HELLDIVERS™ 2

HELLDIVERS™ 2

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Localization confusion booster
So I am talking about that booster that says something like "reduce enemy encounters" which simply makes me think there would be less bug breaches and automaton ship bringing units. Which kinda made it one of the best boosters especially for high difficulty missions.

But let me tell you this story. I was playing a level 7 automaton mission and I selected this booster at stratagem pick team preparation and one guys told me politely "hey dude could you please change it? at level 7 it is worthless". I just trusted him at the moment and changed it.

But now I want to know, is it true? Did anybody ever make some kind of testing to it? It only makes a big difference at level 8 or 9 missions?
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Showing 1-8 of 8 comments
Midas May 22, 2024 @ 10:39am 
If it's less effective at certain difficulties, it's the first I've heard of it. I'm not sure if anyone knows exactly how it works yet, or what it applies to. My assumption was that it added a bit of time to the cooldown between patrols and drop/breaches, but I suppose it depends on whether it's a fixed value or a percentage. Higher difficulties have lower cooldowns, so maybe it's making like a 15sec difference at lower difficulties, but only a 5sec difference at high difficulties.
Stormtempter May 22, 2024 @ 10:43am 
It only applies to the random breaches and flares. Such as stumbling on a patrol, and they fart or flare. Once they do so, there is an internal cooldown before any other critter can do the same. This booster will increase that cooldown. That is it.

Scripted breaches and bot drops, like a detector tower, ore survey drill or similar are NOT effected.

The intervals of waves within a breach/flare event are similarly not affected. If they were going to have 3 ships with 2 tanks and a bunch of devs, they still will booster or not.

It literally only slows down how often a patrol can become a problem.
Stormtempter May 22, 2024 @ 10:45am 
This also means that its pointless to bring on certain missions, like a defend blitz where you have just have to kill things. It won't slow down the rate of spawns at all in that mission. Similarly, on fortified defense missions, those are also scripted spawns, and thus unaffected, so no need for the booster.

If you want to bring it, bring it on the 40min maps where everyone spreads out alot.
Sk[A]rMo'Ry2012 May 22, 2024 @ 10:46am 
Its 30 sec alert cooldown. Must have on helldive!
Wutever May 22, 2024 @ 10:48am 
If you're doing a Flag mission or anything else that requires you to sit on an objective for a long time it can mean the difference between getting reinforcements or not. That said, the usefulness of the booster is hard to determine due to how many variables the game has.

I'd honestly rather run UAV to see patrols from longer away than Localization Confusion.
Trig_Zero May 22, 2024 @ 10:50am 
Originally posted by Stormtempter:
It only applies to the random breaches and flares. Such as stumbling on a patrol, and they fart or flare. Once they do so, there is an internal cooldown before any other critter can do the same. This booster will increase that cooldown. That is it.

Scripted breaches and bot drops, like a detector tower, ore survey drill or similar are NOT effected.

The intervals of waves within a breach/flare event are similarly not affected. If they were going to have 3 ships with 2 tanks and a bunch of devs, they still will booster or not.

It literally only slows down how often a patrol can become a problem.
tbh its kinda ass,
so it doesn't even slow the breach/bot drop from wall defense i assume?
Stormtempter May 22, 2024 @ 10:53am 
Originally posted by Wutever:
If you're doing a Flag mission or anything else that requires you to sit on an objective for a long time it can mean the difference between getting reinforcements or not. That said, the usefulness of the booster is hard to determine due to how many variables the game has.

I'd honestly rather run UAV to see patrols from longer away than Localization Confusion.

Not a bad option.

Myself, I'd like it to actually slow or reduce the spawns. Like, if a breach was gonna have 3 packs of trash, 3 chargers, 2 packs of spewers and a titan. Either make the booster cut down how many are in the packs, or cut the number of packs in a horde, or even just slow them down. Like if the whole breach would be done in 30 seconds, make it a minute, so the booster lets you deal with fewer enemies at a time, but over more time.

Like the local resistance is confused or something, so it takes them longer to reinforce and get in that breach. Lower the tempo of the fight, as it were.
Last edited by Stormtempter; May 22, 2024 @ 11:41am
Stormtempter May 22, 2024 @ 11:40am 
Originally posted by Trig_Zero:
tbh its kinda ass,
so it doesn't even slow the breach/bot drop from wall defense i assume?

Correct.
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Date Posted: May 22, 2024 @ 10:37am
Posts: 8