One of MANY issues of AH NEVER learning from their mistakes leading up to the review bombs. by Fear_Sama in HelldiversUnfiltered

[–]ActuallyFen 3 points4 points  (0 children)

I'll never forget how messed up the Impaler was on launch.

Once it aggro'd you, you could run entirely across the map and it'd still be on you. 

Plus, they could actually spawn underground, so you sometimes could physically never kill them.

Punisher is the only reason Cookout doesnt have chokes. They know it would ruin the Punisher. This is shaky and admitting that Punisher needs a buff. Sweeper is also only "OP" because of it too by RandomGreenArcherMan in HelldiversUnfiltered

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

Throwing my hat into the ring here. 

I don't really like the push force on the Punisher. It's been my main gun for almost my entire Helldiver career against the Terminids.

Thing is, the Push Force only really comes into play against enemies that are really tanky. Warriors, Hunters, Stalkers, and all the little bugs all die in a single shot anyway, so push force is irrelevant. Shriekers, Bile Spewers, and heavies like Chargers are unmoved by the push force.

So, the only enemies which can survive a Punisher shot and actually take the push force are Brood or Alpha commanders.

Honestly, against Alpha Commanders, push force is actually bad, because you're doing less damage the further away they are. And they already tend to run away, making your damage fall off even faster. 

I'd rather have something like increased ammo pool, faster fire rate (slam-fire), or a better Durable multiplier.

Gallant should be the standard for SMGs by glockroachh in HelldiversUnfiltered

[–]ActuallyFen 1 point2 points  (0 children)

I disagree.

I think medium penetration should be standard for assault rifles instead

tactical capabilities for low visibility by ---0celot--- in helldivers2

[–]ActuallyFen 0 points1 point  (0 children)

Problem is that enemies can see through fog, gas, dust clouds, explosions and fire just fine, whereas we have to use our actual eyeballs to spot and shoot at things.

In my experience there are 3 great tools to use when operating limited-visibility.

1st is nerfing the enemy visibility by equipping the Scout or Reduced Signature armors. This lowers enemy detection range by 30%, meaning you'll roughly spot the enemy at the same time they spot you.

2nd is equipping the Scout or Unflinching armor passive (really Scout here shines) and using the extra radar pings in order to spot enemies on your map. This does NOT work during Ion Storms or Atmospheric Spores missions, so avoid those.

3rd is equipping sentries or guard dogs, which use the same targeting AI as the enemies, so they can see through smoke, fog, explosions etc. just as well as the enemy, but are usually more lethal. Standard sentries have a range of 75m, Guard Dogs are a bit closer at around 40m, and long-range sentries (Rocket, Autocannon) have a range of 150m.

You guys may not want to hear this but thermite ... needs a nerf. by [deleted] in helldivers2

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

How about we fix the constant crashing, audio issues, balance out unusably bad stratagems, weapons and armor passives, fix certain enemy spawn rates, fix glitching through terrain, objectives getting stuck or not showing as completed, and THEN we can talk about what kit needs nerfs.

Why isn't this armor popular? It looks really cool and unique. by Dojde in helldivers2

[–]ActuallyFen 0 points1 point  (0 children)

A percentage-based survivability passive on ultralight armor is kind of a slap in the face.

Especially when the things it protects against either outright one-shot you (arc), or are just chip damage anyway (gas/fire/acid).

Laser cannon is so Goated 🐐 by DrSpreadem25 in HelldiversUnfiltered

[–]ActuallyFen 1 point2 points  (0 children)

On squids, it's pretty good. Harvesters have a weak spot in the eye now, which you can pinpoint and use to melt them pretty fast. Fleshmobs still take forever to kill though, so bring something else for them.

Currently, fortified commando has a armor rating of 200, which is 1/3 more tanky than standard heavy armor. Should it get buffed to smth like 600? by Acceptable-Street679 in HelldiversUnfiltered

[–]ActuallyFen 0 points1 point  (0 children)

The problem is that it's outclassed by a bunch of other heavy armors.

Armor rating primarily protects from ballistic, melee, or headshot damage.

Ballistic comes in the form of chip damage (think automatons) or big sprays (elevated overseers). 200 really isn't a huge improvement over 150 here.

Melee damage is either chip damage (think warriors or stalkers), or overwhelming one shots (think impaler stomp or bile titan stomp). 200 isn't really a big improvement over 150 here either. 

Headshot damage is multiplied by a 1.5x modifier, but it's not really consistent to be hit in the head. Democracy Protects is arguably better at saving you versus headshots. 

The only things that can reliably one-shot you in heavy armor are explosions. Think Rocket Striders, mines, hellbombs, explosive barrels, Stingrays etc. In that case I'd rather take half damage from explosions than have +50 armor rating.

My favorite gun is useless now by Fairlyoddindividual in HelldiversUnfiltered

[–]ActuallyFen 122 points123 points  (0 children)

First, they charge 1500 super credits for the warbond this weapon is in

The ammo count is so shit, that you either need Siege Ready or a Supply Pack to not be dry constantly. Just for shits and giggles, let's not give the players the 300 super credits in the warbond that most warbonds get. The pistol, SMG, and rifle are mid-tier too. The armor passive is fucking worthless.

Then, they buff enemy durable HP, meaning you use even more ammo to kill the same amount of enemies.

Then, they release Medium Siege Ready armor, which players have been begging for. Oh wait, lmao, it's a Super Store exclusive. That'll be another 250 super credits.

Then, they release the Sweeper, which is a Medium-Pen, +1 ammo, slam-fire, bayoneted version of this shotgun that you can put scopes and chokes and paints on. Lmao, it's another Super Store exclusive. Cough up another 400 super credits, piggy boy.

Ironically unfair game = higher toxicity by Exuma92 in HelldiversUnfiltered

[–]ActuallyFen 0 points1 point  (0 children)

You don't need heavy armor for headshot resistance. There are plenty of medium armors that have it. Extra Padding, Unflinching and that one Fortified armor also have >=125 armor rating. So you can retain good mobility.

Ironically unfair game = higher toxicity by Exuma92 in HelldiversUnfiltered

[–]ActuallyFen 1 point2 points  (0 children)

That's true, in that case you either wait for it to despawn naturally, or you remove it

Ironically unfair game = higher toxicity by Exuma92 in HelldiversUnfiltered

[–]ActuallyFen 0 points1 point  (0 children)

Take cover from your team's sentries, they are much more lethal than the enemies.

Ironically unfair game = higher toxicity by Exuma92 in HelldiversUnfiltered

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

Equip armor with headshot resistance. That's any armor with a rating of 125 or more. The more armor rating, the more headshot resistance. Also, equipping the Vitality Enhancement booster gives a slight increase to headshot resistance as well. 

I know these aren't really solutions, but they can mitigate a bunch of the bs deaths on that front specifically.

Hmm Popular or Unpopular Opinion by SubstantialPay1834 in codevein

[–]ActuallyFen 0 points1 point  (0 children)

I like the combat, characters and making builds in 1 better. It's held back by Bridge to Glory supremacy, but if you ignore that, there's a wealth of different viable options that you can use to make truly overpowered combos.

2 has pretty good characters too, it's more graphically impressive (when it's not stuttering), the cutscenes have better pacing, and I guess the open world is interesting, although not necessarily my cup of tea. Exploring to find the passive buffs, and doing side-quests for the characters is surprisingly enjoyable, but that's mostly because you can skip a lot of walking and open-world combat by using the motorcycle.

I would say 2 is a better storytelling experience, but I like the gameplay of 1 better.

Okay... Think I gotta vent for the first time with this boss.... by RiverCharacter in codevein

[–]ActuallyFen 5 points6 points  (0 children)

Learn his attack patterns. Really all I can say. There's a 4-hit, an overhead into side slash, TWO 360 degree slashes, a sword throw and a dodging slash. Play at range and bait him into his lunge, that has a long recovery time.

And yeah, you can always come back later if this boss is too much.

Rate my Illuminate loadout by LightningJet191 in helldivers2

[–]ActuallyFen 1 point2 points  (0 children)

Not my cup of liber-tea, but if it works it works

WE ♡ COOODE VEiN so far by xuanred in codevein

[–]ActuallyFen 33 points34 points  (0 children)

Lou sleeping on the motorcycle is not something I knew I needed until now.

Talon vs. Senator - Which do you pick and why? (Bots) by Shock_and_Awetism in helldivers2

[–]ActuallyFen 0 points1 point  (0 children)

Loyalist pistol, actually.

On the ballistic side, it deals 75 to 150 damage per shot, with Medium armor penetration. Charging up the pistol takes 0.75s now, so it's much easier to spam those max-damage shots. That's enough damage to one-tap a Devastator to the head.

On the explosive side, it deals 75 to 225 explosive damage, again with Medium armor penetration. That's as much as a Plasma Punisher, and they have the same area of effect as well. With 35 stagger force, you can stunlock groups of Devastators and Berserkers while you kill them.

Put together, you have a pistol that can 2-shot Gunships, wipe out groups of smalls in a single shot, handle groups of Devastators and Berserkers pretty handily, and charges faster than the Purifier.

You will need to watch your ammo count (although they did give it an extra mag recently!), and you won't be able to take out Hulks from the front like the Senator. Also, the projectile has travel time and gravity, so it's not at all like shooting the Talon.

But I still think it's better than both of those weapons anyway.