Mod request - breach protocol path maker (not an auto solver)

He can someone make a mod where you can highlight the path u want to take in the breach protocol. Like not an auto solver one but one when a player can create a highlighted path to follow when time starts counting just so you don't have to memorize it in head.

reddit.com
u/Zdechlak2564 — 3 days ago
▲ 20 r/SaneDivers+1 crossposts

Some break points against crushers (giants)

Skip to bottom for recommended weapon pick.

- 1 shot helmet

Spear gun (the gas one)

Rail gun (safe)

Epoch (light charge )

Meltagun

- 2 shot helmet

AMR (on paper it's a one shot in practice two shots)

Bolt pistol

W.A.S.P (sometimes can kill in 2 )

Auto canon (sometimes it take 3 shots)

- 1 shot head

AMR

Dead eye

Purifier

Eruptor

Variable (volley)

Bolt pistol

Triden ( if it hits)

Loyalist (max charge)

Throwing knife

- 2 shots head

BFGL

Scorcher

Senator

Talon

Any marksmen rifle

- Special recommendation

HMG (if you have true grid best option otherwise very good with recoil reduction and still good with out recoil reduction)

AMR ( 2 shot to break helmet and another one to kill . You can save ammo and just break the helmet and switch to something else to finish the job)

BFGL ( runs out of ammo quickly but kills just as fast recommend supply FRV or good friend )

W.A.S.P ( more ammo friendly BFGL but with reload)

Laser canon ( 2 second to destroy helmet and one more to kill . Good for laser build or if you runs out of ammo frequently )

Spear gun ( good against both wretches and crusher but you will need supply pack)

Auto canon ( APHED against helemt, flak if there is no time to aim . Good again wretches too)

Bolt pistol ( good back up in general but a monster of a weapon if combined with gunslinger and supply pack)

Senator ( same as above but a bit weaker )

Talon (good for finishing disarrmored crushers and saving ammo )

Anything else is either too expansive, takes too long , is too hard to use , or in otherwise too impractical. Yes you can use hell bomb to blow up every but good luck with another kill while it is on cool down .

DON'T SHOT THE BODY UNLESS IT IS LAST RESORT IT TAKE TOO LONG ,TOO MUCH AMMO , AND IT CAN EASLY REGENERATE AFTER OR MID FIGHT

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u/Zdechlak2564 — 5 days ago
▲ 12 r/SaneDivers+1 crossposts

If you are running out of ammo on vote snatchers

I recommend

LAS-5 Scythe / LAS-7 Dagger

Or

LAS-13 Trident / LAS-58 Talon

Combined with Gunslinger armor passive

You switch from one gun to another and armor passive speed up weapon switching allowing you to non stop fire .

This works super well since you will get faster weapon switch from primary to secondary and the other way around.

This is enough fire power to fend off wretches and focused the rest of the loudout on flesh mobs and crushers tho I highly recommend bringing gas/fire grenade when they're too much of them .

Btw triden/talon is little bit better against wretches/votless , scythe/dagger is bit better against flesh mobs/crushers

u/Zdechlak2564 — 6 days ago

What are your favorite monsters in a ,, not a single though behind those eyes " category

For me personally it is dodogama from MHW

u/Zdechlak2564 — 22 days ago

My quick chart to guns . (guns to the left of ammo are the one you want || guns to the right of ammo are craftable/ammo guns

Hey edit here: It is just general chart what is useful to grab and if something isn't here its probably bearly better then nothing, has stright upgrade or in general is better to be unloaded and scraped . fell free to fix or add priority to each gun . I just made it for myself and I thought it coud be usefull for someone else

u/Zdechlak2564 — 25 days ago

I miss old Helldivers community

Main sub now is filled with LARPers and yes men's and unfiltered is just constantly miserable and over negative. I miss the old Helldivers community , new warbound idea, feedback, actual discussion on the game , strategy, fan arts , lore discussion. Now it is just infighting and spamming ,, warbound tomorrow " or ,, face the wall" . Yes there are still good or even great things posted and talked about, but it is an exception and not the rule . I miss the old Helldivers community that's all .

reddit.com
u/Zdechlak2564 — 1 month ago

I miss old Helldivers community

Main sub now is filled with LARPers and yes men's and unfiltered is just constantly miserable and over negative. I miss the old Helldivers community , new warbound idea, feedback, actual discussion on the game , strategy, fan arts , lore discussion. Now it is just infighting and spamming ,, warbound tomorrow " or ,, face the wall" . Yes there are still good or even great things posted and talked about, but it is an exception and not the rule . I miss the old Helldivers community that's all .

reddit.com
u/Zdechlak2564 — 1 month ago

I miss old Helldivers community

Main sub now is filled with LARPers and yes men's and unfiltered is just constantly miserable and over negative. I miss the old Helldivers community , new warbound idea, feedback, actual discussion on the game , strategy, fan arts , lore discussion. Now it is just infighting and spamming ,, warbound tomorrow " or ,, face the wall" . Yes there are still good or even great things posted and talked about, but it is an exception and not the rule . I miss the old Helldivers community that's all .

reddit.com
u/Zdechlak2564 — 1 month ago

Can someone explain what happened

Long story short I was a bit careless and unlucky and got hit by sound canon badly. My expirement had low sanity and it waS in great pain so I used a syringe with diluted fentanyl.It was 91/9 water to fentanyl racio . On a siringe it was saying that the overdose is 20ml but when I use it with 9ml of fentanyl I overdose . I used below half of the overdose value of fentanyl and somehow I overdosed on it . After that I turned on the chest rig (that device which works as your heart temporarily) and started working with the defiblilator to keep my heart working and then to start jump start heart again. But my experience still fainted and my chest rig seems to have failed. After that I didn't wake up. Ps I had a chest drain pump out blood from internal bleeding the whole time.

reddit.com
u/Zdechlak2564 — 2 months ago

Since when !?!?!

Has been playing on omnicron and SINCE WHEN HIVE WORLD HAVE BILE TITAN .
I never saw any during oshoune campain not to maintion underground

u/Zdechlak2564 — 2 months ago

Toxic and ice status/DMG + some weapon concepts

Toxic - DMG increase and armor reduction

Has two step threshold

1 Lightly coted 30%

- make weapons do full DMG regardless if a weapon match armor pen.

- example hitting hive guard forehead with liberator penetrator will do full dmg ( red hit markers ) . This doesn't change durable calculation . Only removes matching armor penetration penalty

(aka change white hit markers to red )

-make enemy visually inflicted

- bots will appear partially corroded

-bugs will be dotted with green goo

- squids will be covered with purple goo

2 Fully coted 80%

- Reduce target armor by one

- example hulk armor would go from heavy to medium

- make enemy visually inflicted

-bots will appear fully corroded and produce sparks when moving

-bugs will be dotted in green goo and will covered in chemical burn producing small smoke (non disruptive )

-squids will be covered with purple goo that is on fire , fire color will be blue

Specific interaction

- bots are weak against toxic status and accumulate it faster

- helldiver under the influence of toxic status are just inflicted by acid storn debuff ( aka just take more DMG )

- vehicles/turrets under the influence of toxic status take more DMG ( 1.5x - 2x)

- sterilizer would get this DMG type on top of gas DMG

Cold/ice stun and dmg increase

Incremental increase up to point

1 up to 99%

- increasing slow down target where 0% status is normal speed and 100% is immobilized

- increasingly reducing the durable HP and explosive durable where 0% status is normal and 100% is 0 durable HP and 0 explosive durable

- enemies become increasingly more froze . From 0-40 % enemies become covered in a layer of frost. 50-80% layer of ice shows and becomes increasingly more visible. 90-99 icecicle appears to grow on target .

2 100% status

- targets become stationary and unable to attack . Any attack becomes halted in a moment. Any halted attack will continue as normal when defrozen.

- enemy will lose all the durable and explosive durable HP and take 2.5x melee DMG any durable dmg will be added to normal dmg.

-example liberator shot will deal 90+22 dmg to frozen target . While combat hatchet will deal (240+120) x 2.5 . While breaching hammer would deal (with explosive cap) (300+150) x2.5 + 2200

- taking fire DMG will defrost enemy and deal 20% of the main health poll + 400 flat DMG to main health poll.

- Enemy will defrost themselves after 7,5-15 sec . Defrozening this way will not deal any DMG to the enemy.

Special interaction

- bots will be immune/ very resistable against cold/ice DMG (bots/cyborg lore being form ice planet )

- squid will be weak against cold/ice ( squids lore , they descent form aquatic creature , so they would be naturally weak to it )

- Cold planets would make freezing target 33% easier (status would apply 33% faster )

- hot planets would make freezing target 22% harder(status would apply 22% slower)

- vehicles/ sentries are immune

- friendly helldiver can melee frozen helldiver to unfroze him or deal fire DMG to him to unfroze him at a cost of frozen helldiver broken body part and 20% health (unfreezing by fire can kill helldiver and/or make him bleed )

Some weapon / stategem ideas

Toxic waste luncher

Granade lunchers type weapon that shot arching blobs of toxic goo that explodes on impact. High pen projectile and anty tank explosion .(Explosion deal most status with little DMG while project carry most od the DMG ) . Stategem

Cryo canon

Icy variant of flamethrower that spews liquid nitrogen instead of napalm . Strategem

Adder

DMR equiped with toxic payload . Programmable ammunition that would allow to explode payload in target to maximize status delivered or before hitting the target to create toxic explosion (and apply status to target with too big armor ). Med pen with low max ammo and high ammo pick up. Primary weapon

Entropy

Laser weapons that fire continues laser beam that freezes targets . When overheated it will explode (only visually ) and either light helldiver on fire and have quick realods or freeze the gun itself making helldiver break the ice and those realods longer . On cold planets it will only do cold realod variant . On hot planets it will only do fire realod variant. Fire limit is not affected .Light pen primary weapon . Med pen status

Toxic thrower

Flame sentry rearmed with toxic sluge payload . Fire in a little ark and target the closest enemy until it's 100% covered in sluge . Then switches to the next target. Deal high status and moderate DMG

Ice impailer

Auto canon sentry rearmed with freezing payload . Targets biggest enemy and shoots them until they are frozen . Then it switches to the next biggest non-frozen target . Can and will waste ammo on enemies that can't be frozen .

reddit.com
u/Zdechlak2564 — 3 months ago
▲ 2 r/HelldiversUnfiltered+1 crossposts

What if we had seperetl 5th strategem slot only for vehicle

Like you could've used it for FRV , tank , mechs or any other upcoming vehicle. This would make it so you can build more around mechs/tank . Or just use FRV for driving around the map . It would also make vehicles more appealing, since you could more freely use them . As well it would make heavy armor a more popular choice since you could drive FRV between enemies encounters .

It would be good as well if you can still pick other vehicles in the standard strategem slot . For example you could pick a mech on a standard slot and another one vehicle slot .

Pros

- mechs/tanks/FRV would be more popular

- would justify the mechs call limit

- would made heavy armor more appealing (since you could always have FRV to travel)

- reduce pointless walking (from enemy base to another or backtracking for POI )

- allow AH to make more utility base vehicle

Cons

- hard to implement

- may shift meta too much to vehicles

- would spiked helldiver strength ( tho encourage AH to make enemy harder).

reddit.com
u/Zdechlak2564 — 3 months ago

Nice day of fishing

seed

708327032

world seting

|{

"gameMode": "survival",

"playerlives": "-1",

"startingClimate": "temperate",

"spawnRadius": "25",

"graceTimer": "3",

"deathPunishment": "keep",

"droppedItemsTimer": "600",

"seasons": "enabled",

"daysPerMonth": "12",

"harshWinters": "true",

"blockGravity": "sandgravelsoil",

"caveIns": "off",

"allowFallingBlocks": true,

"allowFireSpread": true,

"lightningFires": false,

"allowUndergroundFarming": false,

"noLiquidSourceTransport": false,

"playerHealthPoints": "20",

"playerHealthRegenSpeed": "1",

"playerHungerSpeed": "1",

"lungCapacity": "40000",

"bodyTemperatureResistance": "0",

"playerMoveSpeed": "1.75",

"creatureHostility": "aggressive",

"creatureStrength": "1",

"creatureSwimSpeed": "2",

"foodSpoilSpeed": "1",

"saplingGrowthRate": "1",

"toolDurability": "1.25",

"toolMiningSpeed": "1.25",

"propickNodeSearchRadius": "6",

"microblockChiseling": "all",

"allowCoordinateHud": true,

"allowMap": true,

"colorAccurateWorldmap": false,

"loreContent": true,

"clutterObtainable": "ifrepaired",

"temporalStability": true,

"temporalStorms": "sometimes",

"tempstormDurationMul": "1",

"temporalRifts": "visible",

"temporalGearRespawnUses": "-1",

"temporalStormSleeping": "0",

"worldClimate": "realistic",

"landcover": "0.9",

"oceanscale": "4",

"upheavelCommonness": "0.3",

"geologicActivity": "0.05",

"landformScale": "1.0",

"worldWidth": "1024000",

"worldLength": "1024000",

"worldEdge": "traversable",

"polarEquatorDistance": "100000",

"storyStructuresDistScaling": "1",

"globalTemperature": "1",

"globalPrecipitation": "1",

"globalForestation": "0",

"globalDepositSpawnRate": "1.2",

"surfaceCopperDeposits": "0.12",

"surfaceTinDeposits": "0.007",

"snowAccum": "true",

"allowLandClaiming": true,

"classExclusiveRecipes": false,

"auctionHouse": true,

"playstyle": "surviveandbuild",

"worldHeight": 320

}

u/Zdechlak2564 — 3 months ago

Tip of the day [5]

This flying Doritos is the sole reason why 90% of iluminats mission goes wrong. So I'm gonna say everything I know how to spot it / kill it and in general how to avoid it .

- First of all how to spot them

Watchers will always have their scanner .

Scanner also indicates its mode

If it is blue (like in a picture) it is on patrol mode and hasn't spotted you yet . ( You can ignore it).

If it is purple it is on active search and looking for you. It will go around the building and go off the main path to get you. ( You need to kill it )

They can spot you from about 50m or if you fire at them.

Also you can differentiate them from obtruders by the scanner since obtruders don't have it and also have cable around them .

Quick thing to remember

scanner + no cable = snitch

No scanner + cable = just anoyence

- How to kill it

And I mean before they sent reinforcements

Stun weapons are super effective against watchers since they will stun them in a 1-2 shots and cancel it calling reinforcements.

(It also takes into account arc DMG from de-scalator and arc thrower)

Next best thing against them is the warrent since it will always kill it with full mag ( feel free to realods every kill to always be able to kill it ). To be precise you need about 3/4 of a mag to kill it

W.a.s.p is alsowe here but since it is suport weapon it's harder to fit

Any of these should kill it in one shot/charger/salvo

AMR ,

railgun,

variable (volley ) ,

purifier (full charge) ,

autocanon (flak) ,

spear gun ,

plasma accelerator (full salvo ) ,

amendment (full salvo),

I might missed something but that mosty it

- Bonus tip

Warrent max target range is graters than watcher detection range . So if you can't target it with warrent it can't target you as well

u/Zdechlak2564 — 3 months ago

Tip of the day [3]

This is gona be a litle bit of railgun glazeing but. Railgun can oneshot bunker turet from any side . {see pic 1}. Railgun allsow dosen't have any dmg falloff so you can shot them down from safe dystance. This is especialy usefull for this pesky fortess layout. Railgun allsow have standart 48m noise lvl so you can take down targets silently form this distance . Other worth mentioning break points:

- Mortar emplacment (1 shot anywhere) {pic 2}

- AA- emplacment (1 shot anywhere) {pic 3}

- War strider (1 shot to the eye, hip joint , heatsink) {pic 4 , 5 ,6}

- Gunships ( 1 shot to the thrster) {pic 7}

- Hulk (1 shot to the eye ) {pic 8 }

- Reinforces scout strider ( 1 half chagre to the faceplate) {pic 9}

- Devastators (1 halft/ 3/4 charge anywhere) {pic 10}

- Vox engin ( can kill it by shoting vent and overflowing dmg to main health poll. It hard to say how many since fighting it is very messy.[if I remeber corectly it shud take about 3-5] ) {pic 11 , 12}

- There are manny other break point but those needs more than 1 shot (Vox engin was just expeption)

u/Zdechlak2564 — 3 months ago