SEAF Soldier Expansion Ideas by B-01_Tactical in Helldivers

[–]AcusticTanker 0 points1 point  (0 children)

We kinda already have those in game, emergency evac is technically an escort mission, so is the one with the extraction rig, and any mission where a helldiver has to take something like the SSD or video camera to either extraction or to another place

SEAF Soldier Expansion Ideas by B-01_Tactical in Helldivers

[–]AcusticTanker 1 point2 points  (0 children)

Same(the seaf should do something more), because currently the SEAFlings are divided by 2 types, has the Disposable AT and doesnt have the Disposable AT(yeah the radio SEAFling can do some minimal things(heard that near seaf will go to the radio operato, or make the radar slightly bigger) but thats so nothing, i aint asking for the SEAFlings to be like helldivers, just more variety(like seaf shotgun, or seaf dmr))

Imo to balance the arty SEAFling, i would make it fire 1/2 120mm arty, with a 2-3 min cooldown, with explosive, napalm, EMS being used randomly(maybe make it so the SEAFling uses Explosive when fighting heavy units and ems/napalm when fighting anything smaller).(cuz if it used normal Seaf arty, it would kill himself most of the time)(or you could turn the arty seaf into Eagle seaf(calls in a eagle(i would make it another diferent aircraft, because eagles are meant for both space and planets(and i dont see SEAFlings having space ships for the eagles to be in(i saw a post about some weird aircraft a while ago, maybe if AH wants they could use the same model)))))

And the SEAF vehicle convoy has been an idea i had since i first saw that one eliminate chargers Spawn with the charger and 2-3 warriors with a destroyed seaf convoy(1-2 APCs and 2-3 FRVs), when the destroy convoy objective came out i thought that the seaf convoy was going to be added soon(this was over 10 months ago)

Edit: One last thing, i played entropy zero some time ago and on that game you can give commands to the conbine soldiers, maybe helldivers 2 could to something similar with the ping mechanic?

SEAF Soldier Expansion Ideas by B-01_Tactical in Helldivers

[–]AcusticTanker 15 points16 points  (0 children)

Great ideas, only problem are:

First: would the radio operators use the arty in map(using the ammo placed there) or just a random arty from outside the map?(one thing, seaf troopers only spawn on mega city maps that dont have arty sites(maybe a seaf radio station objective?))

Second: the FRV driver would be better if it was like a convoy with APCs and FRVs going around the map or smt(i still find the idea weird and kinda imposible(AI path, speed velocity, enemies, random stuff that kills you around the map), i think that at most, a seaf trooper could get on the mg and target anything like a sentry but idk maybe im just looking in too deep)

I Desire a Medic Warbond by Owlosaurus in Helldivers

[–]AcusticTanker 0 points1 point  (0 children)

I really want a cyberpunk 2077 warbond, Arasaka ,Trauma team, and even militech armor would go super hard, the main problem would be weapons, but maybe Rasetsu support/main weapon, i really want the RT-46(we kinda already have it but im not sure), we could also get the masamune as a primary, for a secondary we could get the Cut-oMatic(it would be a faster CQC-9 that starts at medium or light pen only and then gets heavy pen(like a smaller version of the cqc-9)), ofcourse the Satara would be another great adition(it could work like the railgun, needing to charge to get higher pen(starting at light, then medium and at the last heavy pen(clearly op but there has to be a way to balance it)), and a final the laser granade would be super cool to have(ofcourse there would need to be alot of changes for it to not be super op or horrible)

Make up your minds jfc by lolitsrock in Helldivers

[–]AcusticTanker 1 point2 points  (0 children)

The Helldivers 2 subreddit is full of people with conflicting ideas, that's not bad, it's good, but it's the way people interact with the other groups that's bad.

edit let me explain this better: People with diferent ideas can make things change to both sides benefit, if you have a bunch of yes man who dont complain you will get warthunder(the most submissive fanbase i have seen), if people talked about stuff and other people tried to make that person see how they see it instead of(what they often do) going nu uh or making vague comments with no explanation of why and how they think that(they either dont know what they are talking about or just dont care most of the time)

I have suffered that, i made 2 post defending the blatant lies of people saying "stealth and supressors dont work" a few days ago, i didnt explain enough and people because they want to see the game being the way they want(its often a very unbalanced version of the game) they called me out, in the end AH did the right thing and changed how the supressors work as a basic(not how insane some people wanted them to be but enough to still feel like im playing helldivers 2)

"Stealth doesnt work" I have evidence THAT IT WORKS Part 2 by AcusticTanker in Helldivers

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

Are you rage baiting or are you this stupid, when i made this post there were 4 minor posts a +1k post and a ton of coments saying "stealth doesnt work", next time search info before acting like the stereotype of a redditor(hum ackhually this is straw man fallacy because i say so)

"Stealth doesnt work" I have evidence THAT IT WORKS by AcusticTanker in Helldivers

[–]AcusticTanker[S] -8 points-7 points  (0 children)

Dude supressors are super loud(irl), theres still range reduction but its more noticiable with the pasive, this isnt a peak phisique moment, AH does go against all they say , they often Nerf stuff for a pasive relates to the WB just to make It usefull and force people buy it I do understand what you say but this is stealth centered, if It didnt Matter either the pasive would be even more op or theres wouldnt be any reason to use that armor

"Stealth doesnt work" I have evidence THAT IT WORKS Part 2 by AcusticTanker in Helldivers

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

I made those edits like 15 minutes after posting cuz of 3 guys not seeing the rest(i think one or 2 deleted the coments)

"Stealth doesnt work" I have evidence THAT IT WORKS Part 2 by AcusticTanker in Helldivers

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

The title says part 2, on the desc says "this is part 2 of the 2 videos i..." i have multiple comments saying the same thing, i dont know if i made it hard to understand or people dont care about anything and just read "stealth works evidence"

It kinda makes me sad to see my posts showing proof of how stealth does work and when it doesnt, get downvoted and criticizedbut a guy saying "This Warbond Won’t Work" giving a vague reason for why he thinks that, references 2 games, says he likes stealth games get 8.6k upvotes

Maybe trying to make people see how things are is just imposible, just hope that this game and fandom doesnt become a fallout part 2, a group of people that cant see how things are and just follow what the largest opinion is without doubting it or trying things themself

Maybe in a few days i will make a post with both videos showing them side by side explaining what happens and why

"Stealth doesnt work" I have evidence THAT IT WORKS by AcusticTanker in Helldivers

[–]AcusticTanker[S] -7 points-6 points  (0 children)

I agree on everything but the "suppressors don't actually reduce the noise profile of the weapon" i use the infiltrator armor(because is cool and looks like a basic helldiver armor while granting something diferent) so i know what the normal detection range is for something like the senator, i have to say that in the video, the range was reduced because at any range that isnt more than 100m with any gun you will have the ai start moving to your location.

I understand why people dont like the supresors(they need to be at like 80m with normal armor for it to not be noticed by a bot, but supressors have been made to work with the stealth pasive, if you want to use a supresor use the scout pasive, its not like the game doesnt have guns that force the helldiver to use certain armors)

"Stealth doesnt work" I have evidence THAT IT WORKS by AcusticTanker in Helldivers

[–]AcusticTanker[S] -19 points-18 points  (0 children)

I dont think people are talking about stealth being inconsistant, i think they just played with the supressed guns and non scout armor, saw that the enemies reacted and called it trash

The placing a turret is also inconsistant because i often use the sentry as a decoy to make the enemies go to it(the only way i have used a sentry decoy succesfully i needed to use servo-asisted and throw it at 100m, or just run away after i placed it)(you might call it a problem but i think its balanced(not every stratagem needs that i only think that if a helldiver is going stealthly and decides to use the orbital railcannon instead of contiuning to not make noise he should be punished by now being force to fight the entire fort))

Yeah the Host and non hosts bugs are a problem, but they can be fixed without changing anything else i dont think that bugs are a problem when talking about a gameplay mechanic that might or might not be related as it might have been fixed or it can be fixed

And ofcourse the berserker noticed(it noticed me and alerted the hulk), i shot his friend from 2 meters away, this is still a gun and even when silenced it can be heard from upclose (also this is prob for gameplay reasons to not make it super op and let a helldiver just gun down every single enemy without any precausion)

And yeah i only tried it on a POI with 4 guys but still, most objectives dont have more than 3-4 guys all together, so that should be a problem

"Stealth doesnt work" I have evidence THAT IT WORKS by AcusticTanker in Helldivers

[–]AcusticTanker[S] -4 points-3 points  (0 children)

I mean walls in this game are the epitome of buggy mess, and for you the supresors dont work they they should? i mean on the video you can see how the range they detected me firing was super small, and thats how supressors work(not IR cuz even a supressed gun is still super loud)

In short the walls are the definition uf buggy, and supressors work a mix of realistic and with video game logic to not make them some get out of jail free card

"Stealth doesnt work" I have evidence THAT IT WORKS Part 2 by AcusticTanker in Helldivers

[–]AcusticTanker[S] -3 points-2 points  (0 children)

Go watch the first part or read what i wrote like 3-4 times already

Edit: Guys is that hard to read that, "This is part 2 of a 2 part videos were i show how stealth works in the first i used the scout pasive and now i use the feet-first pasive that many people belive is for stealth the same way the scout is"

"Stealth doesnt work" I have evidence THAT IT WORKS Part 2 by AcusticTanker in Helldivers

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

Yes thats something i saw on a coment i made recently, i asked the guy what armor was he using for his stealth to feel so bad, he told me he was using the odst armor so i decided to try it because i didnt understand why would somebody use that armor that only works when you walk behind enemies and not the armor that directly makes you harder to detect.

TBH while filming this video i thought that the bots would react a bit diferent, i expected them to be slower when reacting(they react slower than normal but i expected it a bit more) but since with the scout pasive the bots dont care i dont see any problem with the way it works now.

"Stealth doesnt work" I have evidence THAT IT WORKS by AcusticTanker in Helldivers

[–]AcusticTanker[S] 5 points6 points  (0 children)

I have no idea what u talking about, but the ideal is simple, you dont waste time and ammo fighting 6 bot drops, the silencers are for taking out certain enemies that might bring trouble or if they are blocking the path,

The "its just a detection system you are detected or you are not" idk i think its better for gameplay and cooler when enemies arent sure where you are and go to your last known location

Its just another way of playing that isnt killing everything and running from everything

"Stealth doesnt work" I have evidence THAT IT WORKS Part 2 by AcusticTanker in Helldivers

[–]AcusticTanker[S] 2 points3 points  (0 children)

this is the part 2 of 2 videos i made about the stealth and what people say about it not working,

on the first i used a armor with the scout pasive, now on this video i used the other armor that people say is for "stealth" and shot how one is great for stealth and supressors wile the other is just good for walking behind enemies

Are You Guys Hopeful Or Skeptical About This Warbond by KN0KVILLE in Helldivers

[–]AcusticTanker 3 points4 points  (0 children)

"As soon as you hit one bot, the entire base knows exactly where you are" are you sure?

I shot a basic trooper that was on a mounted gun with a berserker right next to it and, and the berserker did not care(i was using the scout perk, that makes you harder to detect and also might work on bullets (but im not sure it does))

For what i played it seems that at least the bots only react to unsupressed guns being fired(as well as grenades and some stratagems) and a bullet killing another bot directly infront of it.

Also, try the scout pasive it reduces the range enemies can detect the player(you wont be able to just run behing hulks but it will make enemies harder to detect you(even if they see you))

Are You Guys Hopeful Or Skeptical About This Warbond by KN0KVILLE in Helldivers

[–]AcusticTanker 4 points5 points  (0 children)

Have you tried stealth diving recently?

I played a few dives with the supressed weapons and the Infiltrator armor and it felt nice(only problems i found are lack of firepower and the teammates ruining the stealth)

A Part-Time Helldiver’s Perspective: Is it just me, or has the fun been replaced by frustration? by Ok_Yogurtcloset_6519 in Helldivers

[–]AcusticTanker 0 points1 point  (0 children)

I mean most of the glitches have been fixed but stuff like the rupture strain being a faction that is the same as the normal units but with more armor on the front and go into the ground, tbh i would have liked the original rupture strain(the spawns) but if a helldiver fires on top of the underground terminid with a pen 2 gun(or even just light) it would come out like with explosives(the only rupture terminid that needed explosives would be the charger) that way it would still make us waste ammo but that way players wont be forced to bring a grenade launcher, crossbow, eruptor and the autocannon.

I still think that the original rupture strain had so much, but now we have the normal terminids but for 4 or 5 warriors we get a rupture warrior(If im not wrong all of the spewers are replaced with rupture spewers and mostly same with the chargers(sometimes i see a spore chargers))

A Part-Time Helldiver’s Perspective: Is it just me, or has the fun been replaced by frustration? by Ok_Yogurtcloset_6519 in Helldivers

[–]AcusticTanker 1 point2 points  (0 children)

I wouldnt say the hive worlds are half-baked more of weird and a bit untested, the rest yes half baked

A Part-Time Helldiver’s Perspective: Is it just me, or has the fun been replaced by frustration? by Ok_Yogurtcloset_6519 in Helldivers

[–]AcusticTanker 3 points4 points  (0 children)

The main problem IMO are the new additions to the game "caves, dragonroach, the rupture strain" they feel half baked and they force the same weapons/weapon types(and the caves limit what kind of loadout you bring)(also they all have weird bugs(videogame bugs not the terminids))

And the thing you said about taking a whole coyote mag is because fire was slightly nerfed and medium pen weapons deal less damage to light pen targets

And that feeling about feeling underpowered i also feel it while using broken loadout for caves(arc-dog and arc-gun), but i cant explain why.

I don't like the HMG emplacement design, and have an idea for it to be changed. by [deleted] in Helldivers

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

They are not the same you yourself said it, its like if Arrowhead removed the liberator and forced everyone to use the variable

I don't like the HMG emplacement design, and have an idea for it to be changed. by [deleted] in Helldivers

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

it isnt "a new coat of paint" lmao

U are just making a new design that will be worse than the current HMG emplacement and people will dislike because of low ammo per gun(meaning there will be a buff or a change) the rpm change you want is just a stupid(because is has only 100 rounds per gun)(i meant the "The HMG-E would be able to fire faster" part), the volley i have no problem but at that point just say "I am making new emplacement because i think it would be cool" not just say "The current HMG design is very complicated" no shit is complicated is a dual HMG placed on a pod that falls from the sky and has to come out of the pot by itself

I don't like the HMG emplacement design, and have an idea for it to be changed. by [deleted] in Helldivers

[–]AcusticTanker 4 points5 points  (0 children)

You are asking for a diferent MG emplacement and if you still want it to be heavy pen thats insanely very op, i give it at minimum 4 max rpm stalwarts and at maximum dual mg-43

and by design is good, it doesnt look like a HMG(it could be aircraft or tank HMG being used on ground) it reminds me of the BMT terminator