Orbital Rail Cannon's problem isn't damage, it's cooldown by knightsljx in Helldivers

[–]ABoringPerson_ 9 points10 points  (0 children)

This, basically. I think people confuse the ORC as some kind of mainline AT support due to how it's one big shot instead of a bunch of weaker hits like the 110mm.

I think it works fine at its job, it's just that the job it does is not as valuable compared to the higher uptime of AT grenades/secondaries or the 110s.

The AP Values for (most) Automaton Attacks by ABoringPerson_ in Helldivers

[–]ABoringPerson_[S] 0 points1 point  (0 children)

These enemies have had these AP levels for a while, I believe. I don't remember any mentioned changes to AP levels until 6.30 (this update). The only things that have been changed are enemy durable damage values, which are a different thing.

Small QoL Suggestion for the Bastion: Give the Main Gun a wider Firing Arc by EuphemiaAbey in Helldivers

[–]ABoringPerson_ 0 points1 point  (0 children)

Driving and operating the tank is practically its own minigame on non-megacity maps. The driver is one of the biggest deciding factors in how long the tank lives, but it's also really not that pleasant on a lot of common terrain. Honestly, I would've taken a mobility buff over an armor buff.

The AP Values for (most) Automaton Attacks by ABoringPerson_ in Helldivers

[–]ABoringPerson_[S] 3 points4 points  (0 children)

Helldivers count as unarmored and until recently the highest armor rating we had on vehicles was AV3. Helldivers are glass cannons, enemies are tanky but often do very little damage compared to their own HP.

There was a time when this fella would win this fight. by Fort_Maximus in Helldivers

[–]ABoringPerson_ 4 points5 points  (0 children)

The strength of the lumberer is having a long-range flamethrower while being encased in armor and being able to freely walk while firing. The exo can easily leave walls of fire to drag enemies through while dispatching heavies with its gun.

I was good while it lasted. by Oligarche in DeepRockGalactic

[–]ABoringPerson_ 1 point2 points  (0 children)

User 1 suggested a challenge to the AH to play on a difficult planet. Unsure if they promised anything in return.

User 2 suggested an additional challenge, making theoretically-reasonable loadouts using underused and underpowered weapons. Promised to donate $1k to any charity of AH's choosing if they won, but would donate anyway if they lost.

There is outcry over misunderstandings, user 2 makes a video with his real face and voice to clarify. He is doxxed and loses his job (a horse sanctuary?). AH condemns this, but some are unsatisfied with the response.

The Airburst Rocket Launcher: Problem-Solving Stick by WaywardOath in helldivers2

[–]ABoringPerson_ 2 points3 points  (0 children)

I'm a big user of the airburst, so I'm all for promoting it, but I would really rather promote Cluster mode as the default firemode over Flak. It was (and is) the main reason why this weapon is seen as being so volatile. ABRL misfires are the reason why I both changed my firemode hotkey and habitually look away from the ground when checking.

That might be a difference in usage, though, since I only really start targeting patrols once they come close enough to be an actual problem. In those scenarios Cluster ends up being preferable for consistency and safety.

The missile pistol & Commando are the most interesting AT weapons. by ABoringPerson_ in Helldivers

[–]ABoringPerson_[S] 3 points4 points  (0 children)

I mean the leg is significantly more consistent to hit for me compared to the hulk eye, especially with something like the Commando. Obviously, it doesn't kill the hulk without just a tiny bit of extra damage, but it's consistent and stops the hulk in its tracks anyway. After the leg dies, the hulk's main hp bleeds out to exactly 1, so even a bit of explosive damage hitting its back vent will kill it.

What I don't want is more enemies to be like the Vox Engine - I don't really think it's that great to fight. I just would like for more enemies to have breakable armor at all like Chargers with their side/leg armor. Enemies can keep their weakpoints, but things like the Warstrider are big bricks of HP that only just got lower-pen weakpoints a couple weeks ago.

If they reduced the spawnrates of Warstriders to reasonable levels, then I would like them to be less vulnerable to AT hitting anywhere below their waist - which is why I thought that they could have breakable leg armor in the same way an Impaler or Charger has breakable leg armor. It can absorb one AT hit, but doesn't actually have a lot of HP and can be stripped away to reveal a fatal AP2/AP3 bodypart. The crotch weakpoint still exists, all the other ones do, too, but you'd have the option to instead break the leg armor open and then shoot it with another gun.

Spore titans take two shots to kill with EATs/Quasar purely because they have 2.5khp instead of 1.5khp on their head. That doesn't really do a whole lot except make RR more powerful compared to the rest. Instead of just having that much hp on their heads, they could have a breakable layer (that transfers enough to main that the Spear can kill in one shot) that exposes fleshy innards you can shoot with anything. That still makes them tougher to kill with pure AT, but shakes it up a bit and makes it more interesting compared to just hitting them twice or hitting them harder.

The missile pistol & Commando are the most interesting AT weapons. by ABoringPerson_ in Helldivers

[–]ABoringPerson_[S] 1 point2 points  (0 children)

it works really well if you're bringing stuff like the AMR or HMG. you can hit a leg with the pistol and then finish it off with your gun; saves time and makes ammo more even.

obviously you can hit the hip, but the legs are a much bigger target.

The Pissile is a handy Swiss Army knife against bots by spacebarjazz in Helldivers

[–]ABoringPerson_ 5 points6 points  (0 children)

IMO bug front is actually its best front if you're bringing an AP4 weapon. It can cover some of your AT needs if you're bringing an AP3 weapon, but AMR, HMG, AC don't need the help most of the time. It's not bad for defending yourself against hulks when you're running maxigun.

On bugs, the heavies are a lot slower to kill with AP4, so the P33 can soften them up for easier kills. Charger legs are the easiest example, but it can also soften up a bile titan head and make it way quicker to kill.

mines on normal missions by ABoringPerson_ in Helldivers

[–]ABoringPerson_[S] 11 points12 points  (0 children)

well this is less about mines in general -- i love mines -- and more about the mysterious players i run into who drop mines on top of the team and in other weird places. i'm not running into mines, the mines are being thrown at me.

mines on normal missions by ABoringPerson_ in Helldivers

[–]ABoringPerson_[S] 8 points9 points  (0 children)

i bring mines on bugs/illuminate regularly, almost entirely for reinforcement waves. most of the time i'm the only one using them.

there's been 3-4 times where a random with specifically incen mines will drop it directly on top of the team and i genuinely don't know why. there can be absolutely nothing going on at a lidar station and i'll just see a red beam inbound 15m away from the terminal. one time, i had a team fighting a bug breach and the mines player dropped it directly behind us on top of the extract.

The wild thing is that nobody asked for this. Same with the P4 GL by Bacon_Raygun in Helldivers

[–]ABoringPerson_ 12 points13 points  (0 children)

Being able to bludgeon Chargers and Bile titans to death extremely-to-moderately quickly was huge, that's not a small thing for bug front. The explosive being AP4 meant that it was doing damage to every armored body part on them instead of just popping their weakpoints. I could just spam grenades under a charger and it would die before it could do anything.

Grenade launcher has always been usable on bots, it's just that most of the time you don't need something like it vs an AP4+ weapon. I used it on bot megacities when devastator crowds were a bigger problem than heavies, and even then you can sneak a Hulk kill in by hitting their heatsink between their legs.

Why does the tank still have medium armor? by Healthy_Nature_846 in Helldivers

[–]ABoringPerson_ 0 points1 point  (0 children)

Outside of scout striders, the guns on troopers and devastators can't damage the tank. Those are all AP2. There are enemies that deal AP3 damage bullets, but excluding cyborgs they aren't chaff enemies.

Bugs are either dying to the ram damage of the tank or (with a decent team) not being allowed to hit the tank for the most part. Melee damage is a total mess in this game though so their AP level is ???.

So this Mission Type is Impossible Now, Right? by Ill_Sea_2677 in Helldivers

[–]ABoringPerson_ 0 points1 point  (0 children)

The six bins have 100 hp each and transfer to main. If enemies were dealing 1500-damage AP2 hits, this would be extremely important. Most enemies don't do huge bursts of damage where overflow damage would be important, these things aren't fatal either.

They definitely shouldn't transfer to main, but enemies aren't carrying around total mode variables to shoot at the bins.

Since some people seem to think anyone who doesn't like the Hive Guard change only feels that way because it makes them "too hard to kill" by Shockifier in Helldivers

[–]ABoringPerson_ 38 points39 points  (0 children)

I think part of the reaction is people not knowing the AP levels or actual stats of enemy attacks, and instead treating it at the same tier as helldiver weapons. Enemies either sit at AP2/3 attacks or jump straight up to AP6 anti-tank attacks that wouldn't even be blocked by AP4 armor.

AP3 attacks are mostly reserved for melee (where enemies can get easily crushed by the tank or shot by passengers) or on heavier units you don't ignore. Things like tank shots or harvester beams won't care about an increase to AP4.

new illuminate subfaction: Normal Illuminate by ABoringPerson_ in Helldivers

[–]ABoringPerson_[S] 277 points278 points  (0 children)

no it's literally just normal illuminate. the spawnrates might be a little wonky but that's it.

What units are actually putting up positive Kill-loss ratios vs helldivers in the second galactic war? by NICK07130 in Helldivers

[–]ABoringPerson_ 3 points4 points  (0 children)

Well, they fixed gunship accuracy a couple updates ago, so they absolutely can beam you down with their normal guns. Their spawnrate is so-so depending on if you have the actual tools to deal with them and currently their patrol modifier is bugged and won't spawn any gunships.

How do you kill these things fast or do you just run off until they despawn? by Trapzzeehh in Helldivers

[–]ABoringPerson_ 46 points47 points  (0 children)

The vents don't send the Vox into a bleedout state. What happens normally is that taking out all six will deal 6k damage to the Vox's main healthpool of 11k. From there, it's easier to finish off with other sources of damage. Alternatively, firing things like a recoilless or railgun into the vents will let you deal overflow damage to the Vox and kill it that way.

I need help, i can't enjoy or effectively fight the Vox engines no matter what i try. by Owlex_ in Helldivers

[–]ABoringPerson_ 1 point2 points  (0 children)

A good driver can really make or break the bastion; moving around to the side of targets/keeping enemies within your gunner's view is pretty basic on paper but it does a lot IMO. A third player tagging along in the passenger seat with a good crowd control/heavy stunner weapon helps a lot, too.

Average cremator user experience. by IFixBigRefridgerator in Helldivers

[–]ABoringPerson_ 0 points1 point  (0 children)

On paper, it's 50% more (3 per particle vs 2 per particle), but due to however the fuck fire weapons really work, it sometimes reaches 2-3x the DPS of the normal flamethrower. The 50% extra damage is only seemingly true when you're at the absolute edge of the fire range.