attacks)
When the energy blade is off, it functions as a regular melee weapon. It has a long range and deals good damage with AP 4. The user can fight with this mode indefinitely, but each swing consumes stamina.
With the blade on, it would deal more damage with AP 5. Functioning like other energy weapons, using it for prolonged periods of time causes it to overheat. If the blade overheats, it will be disabled. The sword will remain in its “Off” form until the ICE is replaced. This mode will always be safe to use, provided the user lets the weapon cool or has enough replacement ICE to reload it.
In “Overcharged” the sword disables it safety protocols, allowing the sword to be swung past it’s overheating threshold, at the cost of dealing gradual burning damage to the user, similar to the double edged sickle. The sword deals very high damage with AP 6. At this point, the Blade can be swapped for new ICE, restoring it safely.
If the user chooses to not swap their ICE, the heat the sword produces is recycled into more power, giving the sword AP 7 and the highest damage. In this state, the sword only has 1 swing before it explodes. This effect will dissipate after 1 minute. If the sword is swung, and it makes contact with anything, it will cause the weapon to detonate, killing the user instantly and possible killing or injuring any surrounding enemies or allies, and destroying the weapon in the process, so it cannot be retrieved after the user respawns.
However, there are ways to survive this detonation. The first, and easiest one: Being full health and wearing armor with 100 or more armor rating. If you are full health, you will survive the explosion. Any other buffs, whether it be explosive resistance or heavy armor, reduce the damage taken
Overheating
Mode - On
6 swings before overheat
Mode - Overcharge
3 swings before it reaches Hypercharge
Maximum Destructive Potential
For this explanation, we are going to imagine that the user has the sword in Hypercharge, and they are going to attack a factory strider. They swing at the leg once, and the strider is killed, but so is the diver. The sword has the capability to one shot factory striders, of course, at the cost of likely dying, and also losing the weapon.
However, the trick is to try not to trigger the Hypercharge, unless absolutely necessary. What that poor Helldiver didn’t realize, is that they had triggered the hypercharge from striking a few normal enemies, with the intent to kill the Factory Strider with the Hypercharge they just activated, unaware that if they swung those hits at the striders legs in overcharge, it would’ve died on the third hit anyway, and the Helldiver still would’ve been left with a Hypercharged blade afterwards, allowing them to kill another strider in the future. It’s all about technique and planning. Don’t use this weapon wildly, especially in Overcharge mode. Wait for your Heat Sink to cool, before attacking again. If you accidentally trigger Hypercharge, you can’t just reload like you would a normal energy weapon. You are stuck with it.
Alright, thanks for reading. This took me about 2 and a half hours to come up with, write, and edit. If I made any mistakes, on my logic or game mechanics, please let me know and I will edit my post. I’m not exactly an expert on this game’s mechanics. I only know what I’ve learned from playing. Hope you like my idea, because I just wasted 2 and a half hours making a concept that will never happen.
See you on the battlefield, Helldivers!
PS: Image is by Nano-Core
Edit: I made it so that the Hypercharge will dissipate after 1 minute. I feel like the fact that it will never go away is way too big of a nerf.
POV: Lady Liberty wants you to live
This is why I love Democracy Protects. There’s no better feeling than when Lady Liberty picks you.
Is this a good outfit?
I shared this in the main sub and am getting bombed with downvotes. I really like this outfit, and I thought others would too, but it seems like it’s not. I am not sure if the downvotes are from the people who hate the game but still play it, or people who genuinely don’t like it.
Can yall tell me honestly, what you think?
Edit: Yes I know it’s a well known fit already. I made it before I learned how many people use it. Not that it really matters though, I don’t really somethings popularity judge my use of it.
How do we have 2 stoic greens, 2 stoic blues, 2 stoic pinks, and no stoic red?
Before everyone tells me about lockdown redline, yes, I know it exists. In fact, it’s my favorite paint in the entire game.
Still, I find it funny how we have 2 greens, 2 blues, and 2 pinks, with no authentic stoic red. Not a rant post btw, just thought it’s funny. Lockdown redline is good enough
How do these players exist?
How can you be in the double, even triple gen digits and still be using this loadout? I swear to god I just played a match with 3 gen 100s, all using this exact loadout, and they all sucked. They each have 3500-4000 hours of playtime.
Edit: Also, smart pistol