this post was submitted on 17 May 2024
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Helldivers 2

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[–] [email protected] 16 points 3 months ago (4 children)

You guys ever have a mission where you're fighting for your life the whole time - then you call in the extract and the spawns just stop?

[–] [email protected] 13 points 3 months ago* (last edited 3 months ago)

It's called a successful mission. The enemy fled from the upcoming justice they would receive. Liberty and freedom prevails once again.

[–] [email protected] 8 points 3 months ago

Yep. It's kinda eerie, we always just assume it was cause we cleared the fabricators or holes and patrol spawns just were in our favor.

[–] [email protected] 6 points 3 months ago

Yeah sometimes a buddy is half way across the map complaining about hunters while I dive and try to adjust my position to make it look like I’m sleeping.

[–] [email protected] 6 points 3 months ago (1 children)

If you extract after destroying all hives/bot fabs then you should have only light resistance. Destroying those lowers enemy patrol spawns

[–] [email protected] 9 points 3 months ago (2 children)

That's actually the opposite of how it works! There's a video out there (Maybe this one? that explains how patrol spawn rates work.

Counterintuitively, destroying hives and fabricators INCREASES the amount of patrols.

[–] [email protected] 6 points 3 months ago

Wow, that is pretty crazy. I notice this mostly when checking for super samples or other collectibles after having completed the rest of the map, what I must've been noticing is the fact that we already cleared the static spawns and won't be aggroing any further hives, leaving only the increased frequency of patrols, which is technically still less enemies than before, so I interpret it as less patrols.

[–] [email protected] 5 points 3 months ago* (last edited 3 months ago) (1 children)

But if you're within ~~65~~ 75 meters of the map edge after destroying all the bases, then your safe bubble will stop all the spawns.

You can chain these together to stop spawns at an extract that is further than ~~65m~~ 75m from the edge.

[–] [email protected] 3 points 3 months ago (1 children)

Not sure I'm following. So being close to the edge stops patrols from spawning? Then spacing the squad out 65 ms apart with one guy near the edge stops patrols?

[–] [email protected] 5 points 3 months ago* (last edited 3 months ago) (1 children)

Yeah, once all the bases are dead, enemies spawn from the direction of the closest map edge, heading towards a player.

Enemies can't spawn within ~~65m~~ 75m of a player, which is a "safe zone". Players that split up can each have a patrol spawn on them.

If the closest map edge is less than ~~65m~~ 75m away, enemies can't spawn targeting that player at all.

If it is more than ~~65m~~ 75m away, then enemies will spawn from the direction of the closest map edge. The way to prevent this is to have one player stand at the end of another player's safe zone, linking the safe zones together, until someone's safe zone overlaps the map edge.

If you don't overlap the zones then someone could wind up with a patrol spawning in the gap between safe zones. I think. I haven't had to chain zones really. In practice, most often someone just has to stand at extract and then someone else has to move towards the map edge.

This is usually easier to do before calling extract.

https://youtu.be/xXr-72xMtSY?si=x0NpjTUWGswqgIWJ approx 2:45 for a diagram

[–] [email protected] 3 points 3 months ago

Awesome info! Thanks

[–] [email protected] 13 points 3 months ago (1 children)

And then in another game, you have the same quiet first minute while waiting for the Pelican and then you get the next minute fighting two bile titans and three chargers that came from out of nowhere...

[–] [email protected] 5 points 3 months ago

This happened to me yesterday with 4 Bile Titans! I've found in that situation that since you can't possibly kill them all, your best bet is to blow up their tail so they at least can't spit at you.

Then again, maybe the spit would have them kill each other...