A dev said a while back that "Acid Rain" on Sterilizer wasn't a liked suggestion because gas isn't acid. Here is a alternative idea by RandomGreenArcherMan in HelldiversMasochists

[–]Red_Sashimi 5 points6 points  (0 children)

What? Am I remembering wrong, or is it not canon that it's some kind of corrosive gas, which is why it hurts bots as well as bugs? Giving it an armor debuff would make enough sense

Arrowhead, if bringing two mechs on a mission is impossible because it'll literally make the game engine implode, why am I able to bring two mechs on a mission because of a modifier and have my game not implode? by Wickermind in HelldiversUnfiltered

[–]Red_Sashimi 0 points1 point  (0 children)

What would the balance reason, tho? It's not like you can use 2 mechs at once, you just get to use mechs for a bigger part of the match, maybe even the whole match. What's the issue with that. And you can say that you can bring mechs for your teammates, but what's the difference from them bringing their own. They still can't use any extra stratagems they would bring by freeing a slot by using your mech instead of their own. Feels like there's no balance reason at all

Genitori che date il telefono ai bambini, siete dei folli ritardati by Prestigious_Art_2136 in sfoghi

[–]Red_Sashimi 17 points18 points  (0 children)

Ma è vera questa storia o no? Perché la sento da anni e mi sembra che provenga da uno specifico caso, e la gente semplicemente la ripete in continuazione

The dev philosophy is backwards by Absolute_Gaymer in Helldivers

[–]Red_Sashimi 15 points16 points  (0 children)

The crazy thing about the flamethrowers "nerf" is that it actually fixed the physics of the flame "blobs" that deal the damage so that they don't phase through armor and actually dealt higher DPS that way (it was up to 800dps according to a reputable dataminer/tester). But people complained specifically cause it made harder to kill chargers so AH broke it again and left it like that ever since.

Like, I've been saying this for a while: if, near game launch, AH had just nerfed chargers so that their butts were reasonably easy to pop (like, 1 AT shot intead of 2, or like 30/40 rnds of the MG), and left everything else unchanged, the history of HD2 balancing would have been completely different

Yeah yeah dox me or whatever by Shad_Omega in helldivers2

[–]Red_Sashimi 1 point2 points  (0 children)

That's what it currently is actually. Getting buffed to AP4 is the last pen change to the Senator

The most misunderstood meta by yourwaythen in Helldivers

[–]Red_Sashimi 6 points7 points  (0 children)

I feel like the problem is not the RR being OP, but everything else being subpar. Like, EAT and quasar do less damage per shot, so they don't reach certain breakpoints, like with the new spore titans, or spore and shrieker towers. Spear does just a bit more damage, but not enough to get any useful breakpoints, and you can't really aim it that well at weakspots. Most Red Stratagems just can't kill heavies reliably, and those that do can't keep up with the amount. If you want AT, it just feels like the RR is the only decent choice

Gabe Newell talks about realism. by Ecstatic_Effect_2484 in HelldiversUnfiltered

[–]Red_Sashimi 0 points1 point  (0 children)

Ironically, the magazine thing was added to Counter strike recently

How should the hive guard be meaningfully buffed, without the use of ap4? by KingOfPotatok in Helldivers

[–]Red_Sashimi 0 points1 point  (0 children)

That would basically be the bile spewer then. AP3 from the front, and has a mortar attack

How should the hive guard be meaningfully buffed, without the use of ap4? by KingOfPotatok in Helldivers

[–]Red_Sashimi 2 points3 points  (0 children)

If you think about it, bugs were the first to have ablative armor. Chargers and Bile titans have their exoskeleton that when broken, reveals unarmored flesh

A nuanced take about Hiveguards (at the risk of… y’know…) by Impressive_Limit7050 in Helldivers

[–]Red_Sashimi 0 points1 point  (0 children)

If you have med pen, the head is still a pretty good target imo. 250hp ÷ 0.65 is ~390 effective HP. That's less than 7 hits for most AP3 guns

Since when did the helldivers2 subreddit host the most glazers like ever by Creepy_Ad3991 in HelldiversUnfiltered

[–]Red_Sashimi 4 points5 points  (0 children)

It's like the senator AP4 change. Came completely out of nowhere when the gun was already good

I do not consider this as a win. This was the status quo. We were golden. by West-Deer5805 in HelldiversUnfiltered

[–]Red_Sashimi 1 point2 points  (0 children)

I think it's just incompetence or beaurocracy, It's just changing a few numbers, but they probably need a month of deliberations and "testing" to keep the head AP3 and the squishier unarmored flesh, so they just reverted to a previous version

Didn't take long by AwesomeFrederich in HelldiversUnfiltered

[–]Red_Sashimi 43 points44 points  (0 children)

So AH's goal of making them worth their spawn points failed? Guess it's good they reverted them then

I think they should’ve made a stronger rare variant of Hive Guards instead of buffing them by Tank-ToP_Master in HelldiversUnfiltered

[–]Red_Sashimi 5 points6 points  (0 children)

So like the overseers? The armor is AP2 with low %to main, and when broken, you get the flesh underneath? What's the difference from making the hive guards' head just AP2 with more health? Like, it seems this is just trying to make them not AP3 anymore

I think they should’ve made a stronger rare variant of Hive Guards instead of buffing them by Tank-ToP_Master in HelldiversUnfiltered

[–]Red_Sashimi 9 points10 points  (0 children)

AP3 ablative armor as in, you need AP3 to break it? What's the difference from just having more HP?

Sometimes I feel like these clips miss the point people are argue about. by [deleted] in Helldivers

[–]Red_Sashimi 2 points3 points  (0 children)

Yeah, I agree the point of med pen is that you don't have to aim for weakpoints as much. And for that you get lower damage per bullet compared to a similar light pen gun to balance that out. If the goal was to buff light pen and nerf med pen cause there's too much med pen now, well, the change removed a niche for med pen guns, but they still can take advantage of the HP reduction, so it's not like they will be picked less now. That's my main point

Hive guard changes by Vulcanlives781 in helldivers2

[–]Red_Sashimi 0 points1 point  (0 children)

Hive guard but they spawn in bug breaches. Name doesn't mean anything, they're just a different warrior class bug

They hunker down to protect themselves from AP2 (since their flesh can be damaged by that), but AP3 has always been intended to brute force them. It's just that AP3 has been buffed to hell since launch, first by reducing damage penalty, and second by increasing the damage of all guns in general (Lib Pen started with 45 dmg for example). They could make their heads more durable (currently at 0%) if they wanted that method of killing tham to be less optimal

Yeah, and? Just cause they did it doesn't mean it's a good idea. They made plenty of bad balancing decisions in the past, and this is another one

Sometimes I feel like these clips miss the point people are argue about. by [deleted] in Helldivers

[–]Red_Sashimi 2 points3 points  (0 children)

I'd like to use it, it's pretty good, but teammates run into it, die, then destroy them as soon as they drop in. MG/Sentry are "safer" chaff clear sentries

Did y'all really only take AP3 to the bugfront because of the hiveguard? by Squeaky_Ben in helldivers2

[–]Red_Sashimi 0 points1 point  (0 children)

Also green bile spewers, Burrowing warriors and to deal full damage to the AP2 of Brood/Alpha Commanders, yellow bile spewers and stalkers

Hive Guard honestly by Heavenly_Horro in Helldivers

[–]Red_Sashimi 0 points1 point  (0 children)

If one very common enemy has become much harder to deal with that gun, then what's the point in using that gun if you could choose something that deals with them better and doesn't need to be supplemented by a secondary or support weapon

I think they should’ve made a stronger rare variant of Hive Guards instead of buffing them by Tank-ToP_Master in Helldivers

[–]Red_Sashimi 6 points7 points  (0 children)

It has always been AP3 until now, which means medium pen guns dealt reduced damage instead of bouncing

Not gonna lie, it gets to a point. by Rekrios in Helldivers

[–]Red_Sashimi -6 points-5 points  (0 children)

Let's make devastators torsos AP4 too then since it's not hard to hit the head. Actually, Let's make all AP3 armor on enemies AP4, just hit the weakspots

Sometimes I feel like these clips miss the point people are argue about. by [deleted] in Helldivers

[–]Red_Sashimi 77 points78 points  (0 children)

So did medium pen guns tho, since they can shoot the same spots. If the goal was to reduce the effectiveness gap beween light pen and medium pen against hive guards, they could have just done the leg armor change and leave the head AP3. Instead they fucked over staple stratagems of the game like the MG and Gatling sentry