Helldivers 2 – Max Difficulty vs Bots is Unreal (Super Helldive, Solo)



LVL 10 Difficulty (super helldive) vs Automatons Will Change you – Helldivers 2 Solo
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47 thoughts on “Helldivers 2 – Max Difficulty vs Bots is Unreal (Super Helldive, Solo)”

  1. I like to infill at the extract point. Usually it's clear of enemies so you'll have time to drop your support items, and I like to drop a resupply so one is waiting for me when I return (typically, there are no grenades at extract points). I'll scan the map, assault what is immediately surrounding the extract point, then sweep the map clearing objectives and strongholds.

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  2. The thumbnail is point

    Helldiver cannon: small, limp, needs reloading slowly, cant kill everything.

    Automaton cannon: big, strong, non-stop fire, can only be destroyed with Hellbomb

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  3. You hit the nail on the head. I want to fight a ton of enemies but not feel like I’m constantly getting overwhelmed. I don’t want to have to skip drops and breaches. I love shooting down a drop ship!

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  4. I'm with you when you say you should be able to fight them if you're smart and not just run/disengage. Personally I've always wanted on all difficulties it to be possible to completely eliminate the enemy and stop them spawning at all if you fight smart. On the higher difficulties that absolutely should mean you have to play really smart and pick objectives carefully at the beginning and it should follow the basic phases of destroying their support, destroying their reinforcement mechanisms and then mopping up as the 'reward' at the end. I don't mind them calling in tons and tons of reinforcements for difficulty so long as it's possible to deal with them and possible to prevent more spawns once you've met whatever requirements they set.

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  5. Sweet, sweet ragdolls rendering any player control inputs useless for multiple seconds. My personal record is getting launched upwards by a rocket, hit again mid-air to slam into a rock and hit third time to get blasted 150 m away and downhill a slope so I just gently rolled down into an encampment and finally died faceplanting on some barbed wire. What fun and engaging 15 seconds of inability to take action. Game thought so too, since when respawning I was unable to steer the hellpod, dropped into a pond and drowned.

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  6. I will say for some reason railgun has been absolutely shredding for me lately I feel like it’s projectile hitbox is massive because I hit a ton more headshots with it than anything else and running it with resupply pack for absurd ammo capacity means you can just melt through anything thrown at you (with the exception that it seems it is like fully incapable of damaging the factory strider for some reason and also seems to deal pitiful damage against tank weakspots but I guess that’s what stratagems and your primary are for)

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  7. Aren't you thinking that difficulty 11 just MAYBE isn't meant to be complete-able by a single person? 🤣
    I mean… 1 man vs. an ever-respawning army… you literally can have 4 TIMES the power on your team.
    It's my firm belief that if it's truly supposed to be the most difficult game type, it's NOT SUPPOSED TO BE SOLOABLE 🙂

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  8. honestly they need to either decrease the length of the stim animation or add a ship module that just gives us the ability to stim instantly when we press the key, it's so frustrating to be spamming the stim button but it never actually working because of being ragdolled

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  9. It just sounds like every other failed game. They nerf good weapons and increase difficulty to the point where, like you said, it's unplayable. Game breaking changes, makes players go away. They went from 400k players for 38k, in 4 months. I would have to say, the DEVS are clueless to the player base. If this keeps up, the only ones left will be the Dev's with their stupid ideas and their broken game. The players will be onto the next one. I am on the verge of uninstalling this game, because I lost interest in it. I was hoping the patch would make it better, but I was very wrong.

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  10. Yes. Its hard. We get its hard. Its supposed to be hard.

    Its not the fun kind of hard. We aren't having fun. Even the people who solo this helldive, like OhDough here who cleared with 20 minutes to spare, didn't have fun.

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  11. I can handle difficulty 10 with the Terminids since it's a faction whose gameplay is based on swarms, but with the Automatons, it's just too much. Their gameplay is supposed to force you to be more tactical, but at this difficulty level, it's useless if you're constantly bombarded by huge hordes firing rockets in every direction, making it impossible to move. There should be more high-level enemies appearing, not a constant barrage of rockets at all times. I can rarely finish a campaign at that difficulty, and most of the time, you simply can't clear the map or extract because so many enemies block the objective that 40 minutes isn't enough. Even before the update, I always thought that to enjoy this faction, it's better to play on difficulty 7 or 8, and with this update and the new enemies, I couldn't be more right.

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  12. While this is a pain the railgun is making a comeback, it consistently takes out the rocket striders and the ship module that gives faster reloads makes it awesome, it still sucks for gunships but I recently realized scorcher can take out gunships pretty consistently

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  13. How are you guys dealing with the new rocket striders (fortified scout striders with rockets)?
    Apart from using lasercannon and railgun, which I don't want to take at high difficulty anyways, I've been struggling to kill them with anything else. I know how to deal with them (crotch, legs, side rockets), but I just feel that I can't clean them fast enough when they come from the front, and that's the biggest challenge I've been having with this update. I generally fight them with the autocannon, trying to hit the legs or the crotch, but as it shows in the video, autocannon's shitty autoaim (PC) aims between the legs or the frontplate, so I find myself missing too many shots, and you can't afford that in helldive… It's super frustrating. Also, exploding the rockets is nice, but I rarely have the side angle (and shooting them from the front is kinda bugged), and manytimes from a distance you can't tell if it has the rocket or just the used guide… Help.

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  14. "when they miss you they still hit you"
    it's not meeting the golden rule for difficult games: "Hard, but fair". You should feel like every failure is your own fault, that you can learn the skills and approaches to overcome the challenges the game presents. That's not what Ragdoll Simulator 2: Kiting Boogaloo achieves. They can make it better so easily. More ability to stagger and defeat enemies with primary weapons, smaller splash radius on enemy attacks (give me more micro skill expression with movement, please!), less time animation-locked with ragdoll and animation transitions.

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  15. Have been trying for a week, likely 50 hours to get 10 unlocked. Timing was horrific, joined to late to get superhelldive unlocked before update with implaler and it's unlimited range, impossible detection, and spore charger running over my hopes and dreams. Playing with randoms is a nightmare now, lvls 90+ play 10 now. Had a 33 join me on helldive and use 4 reinforcements. Thinking of being that guy who just didn't make it past helldive so he guides others to a prize he can never attain ( red skull infiniti war/endgame). An impossible mission passed with 0 deaths isn't bad is it? Is it? 🥲

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  16. I’m usually stuck with some sort of crowd controll heavy lifting cough cough on my team and I can’t decide between the auto cannon, AMR, Railgun(been really liking it lately) and the laser cannon(it’s really surprised me. It just gets tricky when I have to kill a hulk with it and the sights keep spinning out of control)

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  17. "what's the thing players hate the most about bots?"
    "The ragdolls"
    "Great! Let's make a stronger version of the scout striders which are very common enemies, and give them even bigger rocket which ragdolls you 15m away! And a rocket tank too!"

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  18. My problem with Helldivers 2 is impact damage. Every time a rocket lands near me, it shunts me into a rock at terminal velocity, instantly either killing me or reducing me to limping. No limb damage, it's just pure health. Arrowhead, PLEASE, make it so that the acceleration isn't instant (Because IRL it isn't!), This would make rockets not instant kill just from knockback, which would make solo, in my opinion, actually playable

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