HELLDIVERS™ 2

HELLDIVERS™ 2

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Beuwolf Apr 6, 2024 @ 11:54pm
Bot fire is beyond ridiculous.. cant survive it ever
Just wondering who else dies from that bot that spits out fire.. before you can even heal. I would say 10 for 10 death. I literally saw the bot.. started to run.. was 100 health, literally saw the fire coming and I got it.. and I snapped a stim.. didnt matter. I died. Stim did not heal fast enough.
They really need to turn that ♥♥♥♥ down. It's stupid that the bot is very hard to kill and on top of that barely looks in your direction and you die even when stimming immediately.
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Showing 1-12 of 12 comments
McFuzz Apr 6, 2024 @ 11:58pm 
well i run shield for bots so it rarely gets me, but i admit it'd probably be different if i didn't run shield.

This doesn't really help ya on the fire front but, laser cannon can kill hulks from the front and absolutely disintegrates them from the back so, maybe try that out if you're having hulk troubles.
Diving puts out fire, then stim.

Battlefield awareness will allow you to maintain distance from Hulks. There are many ways to kill them. Stun them, walk around them, dispatch them with a ranged weapon to the heatsinks. Two shots to the faceplate with an autocannon.

A game has challenges for you to overcome. Without these challenges, many people would find the game unsatisfying.
try the shield backpack for a bit till you get the hang of it, it is a good stepping stone to figure out how they behave, I am at a point where I don't even need it and I can consistently get 1-0 death games on level 9, it's just a matter of practice
Fire damage is something scary rn
Poppintags22 Apr 7, 2024 @ 12:03am 
It might take a bit of practice, but diving the moment you catch on fire puts it out almost instantly. If timed right you can take little to no damage at all from fire if you dive at the right time. It's also better to dive first before using a stim as the fire kills you faster than the heals will kick in, so putting it out first by diving up's your survival by a lot
Last edited by Poppintags22; Apr 7, 2024 @ 12:03am
Babyfaced Beauty Apr 7, 2024 @ 12:04am 
Currently on helldive on Durgen, bot's appear to have a range detection and accuracy buff.

They are currently detecting out of 50m range and firing even without being alerted to your presence via sound/projectile flying into their field of view - once they have detected, they also don't lose aggro even after getting out of their line of sight. Appears to be around 80-100m mark. Some of them fire from 150m away (essentially out of non-boosted radar range), but this may be a bug.

Prior tested bot detection range was always 50m at maximum when standing/sprinting about in non-scout modifier armour.

Doesn't appear to be a bug since all of them are doing it rather than a fraction.

The patrols also appear to be homing in far more accurately and from more directions because of this.

So now, it is far more important to use cover even when moving about prior to detection, and radar is not reliable anymore for stealth runners.

It is probably to simulate additional difficulty because this is essentially the automaton's "last stand".

Edit* Line of sight still affects the bots, so if you are to their sides/behind them, they won't see. But if you stand in front of them, they now have detection ranges further than 50m for the patrols. Unfortunately, this is difficult to test solo due to how many spawns and patrols occur on drop in.
Last edited by Babyfaced Beauty; Apr 7, 2024 @ 12:07am
wirelessfetus Apr 7, 2024 @ 12:07am 
Its because the buffed the fire DOT damage by 50% in the last patch. All fire sources deal 50% more DOT. But of course if we can deal more fire damage, i guess that means so can the bots.

He's scary for sure, but he's only dangerous within a certain range. So if you can stay out of that range, you have plenty of ways of defeating him before he gets in that range. And there's plenty of ways to limit the amount of times you find yourself in close range from him.

So he's really only a major problem for the times you get unlucky and find yourself next to him to no real fault of your own. Which I don't find too oppressive because most of the time, with smart play, I can avoid those situations.
I think that the flamethrower damage is broken for everyone but the host, because it seems like when I join somebody the fire instakills me, whereas the host I have a few moments to burn before I die, but I don't actually know for sure if it's that, I could just be getting "headshot" by the flames, which is a whole other can of worms in itself.
YMD Apr 7, 2024 @ 12:14am 
Originally posted by DEMOCRACY COMMISSAR:
I think that the flamethrower damage is broken for everyone but the host, because it seems like when I join somebody the fire instakills me, whereas the host I have a few moments to burn before I die, but I don't actually know for sure if it's that, I could just be getting "headshot" by the flames, which is a whole other can of worms in itself.
erm no, host is instakilled too.
Grimaldus Apr 7, 2024 @ 12:20am 
Originally posted by BabyBeauty:
Currently on helldive on Durgen, bot's appear to have a range detection and accuracy buff.

They are currently detecting out of 50m range and firing even without being alerted to your presence via sound/projectile flying into their field of view - once they have detected, they also don't lose aggro even after getting out of their line of sight. Appears to be around 80-100m mark. Some of them fire from 150m away (essentially out of non-boosted radar range), but this may be a bug.

Prior tested bot detection range was always 50m at maximum when standing/sprinting about in non-scout modifier armour.

Doesn't appear to be a bug since all of them are doing it rather than a fraction.

The patrols also appear to be homing in far more accurately and from more directions because of this.

So now, it is far more important to use cover even when moving about prior to detection, and radar is not reliable anymore for stealth runners.

It is probably to simulate additional difficulty because this is essentially the automaton's "last stand".

Edit* Line of sight still affects the bots, so if you are to their sides/behind them, they won't see. But if you stand in front of them, they now have detection ranges further than 50m for the patrols. Unfortunately, this is difficult to test solo due to how many spawns and patrols occur on drop in.

100%, the bots on Durgen are far more accurate and can spot you a mile off making helldives with randoms a tiresome ordeal, you do have the sandstorms that block their line of sight somewhat, i managed to sneak by a patrol literaly 5 feet from them, but still during sandstorms their accuracy is overtuned i would say, considering it has alot of open field making it harder to take cover.

Ive tested the orbital smoke/eagle to see if their accuracy would drop but it barely helps with the amount of heavy devastators and hulks moving towards you constantly, the rocket bots do miss abit but not by much.

Also been running double mortars to have extra CC but the amount of random patrols that spot you miles off makes it even harder to actually CC the incoming wave of bots because the mortars seem to fire to what comes closer, a random raider appears and your CC is gone.

I love the bots challenge but i feel like it's abit overtuned even for bot standards.
Key Apr 7, 2024 @ 12:22am 
Scorcher hulks are definitely broken, it doesn't always happen but sometimes it just straight up kills you the second it touches you no matter what. I got oneshot the second the flamethrower hit while wearing the bubble-shield and 200hp armor earlier today.
Alice Apr 7, 2024 @ 12:44am 
My issue is I physically can't kill the jetpack guys if they're in my face without also dying, because they flop forward onto me and explode, AND set me on fire. Even if I headshot or kneecap them, their death ragdoll will guaranteed will fly right toward me and explode and kill me. If i doesn't, it sets me on fire, and I burn to death in .01 seconds.
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Date Posted: Apr 6, 2024 @ 11:54pm
Posts: 12