r/LowSodiumHellDivers

New helmet

New helmet

I’m really hoping this armor’s passive ability is something new especially since the description indicates it was created using Squid blueprints, but if it isn't something new, then I hope it offers Arc (50%) and explosive (50%) resistance, given that a portion of squid ranged attacks consists of these damage types.

u/Gloomy_Pineapple_996 — 22 hours ago

The new Super Earth flag still has the price tag attached.

I just spotted in the new art that the flag still has the price tag attached. I imagine they had to buy a new one after the previous flag we saw got more and more tattered and destroyed with every title update art.

u/DoctorPayne999 — 1 day ago

Best primaries to slaughter Wretches?

I can kill Crushers all day, every day; they're easy enough to counter, but I am getting skullfucked by Wretches.

I tried the Trident, and it shreds, but it has such a small charge per battery, so it's easy to get overwhelmed and screwed coz they come in packs of eight, four and five at a time.

I tried Purifier, but it doesn't kill them fast enough for how much charge it has per battery.

My DE Sickle has the same issue.

I tried Cookout, but the knockback stun does NOTHING to them.

I'm currently trying Incendiary Breaker with middling success.

What weapons have you found the most success with against these irksome discount necromorphs?

**EDIT**

Thanks so much for all your suggestions; I didn't expect to get this many so quickly! Thank you! I'm going to try a bunch of these out and see what works for me.

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u/skynex65 — 1 day ago

Did we somehow lose two members of the elite research team? The most recent dispatch does not match the major order briefing console in the ship.

u/meowmeowm1x — 1 day ago

SEAF, Stealth, and Operation types/changes.

I love the new heavy seaf presence modifier, but it has one MAJOR problem. It completely murders stealth as a playstyle. An enemy looks at you regardless of if they are aggo'd? Spawn in the seaf. Sneaking around a large amount of enemies? The helldiver must be surrounded, spawn in the seaf. Seaf far away and at max spawns so they won't spawn on the stealthdiver? Brave seaf soldier fires from 50+ meters away to alert the entire base to their presence (because enemies aggro to whoever is closest regardless).

So how do we solve this issue? I would try to expand upon the operation system by changing Commando, Standard, and new introducing Frontline Operations.

For Commando operations, next to nothing would change except being available for all fronts with missions that have a similarly stealth theme. For the illuminate missions like: Destroy exospire, Condemn illuminate experiments, Eradicate void blossoms, Destroy gazer spires, with possible reworks to make them more stealth friendly (like gazer spires no longer aggo the entire base if they spot you from across the map, or their gaze is now marked in the same way as a detector tower). Terminids will be hard to balance around stealth as they are the hardest faction to avoid detection from, although it IS possible. Missions could include: Extract research probe data, Cleanse infected district, Destroy spore lung, (alternate) Enable oil extraction. For additional general missions regardless of front: Retrieve recon craft intel and retrieve valuable data.

For Standard operations, all that I think would need to change is (only when the heavy seaf presence modifier is active) the chance for the seaf support modifier in an operation drops from 100% to 50-60%. This once change can enable stealth gameplay on HSP modified planets. As the, "
Just don't play," argument would normally work UNLESS the modifier is active on an aggressive campaign (like how it is being applied to the void right now).

For newly introduced Frontline operations the following modifiers will be active: Heavy seaf presence, Heavy enemy presence (increased enemy spawnrate, and patrols of the faction's flying units). Other changes include: 2 sub objectives are guaranteed to be beneficial (Seaf artillery, Sam site, Radar, with possible new ones thrown in), 2 sub objectives are guaranteed to be enemy owned (Bio-processors, jammers, detector towers, compromise automaton defenses, cognitive disruptor, stalker lair, etc), the final sub objective can be neutral, enemy owned, beneficial, or an additional objective like raising a flag or launching an ICBM (like what the gloom did). Frontline operations would also include seaf strongholds that are filled with supplies and are guarded by seaf squads. Once you destroy an enemy base the seaf will gain control of the area and can now be dropped in the surrounding area of said base. Enemies will also be spawning in increased numbers, and enemies start in the alerted state instead of their normal unaware state (meaning if they see you they will immediately become aggressive). Frontline operations will have a high chance to spawn on HSP planets, will be partially active on mega city missions, and can spawn near mega cities on planets without the modifier (as the seaf want to prevent more enemies from taking over the cities in defensive situations).

All of these operation types can be active on the same planet at the same time, and can be re-rolled if the options do not appeal to the host of the lobby. (Hopefully in a way that doesn't require the host to restart their game anymore.)

As for why I am doing all this for stealth, it's because its the ultimate alternate playstyle (IMO). With stealth you are trading lots of direct power for improved speed and easier objectives, to the point where with a stealth based loadout if you get caught in a fight you can't escape you are at a major disadvantage than what you would be otherwise with a normal loadout and have little to no chance of survival. Stealth being as much of a knowledge check as it is shouldn't be punished by NPCs who spawn in whenever they want and reveal your position to the enemy without it being the fault of the stealthdiver. The playstyle (with enough practice and a good loadout) can work on any front, sub-faction, and planet so why should a simple planet modifier completely remove the player's ability to use it effectively at no fault of their own?

u/CaptainSunny7997 — 23 hours ago

Watcher absence tag?

I just noticed the Watcher Absence tag on the Void source planet... let's goooooo! The purple lights were making me dizzy. I now just need to get off work 😂

u/revigos — 1 day ago

PS Codes for new Avatars

Found the codes from another thread. NA code worked for me in Canada.

UK : 3RPJ-TAR4-C72P

North America: N7TM-CPAQ-E89P

Other : ENR6-2E7R-77QX

ETA: Using the PlayStation app or on your console go to the store and use redeem code

u/ThisWickedOne — 1 day ago

IMO i would prefer if lvl25 paint jobs looked like this instead of the ones we have.

I don't think Venus and Night look bad per se but for a "prestige" skin i'd expect it to look more impressive imo. Gold detailing/ engraving might look cool too as long as its not too much.

u/Gizombo — 2 days ago

PSA: Crushers Have Regeneration

Not sure if I'm just late to the party on this, but I only just learned that they will heal damage to everything except their head after 0.5 seconds of not taking damage. Burst them down fast if you're trying to chew through them or get really good at popping helmets. It explains how they can often feel way tankier than they should if you're trying to pick away at them.

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u/Canabananilism — 2 days ago

Is this a good time to suggest this One True Flag rework again?

I think the image speaks for itself, so I'll just offer my own thoughts on why this would be an improvement over the current flag.

First, tell me which of these two options you prefer?

Using a spear that takes up your support weapon slot and only slightly stuns enemies, in addition to knocking them towards you, even though you have a secondary weapon that does practically the same thing (the stun lance).

Or, on the other hand, being able to use your secondary weapon while carrying the flag and still have your support weapon slot free.

My conclusion is that the value of the flag, besides its patriotic value, lies in its ability to attract the attention of enemies, and not in its capabilities as a melee weapon. In that context, I prefer to at least have my one-handed weapon available to defend myself while waving the colors of Super Earth.

Besides, guys, it would look incredibly cool, wouldn't it?

u/Yurishenko94 — 2 days ago

I feel a storm brewing

Screenshot I took last night. 82 devs were on cyberstan. I took a break from the game is this normal or are they planning something diabolical?

u/ArcticProto — 2 days ago
▲ 6 r/LowSodiumHellDivers+1 crossposts

New Illuminate enemies?

I was away on vacation, and now that I'm back I was excited to check out the new warbond and play the new Illuminate enemies. Except when I play Illuminate missions, I do not see any new enemies. I feel like I must be missing something, there's no way they would not have any planets with the new enemies this soon after launching them. Please help.

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u/PurpleFugi — 1 day ago

Hold my Primary I’m going in

I married the Bolt Pistol, I spent over 400 SC to get the light sheriff armor. Grabbed myself a supply pack and an expendable bullet storm for when the chaff piles up and a melta mine for when I need to run. A sentry of your choice and a 500 kg. After preparations were complete I cleared multiple campaigns in the void and on Gatria on D10. The loadout slays…. -70% recoil allows you to follow up shots with accuracy. You become a sloppy sniper at rang an absolute wrecking ball at close ranges. Weak points are NOT required to drop enemies, if you’re getting swarmed shoot the ground and the chaff gets stunned, drop a melta “near” a spawner and shoot it with the bolt pistol and problem solved, it kills Gazer spheres in one shot, fleshmobs aren’t a problem although they eat a whole mag and don’t even get me started on the bug front. I call it “BIG IRON” and I’d love to see what y’all think of it. I have over 1500 hours and missions have never been so easy!

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u/PraetorLessek — 1 day ago