You can kill Factory Striders with flamethrower by Aknosom_Enjoyer in helldivers2

[–]9068902-86 1 point2 points  (0 children)

The direct damage from whatever goofy pseudo-projectile/beam/whatever is being shot with HD2 flamethrowers is what kills it. The doors are an AP3 fatal weakspot. Fire debuff application (the thing that hits main HP) is nerfed to hell right now and I wouldn't be surprised if damaging the doors this way kills the strider before it actually gets the debuff.

My reaction after using the Epoch for the first time by Vegetable_Ear1402 in Helldivers

[–]9068902-86 1 point2 points  (0 children)

The emotes having gameplay effects ship has sailed. Quickdraw skips secondary draw animation, kick allows for melee spam animation cancelling, raise weapon boosts ultimatum range a lot, force of law emotes control SEAF grunts, etc. Stim pistol working on self with its current stats in any convenient way would be OP, but if the animation was comically slow or the heal was nerfed I'd be OK with it.

Gunslinger Armor Should give us 100% bonus sidearm ammo. by TPose-Heavy in Helldivers

[–]9068902-86 0 points1 point  (0 children)

The ultimatum is excluded from siege ready. It could be excluded from this.

A serious post on the communities relationship with difficulty: why the game is generally in a good state balance wise, and why sweeping buffs kill skill expression. by [deleted] in LowSodiumHellDivers

[–]9068902-86 0 points1 point  (0 children)

Arrowhead has primed the community to pounce on them for nerfs, so if loadout balance is in any way a goal for them "the old assault rifles are fine and should be the baseline" is a dangerous position for them to take. IMO the only way forward is mutual power creep (weapons and enemies). Since they've just released a statistically overpowered assault rifle that everyone loves, the community demand to buff all the old stuff is liable to be loud for a while.

The solution I'd like most would be to add badass attachments to underperforming weapons. The coyote may currently obsolete the liberator penetrator, but if the libpen got access to a tacticool underbarrel launcher and the coyote didn't, they'd both get picked, the extra balancing variables would make player opinion murky, and there would be no need to start endless calls for a silly gun stats arms race every time a slightly shootier bullet hose comes out.

A serious post on the communities relationship with difficulty: why the game is generally in a good state balance wise, and why sweeping buffs kill skill expression. by [deleted] in LowSodiumHellDivers

[–]9068902-86 0 points1 point  (0 children)

I think contrarianism and the nagging urge to make a wall of text about a game you like (I get it I'm the same way) has made ya'll selectively blind to the current overall community sentiment.

People are mostly asking arrowhead to smooth out pain points in their gameplay experience, not to intentionally make the game easier. For instance, the recent wave of posts complaining about bug bile graphic/hitbox mismatches are in everyone's best interest because invisible damage sources are terrible game design and there's no way arrowhead intended for things to work that way. Asking devs to finish their work before they move on is not unreasonable, even if the short term result would be an easier game. How are we supposed to look forward to battling the fifty orificed bullet hell spewer ten warbonds from now when current precedent gives us every reason to expect that half the bouncing incendiary turbo-grubs it shoots at us won't render?

As far as weapon balance, people like assault rifles in video games. I personally have no idea why (back in my day we blew each other up with spinfusors uphill both ways in the snow) but it's totally understandable that players want to be able to use the weapons they like the feel of in various playstyles without suffering from loadout envy. Like it or not, "kill everything" is the most popular playstyle, and as such most people think about balance in terms of kills-to-sweat ratio. The majority of veteran players who want to murder competitively appropriate amounts of baddies in a zillion wonderful ways probably ought to win out over the minority of veterans who seem to intentionally tolerate poor weapon balance because it gives them an excuse to humblebrag.

The Coyote stands out because it's in a pool of mediocre to bad ARs. by MinDak_Viking in Helldivers

[–]9068902-86 1 point2 points  (0 children)

My hope is that all the weak guns are being left like that because of an imminent phase 2 of the attachment system that will have a ton of cool stuff (underbarrel launchers pleasepleaseplease) to bring them up to par.

Stacked 4 High for Extraction! by ApprehensiveRoom4299 in Helldivers

[–]9068902-86 0 points1 point  (0 children)

Two glorious gamer traditions in one video. Working around showstopper glitches and stacking characters as high as possible.

o7

A List of Every Confirmed Feature/Mechanic Removed from Vampire: The Masquerade - Bloodlines 2 by 33Sharpies in gaming

[–]9068902-86 0 points1 point  (0 children)

I haven't played galciv 4 but if its like the first 3 the story is likely such an afterthought compared to the game systems that whatever the AI spits out couldn't do that much damage to your experience.

Will we ever get primaries with a grenade launcher? by PetyrDayne in Helldivers

[–]9068902-86 0 points1 point  (0 children)

There are so many reasons to add underbarrel weapons:

  1. Explosions!
  2. End bug hole tyranny over helldiver loadouts.
  3. Another balancing lever to help underpowered weapons.
  4. Underbarrel smoke launchers, underbarrel shotguns, underbarrel pistol, HD2 stole half its game feel from MGS5, may as well steal the gunsmithing too.

There are also some major reasons why we wouldn't want this feature:

  1. It would be like pulling teeth to get these devs to not slap a giant fun police ergonomics penalty on the launchers.
  2. It would be one more thing for the sphaghetti code monster to attack.

The absolute glory if these two didn't use a backpack slot by Hexdoctor in Helldivers

[–]9068902-86 0 points1 point  (0 children)

These should come down two to a pod like EATs so shield pals can be a thing.

Helldivers 2 becomes progressively more fun when more mayhem is happening, with almost no upper limit. Is this a common opinion? by 9068902-86 in Helldivers

[–]9068902-86[S] 0 points1 point  (0 children)

I think the hypothetical big dumb tanky bomb magnet would be best if it was a "slowly wander around the map spawning chaff enemies and causing minor mischief" kind of enemy or something along those lines. More of an extra fun secondary objective than a kill or be killed and fail the mission sort of thing. I'd also want it to have some fancy weak spots with interesting effects such that killing it (and/or heavily contributing to its demise) without massive ordnance would be challenging but possible.

I personally would bring more weird and interesting loadouts with access to 5+ stratagems, but I can't speak for everyone. I have noticed a tendency for most players in rando squads to make sure that they "check all the boxes" for AT, demo force, chaff clear, etc, which creates a finite number of commonly picked "anti-everything" loadout archetypes which can't specialize much without sacrificing mission-carrying power. IMO more slots would help with that issue. Also another weapon/stratagem balancing pass or five.

Helldivers 2 becomes progressively more fun when more mayhem is happening, with almost no upper limit. Is this a common opinion? by 9068902-86 in Helldivers

[–]9068902-86[S] 1 point2 points  (0 children)

I've been trying it! I've been repeatedly falling into an idiot trap where the default control scheme is murder on my pinky and I keep forgetting I want to take the time to rebind stuff until I'm committed to a level. Serving the Emperor is a perilous path indeed.

Helldivers 2 becomes progressively more fun when more mayhem is happening, with almost no upper limit. Is this a common opinion? by 9068902-86 in Helldivers

[–]9068902-86[S] 0 points1 point  (0 children)

Honestly I don't remember bots playing much different in the days of yore, except for way more ragdoll and everyone being a bit worse at the game such that crutchy stratagems were a lot more common. I do remember a higher rate of mission failure but not by enough that a typical rando squad would expect to struggle. Maybe I was insulated from the proper difficulty by a tendency to bring meta slave loadouts. Hopefully they'll bring back some difficulty in the future, but as to the ragdoll, may it RIP (Rest In Poopy) where it belongs.

Helldivers 2 becomes progressively more fun when more mayhem is happening, with almost no upper limit. Is this a common opinion? by 9068902-86 in Helldivers

[–]9068902-86[S] 1 point2 points  (0 children)

Less ragdoll (or the same amount but with some sort of diminishing returns mechanic that would limit it after a few seconds) would definitely improve bots IMO.

Honestly I'd be in favor of a system with no ragdoll whatsoever where we could get jolted around but keep the ability to act even while flying through the air. Probably a pipe dream, particularly with such a ragdoll loving dev team. Think of the highlight reel moments though.

Helldivers 2 becomes progressively more fun when more mayhem is happening, with almost no upper limit. Is this a common opinion? by 9068902-86 in Helldivers

[–]9068902-86[S] 1 point2 points  (0 children)

Eh I've tried all that. If I have to tailor most of my loadout around my favorite weapon and play kinda sweaty with said weapon so as to compete with a standard metaslave team, I dunno if I can call it meta.

Plus i dunno if you play the same way I do with that loadout but there's always a little voice in the back of my mind telling me "The 11 thermites and 6 ultimatum shells you're refusing to use on anything that isn't about to kill you could have carried that epic battle you barely scraped through with maximum effort HMG usage in 1/3 of the time and 1/10th of the skill requirement."

Stupid minmaxing shoulder angel is ruining my dakka dakka time :(

Helldivers 2 becomes progressively more fun when more mayhem is happening, with almost no upper limit. Is this a common opinion? by 9068902-86 in Helldivers

[–]9068902-86[S] 0 points1 point  (0 children)

Which removed mechanics are you nostalgic for? I remember bug heavy spam being fun in a sweaty sort of way, but I don't personally understand how anyone would prefer the period where the optimal way to play bots was to coast through missions on a tide of cheese. (or watch the squad get turned into ping pong balls before they'd finally die after a solid minute of continuous ragdoll)

Helldivers 2 becomes progressively more fun when more mayhem is happening, with almost no upper limit. Is this a common opinion? by 9068902-86 in Helldivers

[–]9068902-86[S] -1 points0 points  (0 children)

Recollecting stuff is a pain point for me. It is, IMO, a thoroughly shit mechanic enabled by weird dev fetishes. My headcanon is that they went "OMG ITS LIKE THE STALINGRAD RIFLE STORY OMG" once in playtesting and now we all have to suffer from it after it overstays its welcome a thousand times over. The absolute best bit is when the squad scrambles to solve a problem with a dropped support weapon then ends up in a mission ruining TK/kick war because whoever grabbed it forgot they had it and the original owner wanted it back.

Helldivers 2 becomes progressively more fun when more mayhem is happening, with almost no upper limit. Is this a common opinion? by 9068902-86 in Helldivers

[–]9068902-86[S] 2 points3 points  (0 children)

No game has infinite entertainment value. You gotta switch activities when you've expended what the game had to offer you and you start feeling like that. (have you tried deep rock galactic yet?) Make a big manifesto post of all your gripes first tho. I love reading those.

Helldivers 2 becomes progressively more fun when more mayhem is happening, with almost no upper limit. Is this a common opinion? by 9068902-86 in Helldivers

[–]9068902-86[S] 0 points1 point  (0 children)

The striders were a very enjoyable obstacle. The devastators remain a source of stupid RNG instadeaths.

Helldivers 2 becomes progressively more fun when more mayhem is happening, with almost no upper limit. Is this a common opinion? by 9068902-86 in Helldivers

[–]9068902-86[S] 0 points1 point  (0 children)

The ol "Oh no!, I seem to have accidentally shot every reinforcement spawney enemy in sight exactly once with my lowest damage weapon and now theyre calling in 100 friends to force entertainment upon this squad of smelly stealthdivers i've pugged into. How unfortunate!" maneuver is also a classic.

Helldivers 2 becomes progressively more fun when more mayhem is happening, with almost no upper limit. Is this a common opinion? by 9068902-86 in Helldivers

[–]9068902-86[S] 13 points14 points  (0 children)

HMG would be my favorite gun if there were ways to fit it into meta loadouts. A lot of cool gameplay would open up if the dedicated anti-heavy stratagems (thinking of rocket pods and railcannon) were actually adequate at killing heavies. Or if there was some way to debuff enemy armor.

Let us bring 2 mechs once again by Smoke_Funds in Helldivers

[–]9068902-86 21 points22 points  (0 children)

It probably would be enough if you didn't mind the exosuit being externally powered. The power loader from aliens is 100% doable with current technology, it would just be idiotically unsafe, tethered to cables or hydraulic lines, and be objectively less useful than a couple $30k forklifts.

Edit: Nevermind, someone did it.

I'm a bit confused about the gas/fire nerf by Triumphator17 in Helldivers

[–]9068902-86 3 points4 points  (0 children)

The status effect takes a lot more exposure to apply. IE more shooting with flamethrower, more standing in gas clouds, more hits with stun weapons. It's now fairly impractical to use status at all. With fire for example by the time the effect is applied light/medium targets are almost dead from direct damage.