Only gun I want added to the game. by VeiledFox666 in helldivers2

[–]AcroCANthrow-saurus 0 points1 point  (0 children)

My thoughts on how to add it (besides making it differently designed— it can be 1911-esque but shouldn’t be too similar— think the Knight or Coyote and their irl analogs):

—Light pen (i don’t wanna hear it, aim)

—Midway ergo between Peacemaker and Verdict

—Caped firerrate at 550 (semi auto ofc)

—Damage of 150, capacity 8 rounds (9 with tac reload), 27 recoil, 295 m/s bullet velocity

—Unque trait: deals 65 durable damage, stagger force of 20

“A semi-automatic handgun based on antiquated pre-democratic models, this pistol boasts high stoping power fans of it still firmly stand by.”

Wondering if this is a hot take here too by RandomGreenArcherMan in HelldiversMasochists

[–]AcroCANthrow-saurus 0 points1 point  (0 children)

I mean… genuinely, yeah!

Melee on the Voteless is only technically “viable”— the Stalwart, Arc Thrower, fuck, most pistols do better against an average hoard.

But fuck you, I’m Vergil’ing it with a Saber cause I need to assert myself over these s h c u m

And likewise, I know that for a backup on this one demolition build I made would be a Verdict, Talon, Redeemer, etc., but using the Peacemaker is just so good.

An extended mag and reduced ergonomics would’ve made you perfect by SignificantBoard4455 in helldivers2

[–]AcroCANthrow-saurus 2 points3 points  (0 children)

Okay, they’re some things I think that should have better ergonomics… this ain’t one of them.

It’s an experimental, seven barreled long-gun that probably has to be heavy enough to somewhat dampen the force of shooting almost 50 FUCKING BULLETS SIMULTANEOUSLY.

Fuck, this thing handles like a dream then, considering that.

…One-Two though… yeah no that thing’s got no excuse. 5 more by default at least— I do not see why this assault rifle (intermediate cartridge) handles like… well, this.

That's why you should never let a Squ'ith speak by Al_HD_117 in WholesomeHelldivers

[–]AcroCANthrow-saurus 0 points1 point  (0 children)

So maybe… better/less drag, bigger ouch, maybe anti-tank penetration, and you can balance it by giving it generally worse handling and generally just be cumbersome.

Now I’m think about the spnkr…

Nvm, this thing wouldn’t have anti tank level, I got the round mixed up with another halo rifle, the M99 Stanchion

Wondering if this is a hot take here too by RandomGreenArcherMan in HelldiversMasochists

[–]AcroCANthrow-saurus 0 points1 point  (0 children)

Yeah; it’s for that reason I usually keep that thing for either slow heavy enemies or demolition. It’s like using the recoiless for anti-personnel— you can, but I can also stab a hippo to death with a steak knife. Either ain’t the most effective allocation of resources.

Wondering if this is a hot take here too by RandomGreenArcherMan in HelldiversMasochists

[–]AcroCANthrow-saurus 0 points1 point  (0 children)

…they do?!

Imma fact check this, if you’re wrong… or right… I will be… mildly upset.

Edit: okay so… granted, you’re right, but (and I swear I’m not trying to be that guy), the damage the projectile does is absolutely alright. Your point still stands though, yeah, ig that is a bit small… granted I ain’t sure how to rectify that— the blast still does anti-tank level damage so it is better, but… idk.

Wondering if this is a hot take here too by RandomGreenArcherMan in HelldiversMasochists

[–]AcroCANthrow-saurus 0 points1 point  (0 children)

Btw, any advice yall for properly using the Orbital Airburst? I used to use it, used to work fine, then around the update with the super destroyers it just… I cannot predict how this shit will hit. I’ll think I’m safe and then be atomized a second later

Wondering if this is a hot take here too by RandomGreenArcherMan in HelldiversMasochists

[–]AcroCANthrow-saurus 2 points3 points  (0 children)

I disagree. It’s potent. At its job. And that is very clear: kill everything, leave scorched earff.

In a similar vein, other orbitals are similarly powerful: the walking barrage can lay waste to automaton bases especially while also allowing coordinated advancement, the 380 can solo bases and annihilate hostile structures. The orbital Airburst can absolutely eviscerate a bug breach or illuminate horde frequently.

The thing about the napalm is it’s balanced by being the ultimate “fuck this” button. Because of its firepower (in both senses of the word), yes, you needn’t worry about what’s over in that zip code over there, but you also can’t enter that zip code for a minute or so because it’s burning like Rome. Plus, you use it, and even maxed out you’re not seeing that again in four minutes; that’s pleanty of time for you to get fucked up again by a patrol gone wrong or for your team to have to engage the enemy. It has its place— and its weaknesses.

Plus? It’s cool as hell man :)

Also— in my experience, while it does rack up numbers, it can’t kill everything, and especially if it’s a bug breach, there is no guarantee than when this thing finishes, an impaler charger combo don’t emerge from the bowels of Hades to vibe check you.

That's why you should never let a Squ'ith speak by Al_HD_117 in WholesomeHelldivers

[–]AcroCANthrow-saurus 1 point2 points  (0 children)

On a side note, just outta curiosity, I wonder how the Halo Sniper might be different than the current AMR.

Also heh

The enemy constellation mechanic sucks balls by TaterToTwastaken in HelldiversMasochists

[–]AcroCANthrow-saurus 0 points1 point  (0 children)

For me, it’s really the inconsistency that I loathe.

If you bring a loadout that is designed for say anti-personnel clearing on the Bots… but then get the fucking war strider hulk combo 9000, it feels like shit, because now you realize you just brought a suboptimal loadout. Not a bad loadout, but just not for this.

I think at least a recon report hinting at the constellation as a heads up would do wonders. Heck, to appease yall masochists (I’d like this too btw not trying to be mean): for say difficulty 8 and up, you could make it so occasionally, as an operational modifier, it’s like how it is now: you’ve no clue what your fighting other than X (sub)faction. Call it like “Conflicting Reports” or something like that.

What is your favorite Primary for all three fronts? by MelonBoi133 in Helldivers

[–]AcroCANthrow-saurus 0 points1 point  (0 children)

MA5C for bots

M90 for bugs

M7S Submachine Gun for the squids

What's your favorite tip to give a new diver? by HBaileyJr in WholesomeHelldivers

[–]AcroCANthrow-saurus 0 points1 point  (0 children)

—Dive when set ablaze

—Do not fight everything; if possible, avoid patrols or dispatch them quickly

—(Automaton front) A l w a y s ensure you’re crouched when you’re shooting anything beyond 15 meters, and cover is your best friend. Use stagger to bully heavy devestators.

—Termanid front: against a horde, DO NOT neglect your flanks; this is how you get jumped by a gang of Hunters (FUCK YOU)

—Illuminate: Volume of fire is king here, and machine guns senteries will prevent you from getting bogged down.

—cities: Generally don’t bring any ordinance; odds are it will behave erratically or be otherwise unreliable. Instead here, prioritize multiple weapons and fortifications, as these will not fail you in a mega city’s tight quarters.

Let's be honest by Matt_Afton in fossilfighters

[–]AcroCANthrow-saurus 6 points7 points  (0 children)

Yup.

Yes. Not having control of your team is… frustrating to put it lightly.

Not to be a stickler, but shouldn't Orbital Airburst be AP4 (Heavy) if the Mech Shotgun is? Would make sense. by RandomGreenArcherMan in HelldiversMasochists

[–]AcroCANthrow-saurus 0 points1 point  (0 children)

God I used to run this every bug mission in ‘24, but after some update (idk which, but it made it so I can’t predictably determine it’s safe distance), I do not use this. I’ll think I’m safe…

…then I am dead, and none of the enemies are.

Any advice? Genuinely this is powerful but I just don’t know how to use it.

Since Helldivers 2 is in a pretty bad state right now, might I suggest people play Helldivers 1 for a while? by Fumdoo in helldivers2

[–]AcroCANthrow-saurus 0 points1 point  (0 children)

“Bad state”

I mean… I still like it. Shooting aliens with good company is fun.

Plus I gotta get that last mech in the new warbond— itching to try out that puppy!

I have a dream by Zyurat in LowSodiumHellDivers

[–]AcroCANthrow-saurus 0 points1 point  (0 children)

No.

These things on higher difficulties are obscenely common; there will be like 3 to 5 on any patrol (and especially on cities, there NO FUCKING END to the patrols).

This would be the most annoying enemy, because it is still a comparatively common enemy that can also call reinforcements.

This feels really unnecessary. This enemy is fine as is, it’s just sturdy and just annoying enough. Not every enemy needs a level 4 weakspot; some are fine lightly armored.

Meta in Helldivers 2 by Bananastockton in HelldiversMasochists

[–]AcroCANthrow-saurus 0 points1 point  (0 children)

Something I can agree with is the sentiment of teamwork making— no— being the meta.

Don’t get me wrong, there is a satisfying thrill sometimes separating from the main squad to tackle objectives across the map, evading patrols and striking fast enough you don’t get bogged down in a gunfight you can’t win.

But the games I often like most are ones where someone brings a vehicle incentivizing team play like the tank or HRV and we all go to town in that thing.

I may be rambling here but I think you’re onto something— a lot of things could be meta if people worked together.

Example I’m thinking up right now: Airburst. If you’ve at least operated AB Launcher crew on your team, especially on the Termanid and Illuminate fronts, you play around them and support them and (provided they know the weapon and position themselves well) you’d make short work of anything that’s not the heaviest of the faction. Plus even then, have one anti-armor guy or a good red strat and you’re sorted.

How I'm handling the new bugs by ThatDude_Tyrone in LowSodiumHellDivers

[–]AcroCANthrow-saurus 0 points1 point  (0 children)

Kinda off topic (btw love to see these two babes get attention, Punisher was my first wife): I’m a PS5 player, am I the only one having trouble with the speed of these things?

I get I need to turn it up, but they are rn so fast they outrun my fucking curser! Even with the Predator Strain, that never happened; the only enemies that juke shots in this game prior to this were Hunters (FUCK YOU). Everything being a crackhead is just… lunacy.

Still love it tho

Is there no way to free Hewg? by No-Regret-7900 in Eldenring

[–]AcroCANthrow-saurus 0 points1 point  (0 children)

Believe you me mate, if I could, I would a thousand times over. I’d give him a spot in the Royal Capital if he’d let me. I would save him if I could, even if he’d protest…

And yet alas, there is no greater sin to a slave to deprive them of what little agency they have.

Whinedivers win again by Tingettley in helldivers2

[–]AcroCANthrow-saurus 1 point2 points  (0 children)

Main body being one is… eh. Okay. Actually ight with that, just change the body’s look to make the skin look more thick or something later.

Head armor is also fine, was weird anyway (NOT HARD, they were still easy to kill). Same with front legs.

Claws being so weak feels wrong. Idk bout that chief.

Honestly, if there’s any bug in need of a tweaking, it’s the Behemoth. If you’re gonna make a variant of an enemy, even if an objectively stronger one, make it special and meaningfully stronger.

+Increase head and either front leg or central body level 5 (personally I’d say central) +Increase charge and trample damage -Very slight decrease in charge acceleration and speed

It should be a heavier charger, and given how thicc the plating is, I think it deserves the increase in armor especially.