Helldivers 2 - coming back from a rough start (Helldive Difficulty)

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  • čas přidán 2. 08. 2024
  • This happens all the time, but this time I was recording it. Even though it got a bit rocky at the start, we were able to pull through and even sweep the map.
    You guys have any neat/funny rage-quitting stories? Let me know in the comments!
    Like, comment, and subscribe if you enjoyed! It helps out a lot!
    FOLLOW ME ON TWITCH - / discord
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    Video Chapters:
    00:00 Intro and Loadout
    00:50 Heavy Outpost and Rage Quit
    01:40 Anti-Air and 1st Death
    03:00 Light Outpost
    05:20 Stratagem Jammer and 2nd Death
    09:00 Anti-Air Emplacement
    13:30 Destroy Air Base
    18:15 Heavy Outpost
    21:30 Radar Station
    22:50 Upload Data
    23:40 SAM Site and 3rd Death
    25:00 Medium and Light Outpost
    27:00 Extraction
    31:55 Post-Game Stats
  • Hry

Komentáře • 35

  • @someguy4611
    @someguy4611 Před 29 dny +10

    Honestly, coming back after a really rough start is a pretty good feeling

  • @2iqplays
    @2iqplays Před 29 dny +8

    Bro took that cannon turret personally

    • @Wallbouncing
      @Wallbouncing  Před 29 dny +1

      It got what was coming to it, haha. Thanks for checking out the video!

  • @niclyx7970
    @niclyx7970 Před 29 dny +16

    The reinforcement hasn't even depleted that far yet and they give up. Useless teammate.

    • @aidenburry
      @aidenburry Před 29 dny +2

      I had 15 lives left I haven’t died once they used up all the 5 lives used and left

    • @asakayosapro
      @asakayosapro Před 28 dny +2

      Just be aware that sometimes the game crashes during missions, and people make an effort to return to said mission. They really need to fix the game so we don’t have this as a reason and contribute to the frustration of the players who remain in the mission…

    • @kazzylangley8850
      @kazzylangley8850 Před 28 dny

      I've had people leave when I'm in the middle of taking out a strategem jammer while they were spamming the request reinforcements button

  • @ha0rzvc
    @ha0rzvc Před 29 dny +4

    YASSSSS JumpPack lessgooooooooo

    • @Wallbouncing
      @Wallbouncing  Před 29 dny +1

      I'm preparing another clip comp/montage of jump pack plays I have saved up. Hoping to have it prepared and out soon! Thanks for watching!

  • @Pac282
    @Pac282 Před 29 dny +3

    AMR better than railgun in every way vs bots - prove me wrong 😊

    • @ilovedemocracyy
      @ilovedemocracyy Před 29 dny +3

      AMR doesn’t have self destruction option or 2000m/s velocity 🗿

    • @2iqplays
      @2iqplays Před 29 dny +2

      One shot a hulk for me

    • @Wallbouncing
      @Wallbouncing  Před 29 dny +6

      like what @2iqplays says, it's that satisfaction from one-shotting a hulk that makes me like the railgun a lot. I do feel like in general the AMR is better but the dopamine dosage in my brain from a crisp railgun kill steers me the other way.

    • @OkPuns1
      @OkPuns1 Před 28 dny

      Autocannon better than AMR in every way vs bots - Prove me wrong

    • @2iqplays
      @2iqplays Před 28 dny

      @@OkPuns1 only actual argument I have against that is the scope and the fact that I personally just don't like the autocannon

  • @vojeurist
    @vojeurist Před 26 dny

    When you break off from the team you cause double the enemy reinforcements. Somehow the status quo in a team work game became splitting up and I think we need to invert that. Only breaking off into seperate squadrons if we know our team is comfortable with it. Quitting is never an option but I can empathize with the quitters annoyonce that you were soloing an outpost and calling down the team supply too. Just making it harder for the other three while accomplishing something that would take less time with a squad of 4 and causing increased aggro. To then call the next resupply directly adjacent to the hellbomb, ensuring the supply box is gonna get blown across the map unless players race the timer - running in to supply before you arm the bomb. One could make the case you spent the first 10 minutes of this match griefing 😂 i guess at least youre spreading democracy, thanks for sharing the video

    • @sarcasm-83
      @sarcasm-83 Před 26 dny +1

      It can mean more patrol spawns, but if one team of two cause a reinforcement call, then there will be a cooldown before another can happen. Good way to distract somewhere else and then go do an objective with no reinforcements called.

    • @vojeurist
      @vojeurist Před 26 dny

      @@sarcasm-83 totally. That can be incredibly helpful like pulling some heat off the SEAF artillery loading objective. This video showed 1 person breaking off from 3 in helldive difficulty. Helldive difficulty means you're not really gonna get too much peace between drops; so already some diminished usefulness there, though it's still a valid tactic. I think my hopefully-comstructive-critique focuses on an observation: the other three stuck together and seemed to be struggling, even dying. That's when I say to myself "okay I need to regroup to lessen the intensity of enemy reinforcements and help out on their fight so we minimize helldiver deaths"

  • @ha0rzvc
    @ha0rzvc Před 29 dny +1

    24:20 it was at this moment that he knew...

    • @Wallbouncing
      @Wallbouncing  Před 29 dny +2

      The dropship hit me from the top-rope and I just laid me out, haha. Thanks for checking out the video!

  • @mattcolley2438
    @mattcolley2438 Před 29 dny +4

    Is it just me or have the bots missions got a lot tougher??? They used to be fairly easy to methodically work through, but now I'm constantly swarmed and on the run. (Difficulty 7, party, not solo)

    • @Wallbouncing
      @Wallbouncing  Před 29 dny +7

      I felt the difficulty shift too. Earlier it was pretty cookie cutter. You and your team found your flow and just stuck to it for the whole mission. Now you and your team still find that flow but all of a sudden 3 factory striders come in and the flow is now messed up, haha. I kind of enjoy it because it makes it a lot more exciting, but yeah it definitely feels a bit more tougher than before. Thanks for checking out the video!

    • @ncsharkmanandk9queen904
      @ncsharkmanandk9queen904 Před 29 dny +2

      Something seems off definitely. Not really sure. Had a game were me and my teammates would just continuously die to impact or unknown. Like the character would fall over or get knocked over. Proceed to just die saying impact or unknown multiple times. I don't even mean like rag doll impact. Just looking like we trip and die from full health. Didn't know helldivers need life alert.

    • @TrixterTheFemboy
      @TrixterTheFemboy Před 29 dny

      I know they all got a lot more accurate when the fixed heavdevs shooting out of the sides of their guns.

    • @mattcolley2438
      @mattcolley2438 Před 29 dny +1

      @@TrixterTheFemboy the heavy devs are now undoubtedly the biggest automaton threat, the amount of laser spam is crazy. On bugs, I'm disappointed if we don't extract with at least 75% of the samples. On bots, I'm happy if we manage to just complete the mission objectives, let alone make it to the extraction.

    • @tstanemo8950
      @tstanemo8950 Před 29 dny

      ​@@ncsharkmanandk9queen904somebody probably called in anti personnel mines. For some reason there is a bug making them invisible to everyone but the person that called them down

  • @dagdamor1
    @dagdamor1 Před 28 dny +2

    Perhaps I'm missing something, but what's the rationale for setting the landing point anywhere other than the evac zone?
    Had a couple games this evening where people just insisted on being just that 20-30 seconds closer to a secondary objective and it landed us between 2 Shrieker Nests, Stalkers, and a parade of Chargers...

    • @asakayosapro
      @asakayosapro Před 28 dny +3

      For bots, this is a reasonable rationale. You don’t want to be waiting for extraction while the eye of Sauron ripoff is staring at you and endlessly sending dropships your way, and maybe having to deal with gunsh!t towers on top of gunsh!t patrols, and for the cherry on t-
      *WARNING YOU ARE IN RANGE OF ENEMY ARTILLERY*
      For bugs… I suppose in that scenario it’s understandable, but I would think that people would prioritize deleting stalker lairs upon seeing them out and about anyway, and shrieker nests are best deleted from a far distance. Can’t spawn the annoying things if their spawn point is deleted before they’re loaded…
      So I guess it comes down to the _nature and mechanics of the respective factions’ installations or structures_ and how they differ in terms of effect and how they work, and also how they are dealt with. Detector towers are the priority equal to stalker nests, for instance, in that you get rid of them first thing ASAP.

    • @Wallbouncing
      @Wallbouncing  Před 28 dny +2

      Personally, I like to choose a landing point where we can do a full circle of the map in the most efficient way. I think I responded to an SOS in this video so not sure what was the initial landing point, but to your point, most of the time that "efficient way" to me always begins at the extraction and then we loop around back to it by mission completion.

    • @vojeurist
      @vojeurist Před 26 dny

      I land close to secondary objective to make sure it gets done first because completing the primary objective first increases universal aggro and subsequently makes the secondary objective more difficult to complete. Next time you have a drop pod data upload as a secondary objective, try landing on it and uploading it before anyone calls in a blue supply stratagem. You can just sit on it peacefully with no company a lot of the time get it taken care of in a minute or so

    • @sarcasm-83
      @sarcasm-83 Před 26 dny +1

      Extract can be in stalker territory too at least. But sure, it will reduce the risk of absolute clusterf...