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Basically you are saying in order to make this Stratagem useful you need 4 Players to negate the cooldown. To me that supports the argument it needs reviewing doesn't it? You shouldn't need 4 people to make one stratagem useful.
I am not a very high level as I only recently started playing, but I am not convinced taking 4 shield generators instead of one backpack and 3 offensive stratagems would be the better option. Especially as the shield doesn't regenerate and just cuts out after enough damage or the timer expires with no warning that I have noticed.
It's interesting ideas you have proposed though to working around it's failings and others have commented on whether it could survive against orbital or eagle stratagems which would make it more viable potentially. All interesting, thank you for everyone's view points.
Oh wow it does regenerate ??? I honestly never noticed. It always felt like after the shield took X damage then it just shutdown. Maybe all it needs is a modification of the amount of damage it takes to be more or feel more useful?
https://helldivers.wiki.gg/wiki/SH-32_Shield_Generator_Pack (info is a little out of date)
- It starts growing back if damaged after a 12 sec day.
- If you totally blow it out: it takes 60sec to raise a new bubble.
- ShieldHealth is near your ammo-count, laser/sickle/quasar-cooldown, jumppack-cooldown.
Or it can be a decoy for you to run away
Having it not on a timed life and be able to recharge would in my opinion make it more viable.
In fairness, it basically hasn't changed at all since launch, and pretty much everything said is as relevant now as it was back then.
my friend and I take turns for soil missions
as many comments said, the value from having an offensive strategem is way better than whatever use this poop currently has. "best defence is a good offence" works in Helldivers 2.
smoke strategems are also useless as hell on higher difficulties considering there's so much stray fire they'll hit you no matter where they shoot unless you're using it strictly to disengage
It's most useful for hellbomb guarding(gunship factories).
You CAN also use it for advancing if there's not much cover, so you get a few seconds to pick your targets & clear them more safely without needing to block most of your sightlines for safety from automaton gunfire & rockets.
The relay CAN regen, but will be broken quickly because it doesn't regen to full before activating like the backpack does.
IMO, It deffo needs a buff.
It takes too long too deploy.
Has a really long cooldown for how long it lasts once active on high diff.
Once the relay shield is down, if it goes back up it's only up for about 1 second before broken again.
Permanent, no. I don't know if enemies target the generator, or if they destroy it by accident, while aiming for you. So you would have shield generator pockets all across the map if their current ai doesn't actively target the generator.
Enemies could also use them against you, which would be funny, until you need to throw 3 strategems to clear it because the 5 heavy & rocket devastators make getting into the shield & shooting them, way too dangerous.
The buffs i would suggest:
Faster call in
Slightly shorter cooldowns
full durability recharges like the backpack.
The max durability can basically stay the same since that more or less is plenty of time to let you breathe & deal with the most dangerous ranged targets.
Shame the constellations are hidden. It wouldn't be too bad to have something like this when fighting massed bile spewers.
It's not only a decoy, it's able to OS bile titans "if used correctly" : https://www.youtube.com/watch?v=-TWu4iB0KQk
I think the changes you proposed are good and I could support these.
That is a really interesting strategy / AI behaviour. We have been using our shields all wrong !? They should be called decoy beacons not shields.
In all seriousness though the tactic seems to be again working around this stratagems flaws and not working with how it was actually intended to be used (minus the bile titans).