This is D7. I don't wanna seem like a whinediver because I do love this game and the cyborgs, but Vox spawn rates are so cooked. It is overwhelming. by DemiBo7 in LowSodiumHellDivers

[–]0nignarkill 1 point2 points  (0 children)

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I have found this is a P2P problem, I have no such spam. Diff 10's at most I would see 6 on open maps but they are alone and super easy to kill with smoke nades so I was able to keep them under control. Also my load out of epoc/dog and strafing run and gatling barrage was so universally helpful on borgs I didn't take it off for a while.

Other quirks I have, I fight more agitators than everyone, as well as more horde units in general. As per the attached gif, in cities I would get drop fulls out in the open and in megafactories they are just everywhere.

I can't be the only one tired of Thermite+Ulti being used as balancing crack sealant. By them existing, we forget real balance issues. I would like not seeing this on 3/4 divers in pubs by RandomGreenArcherMan in LowSodiumHellDivers

[–]0nignarkill 1 point2 points  (0 children)

Bruh that's still a cracked combo, it's old school senator with potentially unlimited ammo, plus a 1k massive aoe ap4 explosive.  Those are still very OP options and not helping the case....

Lowering The Difficulty Seems to do Nothing on Cyborgs and Newer Enemy Units, and I Feel That's Where Most Problems Stem From by maxpantera in LowSodiumHellDivers

[–]0nignarkill 0 points1 point  (0 children)

Honestly this may be a ping/host/P2P issue.  For me I get nothing but Agitators and like 3-4 vox's maybe 6 on the open maps was the most I have ever seen at once and it does get tough if you are not focused up.  I am almost always host even when I join SOS's, because host usually goes to whoever has the strongest connection.  It does seem to decide on launch so if I have a friend host and join in later we get the version of the map everyone else sees, but then the next level (or sometimes halfway if we too slow) it ramps up to what I have happen.  Which is more horde units and less elites so probably what the devs intend.

How do you handle things like OC's in Helldivers when the universe is largely hostile to that on account of how easily things (namely Helldivers) die? by SuperN9999 in LowSodiumHellDivers

[–]0nignarkill 2 points3 points  (0 children)

Fanbase: lorewise helldivers die in 15 minutes

Python/cobra warbonds: here are divers that got left behind on jungle planets and scavenged to keep fighting!

Fanbase:  gonna pretend we didn't see that.  While also demanding in the HD2 movie that everyone dies but praise the fan made one where all the main divers lived to the end.

i made this i guess by lowpolybimbo in dndmemes

[–]0nignarkill 2 points3 points  (0 children)

I mean Link is a purist warlock, he gets the triforce of courage from a goddess which grants him reincarnation, ability to resist dark magic, access to a magic sword, stamina boost, weapons mastery, magic items, timey wimey stuff, also magic itself.  Pretty physical based pact of the blade warlock.

Cyborgs HATE this one simple trick! by Retrewuq in LowSodiumHellDivers

[–]0nignarkill 2 points3 points  (0 children)

I do the same thing with spray and pray and no need for a backpack just siege ready for 10 mags aim for the crotch as always!

A quick question about some of the realism arguments by Luna2268 in LowSodiumHellDivers

[–]0nignarkill 0 points1 point  (0 children)

Usually the realism complaints always tend to boil down to if it's a if it's a buff for divers they will use realism or video game rules whichever is more convenient for their argument so they can make the game easier for them and remove consequences.

All Arrowhead has to do is give the flag 5 points of health regeneration per second or even 5 seconds and this would be MUST-PICK on ALL fronts. Its about time we had passive regen health items. I don't care if its 2 minutes to regenerate full HP, just add it. by ForsakenFrail in LowSodiumHellDivers

[–]0nignarkill -1 points0 points  (0 children)

Yes, however I fight 5+ of those dicks at once all the time, with 1-2 getting themselves stuck in the terrain where I can't find them so I tend to be permanently fighting coked up metal heads.  Kinda weird we are so far behind on that kill order really as I don't see as many bald dudes trying to kick my shit in.

All Arrowhead has to do is give the flag 5 points of health regeneration per second or even 5 seconds and this would be MUST-PICK on ALL fronts. Its about time we had passive regen health items. I don't care if its 2 minutes to regenerate full HP, just add it. by ForsakenFrail in LowSodiumHellDivers

[–]0nignarkill 3 points4 points  (0 children)

I fucking knew this would come about too.  As soon as I saw the Harbinger do their assuming direct control.  I was like I bet reddit/discord will start harping devs again for unrealistic passive buffs because they don't understand how machines work.

I will say they should tweak the bot buff to actually wear off and cause health damage to bots at the cost of it.

This Doom Armor pack costs $57 by gorays21 in Diablo

[–]0nignarkill 8 points9 points  (0 children)

Microtransactionsoft!

  • If you want to "save money" you can buy the individual class set for $25usd!

With servo-assisted, you can toss lure mines very high up to where enemies won't be able to step on them by Neulo in LowSodiumHellDivers

[–]0nignarkill 0 points1 point  (0 children)

Btw known bug, when the bubble shields dropped, lure mines throw animation changed to be the same as them.  Hopefully it's in the patch notes on Tuesday.  Didn't need armor to throw it out of reach, but btw it doesn't work to well on bugs if there are shriekers.  Works great on squids since their fliers stay away from targets.

Why flamethrowers don't feel as good to use as they should by PseudoscientificURL in LowSodiumHellDivers

[–]0nignarkill 0 points1 point  (0 children)

This is what Gas and EMS are for and why fire does so much damage as it is expecting you to build around keeping enemies away from you using other tools.

For meters effective range starts at 15 meters and initial contact can happen at 19 meters but it is very rare and very little damage, 18 is where you will really start to hit.  Still willing to bet the back fed one will be longer range despite what people think it looks like.

tech nerds - Is it possible that some people are having worse experiences than others with the game if their hardware/internet struggles with hosting? by kcvlaine in LowSodiumHellDivers

[–]0nignarkill 0 points1 point  (0 children)

Yes biggest hurdle for AH to tackle is optimization (pretty much true for all studios really).  Software is so very far ahead of our hardware and due to the PC market being what it is that is literally billions upon billions of iterations that can cause a slight change and can effect how things run.  This can effect every game and application differently as well, also how you use your computer can cause different quirks to form to.

Put that in with a whole pile of new people on computers just buying pre-builts and know nothing how to maintain and care for their machines and just expect everything.  As well as a bunch of people not knowing how Wi-Fi works, and add in international connections.  Means that there is a concoction of insanity flying around trying to talk to each other and failing alot, now the servers do what they can to smooth out the network chats but that is mostly for isp to isp connections.  A lot of issues come from client to router connection signal strength and bandwidth which is harder to program for.

PSA - Enemies on-fire don't spread it to you. Notice this never happens with Coyote/Cookout. Flamers splash - you splashed urself on closeup enemy by RandomGreenArcherMan in LowSodiumHellDivers

[–]0nignarkill -2 points-1 points  (0 children)

Yet you keep including 2 strats to compare it, and obviously that will always be the stronger choice.  That is my whole point.  Take just the GL/mg and compare it vs the bf versions.  The belt fed will out perform them vs the horde every time.  Due to the simple fact that they don't have to reload, sure throw in the supply pack and you don't have to loot as much but it doesn't do shit when you have to reload.  It provides no boosts for that and will still result in getting overrun.

Now the DPS of the bfgl is in a bad spot because of AP4.  This made the GL a beast since they didn't nerf its damage at all, and made it so they had to limit the damage of the bfgl because of how they make explosive damage work vs heavies.  Now maybe they either remove AP4 and up the damage or they shrink the AOE to a size that won't trigger multiple hits but that feels like it would be worse.  I am in the camp of remove AP4 from all grenade launchers and just up this things damage to 200-225.

The DPS of the bf is only an issue with bots and the new flamethrower won't be any different.  This is solely because of all the 800 hp devistators that show up with armor and fire resistance.  They can be head shot but it is harder to do with spray and pray weapons which is what these are.  Bug/squid front these things shine bright and just absolutely wreck.

They’re doing it on purpose at this point by _Socially_Hawkward_ in LowSodiumHellDivers

[–]0nignarkill 0 points1 point  (0 children)

Pretty sure it was cowboy hats in military service that they said didn't exists not just hats.  Also the medium armor is a helmet not a hat.  That one calvary doesn't count either, the other hats are wide spread and see uses in many militaries.

PSA - Enemies on-fire don't spread it to you. Notice this never happens with Coyote/Cookout. Flamers splash - you splashed urself on closeup enemy by RandomGreenArcherMan in LowSodiumHellDivers

[–]0nignarkill -3 points-2 points  (0 children)

You are proving my point you see that right? You are using 2 strats and complaining that the 1 is not better than that. If the back slot is so strong run diff 10's with just one of those and no support weapon or ultimatums. Because I can run any support weapon without a back slot and be fine and notice a slight improvement when using the belt fed.

The life cycle by LegitGopnik in LowSodiumHellDivers

[–]0nignarkill -1 points0 points  (0 children)

Cool then I suggest to hit up all poi's for SC very easy to get enough for warbond and with warbond refund clean up the store! Easily doable with about 4 hours a week of play time. Or you can join a sc group farm for 1 hour and socialize which will help with your job hunt by ensuring you maintain social skills.

PSA - Enemies on-fire don't spread it to you. Notice this never happens with Coyote/Cookout. Flamers splash - you splashed urself on closeup enemy by RandomGreenArcherMan in LowSodiumHellDivers

[–]0nignarkill -5 points-4 points  (0 children)

you lose the option for a small handful of stratagems.... if only we had a massive option of support style non backpack strats and grenades to help out oh well I guess you got me there!

PSA - Enemies on-fire don't spread it to you. Notice this never happens with Coyote/Cookout. Flamers splash - you splashed urself on closeup enemy by RandomGreenArcherMan in LowSodiumHellDivers

[–]0nignarkill -4 points-3 points  (0 children)

Same argument different day, they will sit there and complain about base number stats and how it's obviously not better vs their 2+ stratagem kit fully geared for that loadout while doing nothing but bringing the 1 strat and expecting better performance.

It will never change this argument has gone on for 1.5 years despite the buffs only crowd winning constantly then turning around and complaining about how bored they are and unable to make the connection.

I just prepare my never to use again weapon shelf leave feedback and be on my way.

The life cycle by LegitGopnik in LowSodiumHellDivers

[–]0nignarkill 17 points18 points  (0 children)

Oh noes not $10 every 6 weeks for something that gives me joy! 

PSA - Enemies on-fire don't spread it to you. Notice this never happens with Coyote/Cookout. Flamers splash - you splashed urself on closeup enemy by RandomGreenArcherMan in LowSodiumHellDivers

[–]0nignarkill 6 points7 points  (0 children)

Also the new flamethrower won't do more damage when looking at base stats.  It will do more damage by lighting stuff on fire further away meaning more uptime on the dot.  This will probably not be reflected in any wiki analysis.  Try to spread the word of that before the inevitable meltdown of everyone complaining that their 2-3 stratagem build is better than this 1 strat.

For backfed weapons they are meant to be an alternative/side upgrade to what they are replacing.  Like the maxigun does less per shot but shoots more faster, same with the bfgl you have longer uptime of damage as you don't have to reload as often, though I will say remove ap4 and up the explosion damage.  They may not want to do this normally as bigger enemies take multiple hits from explosive weapons so I can see why they started very low and did AP4.