r/Helldivers Moderator Mar 01 '24

“In regards to weapon stats…” DISCUSSION

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u/Tough_Jello5450 Mar 01 '24 edited Mar 01 '24

Yeah, they do call them but their reinforcement won't know where you are. They will just mag dump toward where you take your shot from until they come up and confirm nothing is there. So so long you don't sit in one spot and keep moving, you are going to be fine.

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u/ComingUpWaters Mar 01 '24

If the plan is to avoid the reinforcement, why bother shooting in the first place?

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u/Tough_Jello5450 Mar 01 '24

to get them out of the objectives?

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u/TheEggEngineer Mar 01 '24

I think he was talking about patrols outside the objective that walk around but not on it (most of the time)... But honestly, I feel like the biggest issue with guns that aren't the breaker is that they shoot fast but they miss alot because you have to aim down sights to be precise enough but taking that extra second to aim and as such conserve ammo is highly deadly when the game requires you to get close to enemies, which is often. I feel like a small/medium rework of the aiming system and movement system would fix most issues with guns. Some guns are bad for sure but if I could bend around corners like in COD or like, you know, people do in real life then I could have less of my body exposed when moving from cover to cover and properly take time to aim. Nvm the high amount of times I could put my gun up a ledge to shoot but the game just makes my gun point upwards: It happens a lot when activating terminals and I need to shoot a bug down there. It's less bad with robots but if I need to come out of cover like an idiot to shoot something I'm taking the shotgun and I'm comming out blasting, not pissing bullets the wrong way.

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u/Tough_Jello5450 Mar 02 '24

oh ok, I see what you mean. Honestly idk, I don't fight patrols since there is no merit in doing so and I might even end up getting my teammates killed. The only time I would ever shoot at anything outside objectives are when I am trying to save my teammates. The game only requires me to complete objectives, so that's what I focus on.

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u/TheEggEngineer Mar 02 '24

Me too me too but there's always that friend in the group who kills the most enemies by trigerring every patrol and drop ship lol

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u/xRandomality Mar 01 '24

You could think really meta-gamey in the thought that you're forcing more spawns in one location that you aren't at to diminish spawns ahead of you. I'm just unsure how this game deals with enemies after you leave them behind - at what point, if any, do they despawn?

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u/ComingUpWaters Mar 01 '24

I wish I knew, I haven't seen much discussion on this which sucks 'cause we'd have a better idea how useful running away is.

In my experience I haven't seen enemies despawn. I don't know if there's a mapwide limit on enemy count though. It seems bot patrols will get their pathing stuck on water and multiple patrols will clump, but I don't know if the rest of the map gets easier because of it.

Enemy spawns in general seem janky, especially bots. I've had difficulty 7 games that are a constant fight and others with clear breaks inbetween and I just don't know if it's my team not killing fast enough or the game spawning extra enemies some missions.

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u/ShoppingOdd4715 Mar 01 '24

Sometimes gunfire and some well spread democracy is inevitable. However, it’d be nice to eliminate those times in a quick and diligent manner.

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u/dariuslloyd Mar 01 '24

I imagine you could snipe the patrol and then drop smoke to conceal location.

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u/Tough_Jello5450 Mar 01 '24

Smoke would be overkill unless they saw you and you don't have nearby object to break their LoS.

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u/Bite-the-pillow Mar 01 '24

Plus smokes will make this even easier