HELLDIVERS™

HELLDIVERS™

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A few tips fighting Illuminates (and general tips)
By Dynamiez
Ok, i fought Illuminates a thousand times, mostly with randoms and here are the tips for all those players i often see totally ignored. The most basic tips are already summarized in this thread, so credits to the autor: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=570210262
   
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General Tips
1. Don't throw reinforcement in the middle of the enemys if a team member died... BUT, if there are no enemys around or they are far away please throw reinforcement right on top of the dead members equipment. If you throw him 1 Km away, he has to run the whole range back to his equip before he can fight again with 100% strength.

2. Mechs are strong. Sure. But you know what you need the strength for? Because your turning speed is really slow you will trigger every alarm. The whole mission. So your mech has enourmus firepower but you need this mighty firepower mostly because you USE the mech.

3. If you are leading the civilians, don't stop. They get one hitted by almost everything, so just go.

4. What i often experience: If somebody carries an ammo backpack and you use a laser, don't grab his ammo. You don't need it because your laser has unlimit ammo. And the guy with the ammo backpack? There will be a reason he carries this backpack. Mostly because he uses a weapon that needs a lot of ammo, and he HASN'T unlimit of it. So you are using a laser? No ammo for you!

5. Don't throw a nuke at the end of a mission unless all teammates are already in the shuttle. I can't count how often i saw somebody throwing the nuke as soon as the shuttle lands, then a light wall spawns and people can't go to the just landed shuttle and BOOM! Mission failed and credits go to the moron thinking it is cool to throw a senseless nuke at the end of the mission.

6. If you are down and perhaps even the last player alive and the enemys are heading to you, call reinforcment. Don't try to get up or shoot your last magazine at the enemy. Just call reinforcment. There is even an achievement for doing this.

7. If you shoot at your teammate and he is down, you should at least have the decency to help him up.

8. The trident and the rumbler are infamous for teamkilling. If you took one of those weapons and you killed teammates, take another weapon OR try to learn from your mistakes and learn to aim better. I have seen it a thousand times that somebody is teamkilling like a moron and continous shooting blindly like he doesn't even care.

9. If you are joining a game remember that you are a "guest". If you are air-punching the whole time to run a tiny bit faster and the host asks you to stop it... STOP it! And IF you are constantly running in front air-punching... dont trigger every alarm while screen pulling and you dont see enemys in front. You make a fool out of yourself for beeing "pro" and at the same time triggering every alarm.

10. Don't leave the game right after entering the shuttle. (Dont know why people do this, perhaps to join the next game faster...) If you do this, the rest of the team gets one star deducted for "not every member was evacuated". Thx
Tips for fighting Illuminates
1. STFD. Shoot the f.... drones. Don't fight for hours endless spawning enemys, as long as you don't shoot the drones as highest priority the fight will never end. And you don't get additional XP or something for kills.

2. The static field... what are you using it for when fighting illus? The robots are immune to it. They walk right through it. The snipers? They have no intention to walk at all. They stay behind the static field and shoot at you. The Illusionsists and council members? They can teleport, and they will do exactly that if they get stucked in a static field. And even if they would get stucked... they are rangers too. The drones? Remember 1. STFD! So all your static field is good for is a few melee units you could otherwise shoot with your pistol. And mostly all you slow down to a crawl is: you and your teammates. Hurray

3. You can shoot the orbs from illusionists and council members. And even from the boss. There are blue and white orbs. The blue ones do minimal damage but confuse you a few seconds. The white orbs are the ones you should definitivly shoot because they do a ton of damage. Escpecially when fighting the boss. If you ignore them, they stay for a time and curve back, a bit homing.
Afterwords
Yeah yeah, i know this guide was written with a heavy load of salt and frustration. But like i said, i play mostly with randoms and this are this little things i see again and again and again...
Personal opinions and rules as host
I hate 2 weapons and i explain why:

Trident
I affectionately call this weapon laser diarrhea because most user doesnt even aim or wait for an enemy to spawn. They just shoot the whole time. The whole mission. Usually those user have a few 1000 shots in the debriefing after a mission and only like 5 - 10 % hit rate. That's amazing cause they use a laser "shotgun" which should efectivly have over 100% hit rate because you can hit 10 enemys with only 1 shot. What's even more amusing is that also those users shoot ALL mission long blindly in all direction, they still manage to trigger every alarm and miss scouts. I don't know how this is even possible with a weapon that spreads over half the battleflied but nevertheless....
What i don't like about this weapon too is that it doesnt has any drawback. It is absurdly strong, dont even has the short range of a normal shotgun (it can shoot exactly to the borders of your screen, no scout would have a chance to raise alarm, but like i said, the standard trident user magically hit the whole battlefield but not the scouts). And to all of those this weapon even has unlimit ammo. And because you dont even have to aim cause of the wide spread and huge range, those users never learn to aim and have regularly several teamkills.

Rumbler
This weapon manages to suck all the fun out of every session as soon as someone joins with this weapon. With all other weapons you have to think and plan a tiny bit tactical, who brings AT weapons to the field, can you slow down enemys before they destroy an objective and and and.... as soon as a rumbler joins (best example are RS missions) you can walk in a corner and afk for 15 minutes and go drink a coffee or so. Because whatever spawns, the rumbler can one shot it. Like the trident, the rumbler has not one drawback too. For other AT weapons you have to carry a supply backpack or they are one time use. The rumbler has 4 shots, every shot consists of 3 shells and you have 4 spare magazines. To explain the frustration even more: 1 shell of the rumbler can kill even to strongest enemy in the game. Not only that but it has an AOE effect. So 1 shell can effectivly kill like 5 of the strongest enemy in the game. Every shot are 3 shells. You can shoot 4 times before reload. And 4 spare magazines. So you can kill 300 !!!!!!! Of the strongest enemys before you have so grab some ammo with the rumbler. Wow, that is fun. Ridicolous. And to all of that: because it is so absurdly strong this weapons user has several teamkills every mission too. Even worse: the standard trident user usually take the rumbler too and vise versa. The 2 most sucking weapons combined.


So this explains my personal rules as host:

-If you take trident and/or rumbler you get 1 strike for a teamkill. On the second teamkill you get kicked immediately.

-If you melee run (air-punching the whole mission) you get 1 strike (warning) and if you dont stop immediatly kicked.

-If you wear a cheat-cape (One of the proving ground capes) you are kicked immediately without warning because only way to get them is using cheats or exploits, so you brand yourself officially as a cheater.

-If you cheat (most i have seen is no damage cheat) you get immediatly kicked and i upload a video of you cheating to youtube :)

-Stealing somebodys equip -> immediate kick

-Teamkill when it is totally avoidable -> kick, cause i have to assume it was on purpose