Thread: Helldivers II |OT| Doing your part for Super Earth
Official Thread
I wonder if the social menu will ever work properly though. Maybe on the 1 year anniversary...

It really is unconscionable that this wasn't a day one priority for them. The game is a multiplayer, P v E, squad game. It lives and dies on the sociability of building community.

I still feel like we are in a Beta release of the game, which is sad because I don't think they will ever get the same population we experienced in the first two months of release.
 
By the way, the new Gas Grenade is pretty good. Limited use as you can't close Bug Holes or take out Fabricators, not unlike the Stasis Grenades, but for crowd control and getting Chargers to behave like docile cattle, it is aces.

The Thermite Grenade buff is the real MVP. One attached to a Charger or Exposed Impalers Face and it's the 4th of July EVERY TIME! I am not sure but I suspect three well placed Thermites will also down a Bile Titan, need to test that more. Now I wish the extra Grenade Armor would allow more than 5; 8 seems more appropriate, particularly with all the Chargers that seem to spawn in Level 10 Super Helldive. I've watched three Chargers spawn from a Bug Breach at once...

It's nuts!
 
By the way, the new Gas Grenade is pretty good. Limited use as you can't close Bug Holes or take out Fabricators, not unlike the Stasis Grenades, but for crowd control and getting Chargers to behave like docile cattle, it is aces.

The Thermite Grenade buff is the real MVP. One attached to a Charger or Exposed Impalers Face and it's the 4th of July EVERY TIME! I am not sure but I suspect three well placed Thermites will also down a Bile Titan, need to test that more. Now I wish the extra Grenade Armor would allow more than 5; 8 seems more appropriate, particularly with all the Chargers that seem to spawn in Level 10 Super Helldive. I've watched three Chargers spawn from a Bug Breach at once...

It's nuts!

Can't wait till my new PC comes in and I can jump back in.

I hear the game is actually fun again.
 
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Can't wait till my new PC comes in and I can jump back in.

I hear the game is actually fun again.

Even with the previous nerfs, my biggest complaints are with the community in game.

Like yesterday, I was first to the evac, literally at the evac hiding in a corner for two minutes before the second teammate rolls up.

Instead of going prone on a corner to keep roving patrols from aggro, he starts calling down equipment. Ok, not a big deal, but now I have to set up defensive turrets to cover our six and twelve o'clock positions. The other two teammate were off collecting resources on the other side of the map.

We defend constantly until the third rolls up and joins in, no problem. The fourth finally rolls up as we had just called down the evac ship, it's on the ground and we are holding out and waiting for him. No problem. As he sidles up he has a bunch of bugs in tow.

We all pile into the ship, my turrets which I marked are doing work, he goes a different way around the ship and gets cut down by my turret. Too, bad we already were in the ship, no reinforcement is going to come.

He starts to whine and bitch in text that I should never use turrets in the evac area. I pointed out to him that three of us made it on board with no issue. He gets mad. I point out the option to crawl to the ship is available, hell going prone is the first thing one should do when turrets are anywhere on the field.

Non-stop bitching from a level 73 who should know better. I normally like to help out and gather resources, even if I don't have them, so I wasn't even mad when I pointed out he lost his. He wasn't impressed.

Side note, I usually sit at evac with a red strat in hand, usually orbital air strike which is a quick fuse, because chucklefucks like to grief at evac. Many a times I have been shot in the back, dropped my strat and the laffs turn to not-laffs.

Good times, get on board, if they ever figure out the social aspect we should all play.
 
Being able to pull a Level 10 Super Helldive mission where you have the three tiers of gates to close while the 8 rockets launch off is fun when you have three other guys pulling it off with all the gates open and no bugs making it past the second.

The game comes into its own when everyone is on the same page, use their strengths and understand the assignment.

Keeping the gates open is because the Devs have garbage code where your mortar turrets target the walls with bugs hanging out behind it, so it is keeping them closed just delays the inevitable and makes the mission drag on.
 
Time to reconsider mech usage



I use that Dual Cannon Mech on every Seek and Destroy or Hold out mission. Just load up with three Red Strats and LET'S FUGGING GO!!

I'm also usually the last one standing.


The devs are working on an addition to the Mechs so you can use strats without jumping out in the middle of a fight. Just like in the original game.
 
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October 27 is Liberty day and is rapidly approaching. What do you think is going to happen on that day? Free Warbond? DSS rollout? Illuminate introduction?
 
New to me hub that lets you build up and save loadouts for your characters. This is just for out of the game review to show your friends.

Boba Fett (Terminid loadout)


Mandalorian (Automaton loadout)


 
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Here are the patch notes:

Overview
The final part of our 60 day commitment is here!
This patch marks the last set of changes we aimed to implement for the 60 day community commitment while also addressing issues we previously didn't have time to fix.

So what does this patch contain?
We have made changes to the remaining weapons and stratagems we weren't able to finish for the patch on September 17th, ensuring they're now more interesting and effective. We have also dedicated some time and we've looked over some key core systems like enemy spawning as well as targeting and vision for the Automatons. Based on your feedback, we've fine-tuned the Automaton experience to hopefully make them feel less frustrating to play against. Additionally, we have also adjusted the Helldivers durability to make your armor choices feel more impactful.

Finally, we've introduced new functionality to certain items to give players more depth in mastering their equipment. For example, the GR-8 Recoilless Rifle and the AC-8 Autocannon now have programmable ammunition, and drones that come with backpacks can be toggled on or off for added control.

We hope you enjoy these changes! The team at Arrowhead has been thrilled to work on this 60-day commitment for you, our community and players and seeing your reactions to the work we've done! Together, we aim to ensure Helldivers 2 delivers on its core fantasy and remains a game we all love to play.

Balancing
General changes

Additional Supply Items are now visible on the minimap
  • Exosuits
  • Support Stratagems

Removed ricochets from Orbital Stratagem projectiles, Eagle-1 bombs and FAF-14 Spear missiles
  • They can no longer ricochet off of targets

Helldiver armor tweaks, both Heavy and Light armor are now more effective

Heavy armor reduces damage taken by 25%, up from 20%
  • 5% more damage reduction

Light armor increases damage taken by 25%, down from 33%
  • 8% less damage taken

Stratagems and Weapon tag description updates, they now show more information and are also categorized
  • Armor penetration 2 is classified as Light armor penetrating
  • Armor penetration 3 is classified as Medium armor penetrating
  • Armor penetration 4 is classified as Heavy armor penetrating
  • Armor penetration 5+ is classified as Anti tank

Primary Weapons

Plasma projectile behavior
  • We've standardized the behavior of Plasma projectiles, which previously had varying characteristics in how they traveled through the air. Now, all Plasma projectiles experience high drag, causing them to slow down faster. However, each plasma weapon still fires projectiles at different speeds and calibers, so their effective ranges will remain distinct. For most weapons, this change won't be very noticeable
  • With the SG-8P Punisher Plasma you'll see a less pronounced arc in its projectile path. Instead, it will start off faster and lose speed more rapidly, keeping its effective range about the same

PLAS-101 Purifier
Projectiles can now be charged up with a damage multiplier that scales
  • Minimum charge of 0.1 sec gives a 50% damage multiplier
  • Maximum charge of 1 sec gives a 100% damage multiplier
  • Maximum charge projectile damage increased from 100 to 200
  • Maximum charge projectile durable damage increased from 50 to 100
  • Maximum charge explosion damage increased from 150 to 300
  • The explosion doesn't scale, but a fully charged shot has a different explosion effect:
  • Minimum charge (0.1–0.99 sec): Inner radius 1m, outer radius 2m, explosion damage 75
  • Maximum charge (1 sec): Inner radius 2.9m, outer radius 3m, explosion damage 300

PLAS-1 Scorcher
  • New weapon function: Auto fire mode
  • Fire rate increased from 250 to 350
  • Magazine capacity increased from 15 to 20
  • Spare magazines decreased from 6 to 5

SG-8P Punisher Plasma
  • Reduced recoil
  • Fire rate increased from 80 to 100

AR-23 Liberator
  • Horizontal recoil reduced by 30%

AR-23P Liberator Penetrator
  • Horizontal recoil reduced by 30%
  • Increased magazine capacity from 30 to 45
  • Spare magazines decreased from 10 to 7

AR-23A Liberator Carbine
  • Horizontal recoil reduced by 30%
  • Ergonomics increased from 65 to 70
  • Reload duration decreased from 3 to 2.5 sec

BR-14 Adjudicator
  • Horizontal recoil reduced by 30%
  • Projectile damage increased from 80 to 90
  • Projectile durable damage increased from 16 to 23
  • Magazine capacity increased from 25 to 30

AR-61 Tenderizer
  • New weapon function: 600/850 RPM

JAR-5 Dominator
  • Moved from the Explosive weapon category to the Special weapon category

Sidearms

P-113 Verdict
  • Armor penetration increased from 2 to 3
  • Projectile durable damage increased from 13 to 32
  • Stagger strength increased from 13 to 15

P-4 Senator
  • Armor penetration increased from 3 to 4
  • Projectile damage increased from 175 to 200
  • Projectile durable damage increased from 35 to 70

P-11 Stim Pistol
  • Spread decreased from 30 to 5
  • Muzzle velocity increased from 80 to 200

Throwables

K-2 Throwing Knives
  • Uses increased from 8 to 20

G-12 High Explosive Grenade
  • Damage increased from 400 to 800

G-6 Frag Grenade
  • Damage increased from 250 to 500

G-10 Incendiary Grenade
  • Damage increased from 150 to 300

Stratagem Support Weapons

AC-8 Autocannon
New weapon function: Programmable ammunition now allows you to switch between normal and and flak projectiles
  • Flak projectiles are proximity triggered shrapnel explosions with a larger explosion radius

GR-8 Recoilless Rifle
New weapon function: Programmable ammunition now allows you to switch between normal projectiles and High Explosive rounds
  • High Explosive rounds have a larger explosion radius, deal more explosion damage, less projectile damage and are less effective against tanks

RL-77 Airburst Rocket Launcher
  • Reload duration reduced from 7 to 5 sec

M-105 LMG Stalwart
  • Ergonomics increased from 25 to 40

MG-43 Machine Gun
  • Magazine capacity increased from 150 to 175
  • Starting spare magazines increased from 1 to 2

MG-206 Heavy Machine Gun
  • Magazine capacity increased from 75 to 100

Backpacks

LIFT-850 Jump Pack
  • Cooldown reduced from 20 to 15 sec
  • Stronger thrust force
  • Thrust vector has been tweaked. Will have a slightly higher jump and more forward momentum

AX/AR-23 "Guard Dog"
  • Switch from AR-23 Liberator rounds to AR-23P Liberator Penetrator rounds.
  • Armor penetration increased from 2 to 3
  • Damage decreased from 70 to 60
  • Magazine capacity increased from 30 to 45

Drone Backpacks now has a new toggle drone function
  • Activate: The drone leaves the backpack and starts to perform its tasks
  • Deactivate: The drone returns to the backpack into a passive standby state

Stratagems

Eagle Strafing Run
  • Explosion radius slightly increased
  • Explosion damage increased from 250 to 350

Orbital Airburst Strike
  • Salvoes increased from 3 to 4
  • Duration between salvoes increased from 3 to 4 sec

A/MG-43 Machine Gun Sentry
  • Magazine capacity increased from 125 to 175
  • Cooldown reduced from 120 to 90 sec
  • Life time reduced from 180 to 150 sec

A/G-16 Gatling Sentry
  • Magazine capacity increased from 400 to 500
  • Cooldown reduced from 180 to 150 sec
  • Life time reduced from 180 to 150 sec

A/MLS-4X Rocket Sentry
  • Cooldown reduced from 180 to 150 sec
  • Life time reduced from 180 to 150 sec

A/AC-8 Autocannon Sentry
  • Cooldown reduced from 180 to 150 sec
  • Life time reduced from 180 to 150 sec

MD-17 Anti Tank Mines
We are working on changes to the Anti-Personnel and Incendiary Mines, however we are not yet happy with the fixes, as we feel they introduced too many new problems. We will continue working on these changes and include them in a future patch
  • The mines are now only triggered by heavier enemies like Chargers, Bile Titans, Impalers, Hulks
  • Damage increased from 800 to 2000
  • Explosion radius decreased

A/ARC-3 Tesla Tower
  • Reduced charge-up shots cooldown from 3 to 1 sec
  • Cooldown reduced from 150 to 120 sec
  • Lifetime reduced from 180 to 150 sec

FX-12 Shield Generator Relay
  • Removed charge delay between damage taken
  • Increased charge rate from 300 to 400 health/sec
  • Radius increased from 8 to 15m
  • Once the shield is down, it will no longer regenerate

Gameplay
Patrol Spawning

  • Previously, once the mission was completed but before extraction, we significantly increased patrol spawns across the entire map.
    Now,
    the increased patrol spawns are concentrated around the extraction site, with more patrols appearing the closer you are to it. This change should make patrol spawning feel more logical and reduce the penalty for players who complete the mission but still want to explore the map or collect samples. Please let us know if you still experience issues with the patrol spawning!

Terminids

Bile Spewers
  • Legs health reduced from 300 to 200

Nursing Spewers
  • Legs health reduced from 300 to 200

Hunters
  • Have a short shared area cooldown for their pounce ability
  • Can now totally blow up if affected with enough damage

Scavengers
  • Can blow up if affected with enough damage

Automatons

Automaton Targeting
  • Some enemies were able to shoot at you without needing proper line of sight, which caused them to fire into or through walls, track you even when hidden, and ignore smoke effects. We've addressed these issues, so now you should be able to use stealth more effectively against the Automatons, and they won't be able to shoot through walls or see you when they shouldn't. Please let us know if you still encounter issues like these!

Automaton projectiles
  • Normal small projectiles damage reduced from 40 to 35, used by enemies like the Devastators, Emplacements and Conscripts
  • Heavy projectiles damage reduced from 65 to 60, used by enemies like the Heavy Emplacements and Scout Striders

Hulk Bruiser
  • In response to their disapproval of a newly installed cannon on the Automaton Hulk Bruisers, Super Earth High Command sent a crack commando to sabotage their production facilities. The skilled operative promptly escaped into the shadows after completing their mission. Today, still wanted by the Automatons, they survive as a soldier of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can enlist… John Helldiver
  • As a result the Automatons had to revert back to using rocket launchers for their Hulk Bruisers

All Devastators
  • Head armor decreased from 2 to 1
  • Head health increased from 100 to 110

Berserkers
  • Head health decreased from 125 to 110

Heavy Devastator
  • The pause between their salvoes has been slightly increased, providing Helldivers with a better opportunity to counterattack

All Tanks
  • Front armor reduced from 6 to 5, our previous tweak didn't have the intended effect on gameplay that we expected so we've reverted this back
  • The rear weak spots of the Tank's body now have their own health pool, which matches the Tank's previous total health. Once this health pool is depleted, the Tank will be destroyed. Additionally, these weak spots also deal 150% damage to the Tank's main health

Annihilator Tank Turrets & Shredder Tank Turrets
  • The rear weak spots of the Tank's body now have their own health pool, which matches the Tank's previous total health. Once this health pool is depleted, the Tank will be destroyed. Additionally, these weak spots also deal 200% damage to the Tank's main health

Barrager Tank Turret
  • The Turret is now destroyed if the Tank body is destroyed

Fixes
Resolved Top Priority issues:
  • Not enough enemies spawn to complete Eradicate missions
  • Some enemies were able to shoot at you without needing proper line of sight, which caused them to fire into or through walls, track you even when hidden, and ignore smoke effects
  • Patrol Spawning should now feel more logical and reduce the penalty for players who complete the mission but still want to explore the map or collect samples

Crash Fixes and Soft-locks:
  • Fixed crash that could occur when getting knock backed while wearing the energy shield backpack
  • Fixed potential crash when a peer leaves with unique armor customization
  • Various crash fixes

Miscellaneous Fixes
  • Fixed bug where helldivers wearing heavy armors would be immune to gas status effect
  • General Brasch returns from holiday retreat in foggy hillside town

Known Issues
These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.
Top Priority:
  • The hive breaker drill may be inaccessible when called in
  • Players may not receive Friend Requests sent from another platform
  • Terminals may lose functionality blocking completion of a mission
  • Social menu is stuck on 'Please Wait Democratically' for some players
  • Title may crash during intro cinematic or title screen
  • Friends "Invite only" games can still be seen on the Galactic War Map but cannot be joined

Medium Priority:
  • Players are unable to shoot properly while in the air using a jetpack
  • Stratagem balls bounce unpredictably off cliffs and some spots
  • Some Eagle Stratagems may not drop when deployed on a swamp planet
  • Reinforcement may not be available for players who join a game in progress
  • Pelican-1 may sometimes be launched away if hit with an impaler tentacle
  • Supply packs may be incorrectly used if pressing down on a controller while calling in a stratagem
  • High damage weapons will not detonate hellbombs already present on the map
  • Some enemies that bleed out do not progress Personal Orders and Eradicate missions
  • QWERTY keyboard numpad bindings does not save correctly after the Title restart
 
Love the buffs, the programmable munitions and the Backpack upgrades.

How in the living heck have they NOT fixed the social aspect for joining games and friend requests? This should have been a priority 1 fix in the first major patch!
 
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First time trying 10th difficulty, I didn't even die lol. Then two players left so it was just me and the host and we did the 3rd mission just the two of us, it wasn't a full clear but we did finish all objectives and extract

EM4Fk9S.jpeg
 
First time trying 10th difficulty, I didn't even die lol. Then two players left so it was just me and the host and we did the 3rd mission just the two of us, it wasn't a full clear but we did finish all objectives and extract

EM4Fk9S.jpeg

Good Job. Automatons or Terminids?

My success with Super Helldive difficulty goes up exponentially when the other teammates are on the same page and high level players not goofing around.
 
Good Job. Automatons or Terminids?

My success with Super Helldive difficulty goes up exponentially when the other teammates are on the same page and high level players not goofing around.

Automatons. I found this odd thing that the more "coordinated" we are the less successful we become. Example: Overcooked. I played this with my two friends on a single screen. They kept shouting at each other, barking orders, saying we have to do more of this and you should cover this side of the kitchen etc. etc. and it was always a total mad house to get all the stars in each level. Then I tried to play online once with 2 randoms who had no microphones. Everyone just played and we got almost double the score I had when playing with my two friends. It was totally orderly, we were 100% in control the entire time. And the same phenomenon I observed when playing Helldivers 2. When I play with a group it is almost always worse than just playing with pubs.
 
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Automatons. I found this odd thing that the more "coordinated" we are the less successful we become. Example: Overcooked. I played this with my two friends on a single screen. They kept shouting at each other, barking orders, saying we have to do more of this and you should cover this side of the kitchen etc. etc. and it was always a total mad house to get all the stars in each level. Then I tried to play online once with 2 randoms who had no microphones. Everyone just played and we got almost double the score I had when playing with my two friends. It was totally orderly, we were 100% in control the entire time. And the same phenomenon I observed when playing Helldivers 2. When I play with a group it is almost always worse than just playing with pubs.

When I say on the same page, that means we are all aware of the assignment and know our role. We just naturally have a habit of loading out with overlapping and complementary strats/weapons, but at any time in a mission, anyone of us can come in clutch and go from front line mob mitigation to heavyweight high value target disposal. No one is barking orders, unless everyone is out of strats and someone happens to be able to finish off an objective because they are not on cooldown. I have maybe one other member who plays like I do and we usually discuss loadouts in the loading screen before dropping if we are mirroring each other too closely. Or we don't and have a rip roaring time of dakka all the things while our heavy hitters are precision bombing the heavies and objectives. I tend to run directly into danger almost all the time, and I love it, but I will hang back and baby sit a turret while others are trying to figure out which best way to obliterate an area tends to be or fall back to regroup and mount a different attack.

I mentioned that group I was invited to join, they seamlessly engender this type of playstyle because none of us are looking to be a leader or a hero. In fact, anyone of us can ping an area, and depending on what is going on in the playspace and time left on a mission, we either all join up and attack it as a group, or we split up and reconnoiter at a different space in the map. Anyone can lead a charge and depending on how the fog of war unravels, may find their load out necessitates them to run body guard to a Spear or Recoiless Rifle user instead of mowing down columns of enemies as they insert Eagle strats to clear a nest or base.

The only coordination we do is calling down supplies. The first rule is that the host always has the right to call it down anywhere or at anytime in the map. However, a not-host will mention a request and the host will usually agree, because we are all playing at the same level and if someone needs it, the host probably does as well.

I have skilled up immensely as a result of this, however, I still lag on Automatan missions. I will gladly join them at level 10 if they are playing, but they realize I am the weakest link and they offer advice because I do need it. I also haven't found my niche of three loadouts for Automatons like I can with Terminids. So there is more learning I need to do.
 
the recoiless rifle has become quite the fuck-you canon

drop ships?
fuck you.

Hulks?
fuck you

Factory Striders?
takes a bit more depending on where you hit them...but fuck you.

I havent fully played around with all the buffs but this is practically the delete button for high level enemies.
 
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On Automatons, I have found after the buffs that Running with the Heavy Machine Gun, Ammo Backpack, Explosive Crossbow, my turret of choice (HMG Turret or Rocket) with the Eagle Strike has kept me alive longer than usual when I treat the HMG as my primary and my Crossbow for ranged attacks on groups, base sentries or Fabricators.

Second loadout that has only become viable for me is using the Jetpack with Anti Material Sniper Rifle, and the Eagle/turret combo. I'm sure the Jetpack will be nerfed, so I am not married to it, yet.

Third loadout still in progress.
 
the recoiless rifle has become quite the fuck-you canon

drop ships?
fuck you.

Hulks?
fuck you

Factory Striders?
takes a bit more depending on where you hit them...but fuck you.

I havent fully played around with all the buffs but this is practically the delete button for high level enemies.

It has been like that since the beginning. The best thing about it now is that it can destroy fabricators and can switch to HE to target swarms making airburst pretty much useless, especially with how volatile and unpredictable airburst is. I still use it from time to time just because of how underused it is but it is so far below recoiless it isn't even funny.
 
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Programmable ammunition is a game changer on a couple strats. Auto Canon, Recoiless Rifle.. I wish you could do the same with a few primaries or turrets as well.

The changes I would like to see made to the airburst - minimal arming distance of 30m, programmable ammo: airbrust radius (normal, reduced, increased) and impact/proximity fuse or adjustable detonation distance.

Currently it is really good when you have elevation and the enemy is in an area with no cover, so you can send the missile into the center of their formation and more often than not it annihilates the whole unit, but aside from that the recoiless is just always better. Airburst can destroy nests, fabricators, chargers etc. but most of the time the rocket detonates a wee bit before the target and thus not destroying it it so it is a huge gamble compared to recoiless.

I'll have to try the HE shells on autocannon.
 
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The changes I would like to see made to the airburst - minimal arming distance of 30m, programmable ammo: airbrust radius (normal, reduced, increased) and impact/proximity fuse or adjustable detonation distance.

Currently it is really good when you have elevation and the enemy is in an area with no cover, so you can send the missile into the center of their formation and more often than not it annihilates the whole unit, but aside from that the recoiless is just always better. Airburst can destroy nests, fabricators, chargers etc. but most of the time the rocket detonates a wee bit before the target and thus not destroying it it so it is a huge gamble compared to recoiless.

I'll have to try the HE shells on autocannon.

I have spent maybe four missions with the Airburst, pre-update. I will wait to see what Arrowhead does with it, particularly for the critiques you bring up, as there are better options for my play style if I want to do long distance demolition. The Auto Cannon doesn't have the area of effect as the Air Burst, but it is a direct point and obliterate now.

The Recoiless is almost a must have whenever doing hold out missions vs Automatons, or at least one of the four carry it it on higher level missions just for ground to air supremacy.
 
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I have to come up with 600 super credits in 6 days. Dang it. I was hoping they were going to drop a free warbond for October 26th.

I also played in two random high level teams last night. Both had women, which is interesting because I have only played with one other woman online before in this game. All three of them were relatively competent and coming with the Bantz that would fit right in with a COD 2 lobby. It was pretty great and hilarious. The last game of the night, the chick started drinking Jack Daniels at the start of the mission, by mission three she was shit tanked and clowning on two of her friends who were simping hard. She was totally leading them on with overt sexually charged taunts. It was hilarious and cringe at the same time.

I kept my distance from both of those and ran my own stuff, only to meet up on larger objectives, but it was an entertaining night to spectate.
 
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New warbond dropping but no info on anything happening on Oct 26? We still thinking there will be some kind of surprise?

We will get the Constitution rifle. It is already in the game it is just hidden. Shamefully though it has no bayonet.

The Warbond looks ok. I might actually get this one.

edit: well I'll be damned, it actually has a bayonet. Nice!
 
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So, I've been out of the loop for a little while, what does the DSS do?

Think of it as a crowd sourced Death Star.

You donate whatever resources you want, minimum to max allowable per prep session. Then you vote on which planet to orbit and when the countdown timer ends, the magic happens, as long as whatever attack directive gets fully funded.

We will see in less than 24 hours, what happens.

By the way @mcz117chief your friend request came through, so I have you on my list.