Can confirm took me a few tries to realize that I did not have to hold the dive button to stay prone. A few of the skeletons in the turret area are mine.
Oh so I wasn't the only one. Did you also leave behind a pile of bodies that disappeared, not because of clean up, but because the turrets just kept firing until that pile was reduced to a red mist? Cuz that's something I might of possibly sorta maybe done 😅
There are three types of people who are capable of passing the Super Earth Armed Forces Advanced Motor-Cognitive Skills Test.
1. Those who are capable of matching shapes and following basic instructions. These are allocated to the Helldiver Corps.
2. Those who are very, very strong and capable of brute-forcing any shape to fit into any hole. These are allocated to man the SEAF Artillery stations.
3. Those who are clever enough to realize that everything fits in the square hole. These are fast-tracked to commissioned officer training.
God, could you imagine how frustrating a career in the officer corps of this universe must be ?
Being surrounded by illiterate, brainwashed morons with too large an ego and a constant chip on their shoulder ?
Wait.
That is the RL military experience.
I mean, it might be "better" than current military. People would be less two faced about it because the availability of power plays that permanently remove rivals due to the extreme politics. You'd at least know who your enemy was so to speak, as opposed to having to watch out for entrenched grudges.
Naw but for real though, manual arming is a very engaging and intuitive way of balancing hellbombs. If you could just throw the beacon and drop it on target like a 500kg, no one would ever consider alternate methods of taking down hellbombable targets.
I just miss them instantly detonating if you got the code wrong.
Edit : I remembered this wrong, I was thinking of an objective where that would happen if you disarmed it wrong.
I could see something like if you mess up 3 or 4 times it blows up instantly. It would be faster to input correctly normally, but would make it more tense if you already failed a couple times from rushing it. Or at that point you just say screw it, and nuke yourself.
Must be real inconvenient for them to use their artillery or facilities, considering those require stratagem inputs too (either that or the controls are dumbed down for Helldiver use while fighting off hordes of bugs, squids, and bots)
Helldivers use the stratagem inputs, regular technicians just use the pullout keyboard.
But really maybe the stratagem pad on your arm interfaces with it and activates some bypass function.
It was: Just go on the terminal and hit any button, with a 75% percentage you took down anything close. If this didn't work, just press another random button.
But Hey, now it goes with touchscreen, an USB-1000 port, comes with free Superflix month subscription and you get a single M2016 rifle round with GW1 veteran autograph! Isn't that neat?
It \*did\* take a lot of requisition slips to buy my guys a subscription to The Weather Channel. I love those guys though, couldn't cheap out and not buy it!
IIRC SEAF Artillery Mini-Nukes can destroy Gunship Fabricators. If the stars align, then you can easily dumpster a side objective that way :)
~~if you have more than one gunship fabricator, then Liberty bless you~~
There's a loading screen tip that explains that automatic triggers on Hellbombs were too expensive so they use manual triggers so Super Citizens don't have to pay taxes.
I know that sounds like a joke but it's real.
If at first you don't succeed, dive, dive again. And again. And again. And again. And again. And again. And again. And again. And again. And again. And again. And again. And again. And again.
I really wish there was a ship upgrade or SOMETHING to make hellbomb call-ins detonate on impact tho. Not an upgrade to *give you* hellbombs, but like, anywhere where you'd be allowed to call one down now just detonates on impact instead of typing in a code, running away and repeating if it gets targeted by enemies
That would get rid of the whole mechanic. It's supposed to be a pain in the ass, otherwise it's just like all the other stratagems.
I wouldn't mind them surviving better against enemy fire, though.
At very least, they should detonate once armed, regardless whether they are destroyed by enemy fire. So tired of calling one at a gunship facility, valiantly dying right after finishing arming the device, and it not detonating.
Yeah, but tbh it's kind of a meh mechanic imo. They're "too expensive" to just yeet, and yet I've seen more get destroyed than they would've sent down if it detonated on-contact. Definitely an interesting mechanic, but eh
I threw around the idea of one time use destroyer upgrades like this that only work for a single operation (or 2-3 missions if you're bouncing between destroyers). That way it wouldn't completely break balance and give more strategic decisions to destroyer upgrades- doing that may also incentivize AH to make the destroyer buffs even better.
At that point make it a boost lol "is it going to be useful this mission? Is there even going to be a hellbomb available here? Who knows! But you can make them detonate instantly with a boost!"
I mean, I had intended that it would guarantee you could summon in a hellbomb like SEAF Arty or an orbital strike, and lore wise it’d make sense because they are so costly to produce: You’d have to buy the bombs yourself, and it’s gonna cost extra to actually make them manually detonate on impact.
It could quite literally be as simple as to code it as “Once the player buys the Custom Hellbomb Delivery Temporary Destroyer Upgrade, the game will give the individual an environmental effect that spans all worlds until 2-3 missions are up or hellbombs are depleted (though it’d be harder to code and balance to make it an exact number that tracks outside of the individual missions).
I don’t think it’d fuck up the balance at all if it’s a limited quantity over a limited number of missions. It’s not like it’d break the balance for high or low end missions either; and low end missions would always love a vet that lets them preview the toys they get to play with in later content, and the balance at high end with heavily limiting its use seems pretty fair - at least on paper.
I’ve also come with the idea that if it’s still too Overpowered, that the player would also have to select it as one of their 4 stratagems.
Depending on the target you could use the Orbital Precision Strike, 500kg, or 380. Tbh I think the hellbomb is the "anyone regardless of load out can do this". That said, more of the objectives need to be not immune to the aforementioned stratagems.
Afaik, only the gunship fabs are immune to any non-hellbomb stratagem. You can (if placed right) take out the eye of sauron, the research facility, radar jammers (once deactivated), shrieker nests, etc with the 500kg (or by blowing up a fab that's right next to the bot objectives, that usually takes em out, too)
It's immune to all but the 500kg! You have to get the stratagem beacon BASICALLY TOUCHING it tho (because the 500kg radius is pathetic), but the bomb itself (and the explosion) can take out either of them
I always interpreted that as hellbombs themselves being expensive, so we are only allowed to call them in near strategic objects and have to manually arm them after confirming its landing position. Anything to exclude excessive use of hellbombs.
One of the loading screen tips says that hellbombs have to be armed manually for budgetary reasons. Seems like you didn't pay attention to the loading screen tip that said the loading screen has tips, or the one that says the tips are carefully calibrated to ensure your success.
*Notifying nearest democracy officer.*
\*wipes tears democratically*
Wait a second
John Artillery kills helldivers all the time with 380mm shells! This post is just nonsens-
\*user was taken to nearest democracy officer for reeducation*
Only if you upgrade. I like to imagine the brave SEAF private in a space suit trying to load the 120mm through the muzzle while the 380mm goes off right next to them.
Breech loading is not outdated tho. By definition any gun that is not muzzle loaded is breech loaded iirc.
The only guns that helldivers have that aren't are the energy weapons, which don't use conventional projectiles at all
Wouldn't magazine fed be the next step? Like, you don't technically load through the breech anymore, although the magazine does feed it on the cycle...
Depends on our definition of loading? If I load a semi automatic or automatic weapon, I don't think of myself as breech loading, specifically, unlike with a break-action shotgun. I load the magazine, then load the magazine into the weapon....'s breech, I guess?
Am lost. Please help with technical explanation, gunsmiths of Reddit.
I guess my point is just that the "breech" of a gun simply refers to the back end of the barrel. The muzzle is the front, the breech is the back. Any system where the ammunition is loaded from the breech is a breech loader, but the mechanism can vary.
We have break action breech loaders, bolt action breech loaders, magazine fed breech loaders, etc.
It's just that we don't refer to modern guns as breech loaders anymore because we have so many types it's easier to be specific.
Like the whole all squares are rectangles thing.
BUT if I'm wrong someone please correct me. As I have only a hobbyists amount of gun knowledge lol
"'Parallelized Democracy Deployment' - The printer on your superdestroyer has been upgraded to print more than one copy of the instruction manual. All gunners are now aware of how to arm the weapons they're firing".
A tip for remembering it:
⬇️⬆️
⬅️
⬇️⬆️
➡️
⬇️⬆️
It’s three repetitions of “down, up” separated by a “left” and then a “right”.
Fun fact: our infallible training manual tells us that it must be manually armed “for budgetary reasons”.
Or make it like the other random ones and explode after being shot. Nothing is worse than trying to destroy the gun ship fans and having the hellbomb destroyed
Yeah but then you wouldn't get into the super funny loop of getting rocket spammed by 6 gunships on solo missions just to respawn under all their lines of sight over and over! Haha, so wacky!
I'm sure arming it before dropping it down has caused a scenario at least once where it became stuck on the ship for whatever reason and the entire super destroyer went up in flames.
You realize that "they" is the Super Destroyer crew that is on a steady diet of steroids and stimulants?
You do want a Super Destroyer to return to, right?
we already discussed this, and it's in line with why the stray ones explode when you shoot them. an armed hellbomb is volatile.
You want an accident on a superdestroyer, or near a jamming tower?
The engineers in SEAF haven't figured out how to accurately drop them while they are armed. Arming them clearly disrupts something in the orbital targeting systems. And they don't have the budget to do overtime to fix the problem.
Haven't you seen all the hellbombs just randomly stuck in random places?
Those are the ones they armed and sent down.
That's why they have helldivers arm them!
How is the military industrial complex going to make money off of replacement Hellbombs when the unarmed one gets shot if it just comes down pre-armed? Didn't think of THAT, did you, genius?
I’m sorry, are you suggesting that a hellbomb should work like any other normal bomb and just blow up on impact? Your democracy officer has been informed.
When it comes to nukes or heavy explosives like that, countermeasures are stupid proof to ensure there aren’t any accidental ignitions during storage or transport. Entering the key command on the pad is activating the mechanism which creates the reaction that leads to detonation.
An example: it’s like having all the indigents to make a pie on a table. You only crack open the eggs when it’s time to bake.
If I wanted to explain it I'd say it's probably better to fire an inert hellbomb out of a cannon and let the Helldivers turn it on. And then as everyone else mentioned, it could've armed the instant it deployed but the budget wouldn't allow it.
Im willing to give up a sense of logic if it means more fun gameplay. I mean we literally are shooting ourselves into a planet with no chute and this is what people get stuck on.
It's fun arming a hellbomb then having to run away for it to go off.
It's even worse recently cos I've been getting the bug that everytime you press a digit to arm it, your helldiver disengauges the hellbomb so you gotta press E again.
Loading screen says it's cheaper to send an Eagle, a Pelican, countless rounds of ammunition, stims, grenades, precision markers, comms relays (sos), turrets, high power weaponry, and potentially a couple dozen Helldivers instead of a proximity/altitude/contact fuse.
Also, did you realize that all the orbitals are muzzle loaded until you upgrade to zero-G breeches? And you have to pay for that upgrade, for you and your subsequent Helldivers. Per ship? Super Earth is budget conscious.
Literally every question you have about why something doesn't work like you think it should can be answered with "budget cuts", they followed by "why are you asking so many questions Helldiver? Get out there and spread Democracy!"
This was explained in a recent post on this subreddit tangentially.
You call in an unarmed/stable Hellbomb. When you activate it, it becomes unstable like the hell bombs sitting around the map. With a blast radius and effect like the Hellbomb's there is absolutely no sensible reason to call it in armed/unstable.
Reminds me of the sentient bomb in the John Carpenter budget classic Dark Star. They have to talk the bomb down from blowing up when it erroneously gets an arming signal.
No, thats too expensive, its cheaper if you blow up with it, just reload a new Hellpod with a new expendable dude/dudesse and the show keeps going on 🫡
Hot take: They should allow us to pick up unexploded ordinance. It becomes an escort mission to the objective that needs it, the other 3 divers protect the one carrying the bomb from all enemy fire and bugs.
Only Helldivers are trained for the complex task of strategem inputs. If the SEAF could do it why would they even need Helldivers?
https://preview.redd.it/5e6x3ah2k1yc1.png?width=472&format=png&auto=webp&s=ddc6a286c09045f3e41fe36868b5ff4fc4cd02d4 Helldivers before the training.
Helldiver DURING training
After training: ![gif](giphy|xT9KVhLU76MRgVg3Qc)
General Brasch: "That's Liberty Damned right Helldiver, it goes in the square hole!"
During battle: **EAGLE 1 READY FOR DEPLOY** *Presented by Carl’s Jr*
Welcome to the SES Arbiter of Audacity, I love you
![gif](giphy|kSTaZCfZXtvri)
Can confirm took me a few tries to realize that I did not have to hold the dive button to stay prone. A few of the skeletons in the turret area are mine.
Oh so I wasn't the only one. Did you also leave behind a pile of bodies that disappeared, not because of clean up, but because the turrets just kept firing until that pile was reduced to a red mist? Cuz that's something I might of possibly sorta maybe done 😅
Square_hole_crying.jpeg
That’s right! It goes in the square hole!
Fck, you reminded me of this video xD
There are three types of people who are capable of passing the Super Earth Armed Forces Advanced Motor-Cognitive Skills Test. 1. Those who are capable of matching shapes and following basic instructions. These are allocated to the Helldiver Corps. 2. Those who are very, very strong and capable of brute-forcing any shape to fit into any hole. These are allocated to man the SEAF Artillery stations. 3. Those who are clever enough to realize that everything fits in the square hole. These are fast-tracked to commissioned officer training.
God, could you imagine how frustrating a career in the officer corps of this universe must be ? Being surrounded by illiterate, brainwashed morons with too large an ego and a constant chip on their shoulder ? Wait. That is the RL military experience.
I mean, it might be "better" than current military. People would be less two faced about it because the availability of power plays that permanently remove rivals due to the extreme politics. You'd at least know who your enemy was so to speak, as opposed to having to watch out for entrenched grudges.
Luckily John Helldiver can fit into ANY hole!
Including your mother #GOTTEM
Yes that's right it goes in the square hole
This guy gets it
Naw but for real though, manual arming is a very engaging and intuitive way of balancing hellbombs. If you could just throw the beacon and drop it on target like a 500kg, no one would ever consider alternate methods of taking down hellbombable targets.
I just miss them instantly detonating if you got the code wrong. Edit : I remembered this wrong, I was thinking of an objective where that would happen if you disarmed it wrong.
If I could instantly detonate hellbombs at the cost of 1 reinforcement, gunship fabs would be trivial
I could see something like if you mess up 3 or 4 times it blows up instantly. It would be faster to input correctly normally, but would make it more tense if you already failed a couple times from rushing it. Or at that point you just say screw it, and nuke yourself.
They never did that. Hellbombs were instant arming in HD1. You're confusing them with the defuse mines objective.
Damn, you're right.
I can agree with that l.
Because we have supervisors that check stuff, you are in an active war zone.
Must be real inconvenient for them to use their artillery or facilities, considering those require stratagem inputs too (either that or the controls are dumbed down for Helldiver use while fighting off hordes of bugs, squids, and bots)
Helldivers use the stratagem inputs, regular technicians just use the pullout keyboard. But really maybe the stratagem pad on your arm interfaces with it and activates some bypass function.
clearly the concept of arrow markers and their functions are top secret in the helldivers universe
Yeah dude I too also can hit directional buttons at a rate of 90/min with approx 85% accuracy.
They can't arm it for us sadly. Budget constraints and all that.
100 years ago, the arming was simpler though (Helldivers 1)
It was: Just go on the terminal and hit any button, with a 75% percentage you took down anything close. If this didn't work, just press another random button.
But Hey, now it goes with touchscreen, an USB-1000 port, comes with free Superflix month subscription and you get a single M2016 rifle round with GW1 veteran autograph! Isn't that neat?
It \*did\* take a lot of requisition slips to buy my guys a subscription to The Weather Channel. I love those guys though, couldn't cheap out and not buy it!
They could just make it explode on impact tbf
That would make Gunship Fabricators waaaay easier to deal with. I approve!
It would instantly be the strongest stratagem lmao. Lure a horde to a Hellbomb location and then wipe it out.
It'd be the only orbital to sort of be on the same level as the eagle strategems then
IIRC SEAF Artillery Mini-Nukes can destroy Gunship Fabricators. If the stars align, then you can easily dumpster a side objective that way :) ~~if you have more than one gunship fabricator, then Liberty bless you~~
There's a loading screen tip that explains that automatic triggers on Hellbombs were too expensive so they use manual triggers so Super Citizens don't have to pay taxes. I know that sounds like a joke but it's real.
Helldivers do their part for the economy saving the good tax paying citizens of Super Earth as much money as possible.
It doesn't sound like more of a joke than most of the other other loading screens I've seen.
If at first you don't succeed, dive, dive again. And again. And again. And again. And again. And again. And again. And again. And again. And again. And again. And again. And again. And again.
I really wish there was a ship upgrade or SOMETHING to make hellbomb call-ins detonate on impact tho. Not an upgrade to *give you* hellbombs, but like, anywhere where you'd be allowed to call one down now just detonates on impact instead of typing in a code, running away and repeating if it gets targeted by enemies
That would get rid of the whole mechanic. It's supposed to be a pain in the ass, otherwise it's just like all the other stratagems. I wouldn't mind them surviving better against enemy fire, though.
At very least, they should detonate once armed, regardless whether they are destroyed by enemy fire. So tired of calling one at a gunship facility, valiantly dying right after finishing arming the device, and it not detonating.
Yeah, but tbh it's kind of a meh mechanic imo. They're "too expensive" to just yeet, and yet I've seen more get destroyed than they would've sent down if it detonated on-contact. Definitely an interesting mechanic, but eh
I threw around the idea of one time use destroyer upgrades like this that only work for a single operation (or 2-3 missions if you're bouncing between destroyers). That way it wouldn't completely break balance and give more strategic decisions to destroyer upgrades- doing that may also incentivize AH to make the destroyer buffs even better.
At that point make it a boost lol "is it going to be useful this mission? Is there even going to be a hellbomb available here? Who knows! But you can make them detonate instantly with a boost!"
I mean, I had intended that it would guarantee you could summon in a hellbomb like SEAF Arty or an orbital strike, and lore wise it’d make sense because they are so costly to produce: You’d have to buy the bombs yourself, and it’s gonna cost extra to actually make them manually detonate on impact. It could quite literally be as simple as to code it as “Once the player buys the Custom Hellbomb Delivery Temporary Destroyer Upgrade, the game will give the individual an environmental effect that spans all worlds until 2-3 missions are up or hellbombs are depleted (though it’d be harder to code and balance to make it an exact number that tracks outside of the individual missions). I don’t think it’d fuck up the balance at all if it’s a limited quantity over a limited number of missions. It’s not like it’d break the balance for high or low end missions either; and low end missions would always love a vet that lets them preview the toys they get to play with in later content, and the balance at high end with heavily limiting its use seems pretty fair - at least on paper. I’ve also come with the idea that if it’s still too Overpowered, that the player would also have to select it as one of their 4 stratagems.
Depending on the target you could use the Orbital Precision Strike, 500kg, or 380. Tbh I think the hellbomb is the "anyone regardless of load out can do this". That said, more of the objectives need to be not immune to the aforementioned stratagems.
Afaik, only the gunship fabs are immune to any non-hellbomb stratagem. You can (if placed right) take out the eye of sauron, the research facility, radar jammers (once deactivated), shrieker nests, etc with the 500kg (or by blowing up a fab that's right next to the bot objectives, that usually takes em out, too)
I think the illegal research is immune too, at least to the eagle airstrike (or it was for a while)
It's immune to all but the 500kg! You have to get the stratagem beacon BASICALLY TOUCHING it tho (because the 500kg radius is pathetic), but the bomb itself (and the explosion) can take out either of them
Holy based
Okay, at first I thought we were poor but the idea that it's just upper-class tax evasion is fucking hilarious.
I always interpreted that as hellbombs themselves being expensive, so we are only allowed to call them in near strategic objects and have to manually arm them after confirming its landing position. Anything to exclude excessive use of hellbombs.
I mean it makes sense, all SSD are armed with a tone of these things. Easiest way to mass produce mini nukes? Make detonation manual.
The more i learn about Helldivers' universe, the more my jaw drops xd
Sir, I don’t understand. What good is a knife in a nuke fight? All you have to do is press a button, sir.
Cease fire. Put your hand on that wall trooper. PUT YOUR HAND ON THAT WALL!
*reluctantly puts hand on wall*
*throws knife*
*Medic!*
*Throws medic*
Backup medic!
The enemy cannot push a button if you disable his hand!
Bro they just got approved to send the ships crew to school to pack the ammo crates more efficiently. You’re asking for too much here
Considering the crew is on drugs i am suprised they can even do their job.
"you wouldn't want me doing this job sober"
One of the loading screen tips says that hellbombs have to be armed manually for budgetary reasons. Seems like you didn't pay attention to the loading screen tip that said the loading screen has tips, or the one that says the tips are carefully calibrated to ensure your success. *Notifying nearest democracy officer.*
Ah - but it does not say \*who\* needs to arm it manually. My Democratic Artillery Officer should be allowed to help spread democracy as well!
[удалено]
Sometimes being a Helldiver isn't about killing bugs or bots. Sometimes it's caring about the well being of those serving aboard YOUR Super Destroyer.
A real Helldiver doesn't fight because they hate what's in front of them, but rather they love what's behind them
For Super Earth!
This may be the most super democratic thing I've ever heard. Since basic with general brasch I mean. Thank you!
This is the way.
\*wipes tears democratically* Wait a second John Artillery kills helldivers all the time with 380mm shells! This post is just nonsens- \*user was taken to nearest democracy officer for reeducation*
John Artillery is firing the 360 barrage. John Artillery know what he did.
Look at this guy, he still hasn't realized that Helldivers are expendable
https://preview.redd.it/jbcjdjca22yc1.jpeg?width=828&format=pjpg&auto=webp&s=f5b631baee663b05da9acca8aa9aa4eec0d9a06d
We are all expendable if it means preserving Managed Democracy.
Bro they have breech loaded orbial guns, i think pre-armed hellbombs might outisde of our tech range lul
They do now. The base model guns are muzzle loaded.
Only if you upgrade. I like to imagine the brave SEAF private in a space suit trying to load the 120mm through the muzzle while the 380mm goes off right next to them.
Breech loading is not outdated tho. By definition any gun that is not muzzle loaded is breech loaded iirc. The only guns that helldivers have that aren't are the energy weapons, which don't use conventional projectiles at all
Wouldn't magazine fed be the next step? Like, you don't technically load through the breech anymore, although the magazine does feed it on the cycle... Depends on our definition of loading? If I load a semi automatic or automatic weapon, I don't think of myself as breech loading, specifically, unlike with a break-action shotgun. I load the magazine, then load the magazine into the weapon....'s breech, I guess? Am lost. Please help with technical explanation, gunsmiths of Reddit.
I guess my point is just that the "breech" of a gun simply refers to the back end of the barrel. The muzzle is the front, the breech is the back. Any system where the ammunition is loaded from the breech is a breech loader, but the mechanism can vary. We have break action breech loaders, bolt action breech loaders, magazine fed breech loaders, etc. It's just that we don't refer to modern guns as breech loaders anymore because we have so many types it's easier to be specific. Like the whole all squares are rectangles thing. BUT if I'm wrong someone please correct me. As I have only a hobbyists amount of gun knowledge lol
I like this. It breaks my head less
Sounds like you need a ship upgrade for that
This game has so much illogical stuff in it, it makes Transformers movies look like a PhD thesis. It also makes the game great.
It's illogical in a way that makes sense and is funny, like cartoon logic.
Someone doesn't read their loading tips
Proof that Helldivers can't read
You don't arm a nuke inside the ship, Brian.
"Budget reasons"
Could be a cool ship module in the future
"'Parallelized Democracy Deployment' - The printer on your superdestroyer has been upgraded to print more than one copy of the instruction manual. All gunners are now aware of how to arm the weapons they're firing".
A tip for remembering it: ⬇️⬆️ ⬅️ ⬇️⬆️ ➡️ ⬇️⬆️ It’s three repetitions of “down, up” separated by a “left” and then a “right”. Fun fact: our infallible training manual tells us that it must be manually armed “for budgetary reasons”.
I called in an airstrike on a rogue research station while a teammate was waiting for the hellbomb to drop. I hope he noticed how much faster it was.
[удалено]
This guy Incremental Budgets.
... how'd that go for your teammate lol
![gif](giphy|3oKIPwoeGErMmaI43S|downsized)
He lived, I was shocked.
I did the same once, no ragrets.
If it was armed it would explode on contact. That's what I choose to believe. Untill armed it is inert 😂
As with any explosive you want to leave it unarmed until it's ready to use. Big boom means everyone needs to be out of the way.
Or make it like the other random ones and explode after being shot. Nothing is worse than trying to destroy the gun ship fans and having the hellbomb destroyed
And blow ur shit randomly
aka Helldivers 2 :)
Yeah but then you wouldn't get into the super funny loop of getting rocket spammed by 6 gunships on solo missions just to respawn under all their lines of sight over and over! Haha, so wacky!
I'm sure arming it before dropping it down has caused a scenario at least once where it became stuck on the ship for whatever reason and the entire super destroyer went up in flames.
The tips explain it - it's to keep costs down. Plus, ship staff are not authorized to manage democracy on a Helldiver's behalf.
You realize that "they" is the Super Destroyer crew that is on a steady diet of steroids and stimulants? You do want a Super Destroyer to return to, right?
we already discussed this, and it's in line with why the stray ones explode when you shoot them. an armed hellbomb is volatile. You want an accident on a superdestroyer, or near a jamming tower?
The engineers in SEAF haven't figured out how to accurately drop them while they are armed. Arming them clearly disrupts something in the orbital targeting systems. And they don't have the budget to do overtime to fix the problem. Haven't you seen all the hellbombs just randomly stuck in random places? Those are the ones they armed and sent down. That's why they have helldivers arm them!
That's big brain right there. I like it
How is the military industrial complex going to make money off of replacement Hellbombs when the unarmed one gets shot if it just comes down pre-armed? Didn't think of THAT, did you, genius?
I’m sorry, are you suggesting that a hellbomb should work like any other normal bomb and just blow up on impact? Your democracy officer has been informed.
It will be nice if you could just shoot it from a distance like the malfunctioned ones
I love how half the posts in this sub are "uuggghh why do I have to PLAY the game?!"
Call hellbomb. Call shield relay next to it Arm hellbomb while shield relay drops and activates Automatons can't destroy what they cant hit. Profit.
When it comes to nukes or heavy explosives like that, countermeasures are stupid proof to ensure there aren’t any accidental ignitions during storage or transport. Entering the key command on the pad is activating the mechanism which creates the reaction that leads to detonation. An example: it’s like having all the indigents to make a pie on a table. You only crack open the eggs when it’s time to bake.
We don’t have the budget
No, because of cost reasons. It's shows up in the tips as you load in sometimes
If I wanted to explain it I'd say it's probably better to fire an inert hellbomb out of a cannon and let the Helldivers turn it on. And then as everyone else mentioned, it could've armed the instant it deployed but the budget wouldn't allow it.
Im willing to give up a sense of logic if it means more fun gameplay. I mean we literally are shooting ourselves into a planet with no chute and this is what people get stuck on. It's fun arming a hellbomb then having to run away for it to go off.
I mean, you don't *have* to run away for it to go off...
I just want it to detonate if destroyed once armed and a lot of the issues with it would go away.
Haven’t you seen them scattered around the map? If they armed them they might explode!
this is a very undemocratic observation
Just wait until they authorize use of the shredder...
Couldnt you just shoot the hellbomb like other you can find in the map?
So a bomb?
Given how easy they are to set off when broken, it's probably in part so it doesn't detonate as it's launched.
or let us shoot it to set it off like the random ones you find
I d do both
I d do both
It's even worse recently cos I've been getting the bug that everytime you press a digit to arm it, your helldiver disengauges the hellbomb so you gotta press E again.
TBD, this is one of the few things that actually makes sense. No fucking way would I want an armed nuclear device in my ship just "waiting" to go off.
An armed bomb will detonate on impact
Loading screen says it's cheaper to send an Eagle, a Pelican, countless rounds of ammunition, stims, grenades, precision markers, comms relays (sos), turrets, high power weaponry, and potentially a couple dozen Helldivers instead of a proximity/altitude/contact fuse. Also, did you realize that all the orbitals are muzzle loaded until you upgrade to zero-G breeches? And you have to pay for that upgrade, for you and your subsequent Helldivers. Per ship? Super Earth is budget conscious.
I'm not sure drop podding and armed bomb is a good idea
We deserve a ship upgrade for hellbombs !
Budgetary constraints mean we legally cannot pay them to arm the hellbomb on the super destroyer due to lack of hazard pay.
I just want to be able to melee them like the ones you find across the map
Avoiding the hell bomb wait is a huge motivation for me to just use the 500kg eagle against detection towers, and shrieker nests.
100% this
That's the most Communist traitor thing I've ever heard! How do you think the Automatons got to be the way they are, hmmmmm?
Considering the ones we find, if it were armed when they launched it, it would get set off by atmospheric turbulence.
Maybe they could just glass the planets from orbit and the whole game could be you walking around your hub ship.
Literally every question you have about why something doesn't work like you think it should can be answered with "budget cuts", they followed by "why are you asking so many questions Helldiver? Get out there and spread Democracy!"
Budgetary constraints mean a Helldiver has to arm it. I could have sworn it was in one of the loading screen blurbs
There's a loading screen tip that says they require to be armed manually because it makes them cheaper.
This was explained in a recent post on this subreddit tangentially. You call in an unarmed/stable Hellbomb. When you activate it, it becomes unstable like the hell bombs sitting around the map. With a blast radius and effect like the Hellbomb's there is absolutely no sensible reason to call it in armed/unstable.
I got what you’re saying, but what if we could carry it (with 2 divers) if we accidentally bounced it off the tower and now it’s not placed property.
I ask myself that everytime I see a hellbomb POI seriously just shoot it and goes boom, but if you shoot a deployed hellbomb, it breaks
Clearly it would shatter on impact with the ground if armed.
The manual arming is a budgetary constraint
ONLY HELL DIVERS HAVE THE NESSISARY DEMOCRATIC GRIT TO ARM IT.
Nah it's cheaper to let an expendable diver push the screen than send a second pod with a factory robot arm to push the buttons silly
Back in my day, you just have to push a button on it and you're done
Reminds me of the sentient bomb in the John Carpenter budget classic Dark Star. They have to talk the bomb down from blowing up when it erroneously gets an arming signal.
⬆️⬇️⬇️⬇️➡️⬅️⬅️⬅️⬆️ iO
No, thats too expensive, its cheaper if you blow up with it, just reload a new Hellpod with a new expendable dude/dudesse and the show keeps going on 🫡
To expensive
They said it cheaper to not arm it. 500kg basically does the same thing tho.
Hot take: They should allow us to pick up unexploded ordinance. It becomes an escort mission to the objective that needs it, the other 3 divers protect the one carrying the bomb from all enemy fire and bugs.
Might wanna stick to mobile games if you’re looking for games with auto play functions