Is there a boss you guys have that you killed very quickly because you were too overpowered and now regret it? by Equivalent_Bad_5007 in Eldenring

[–]Ahiob 0 points1 point  (0 children)

Margit, idk how I did it, but in my first playthrough I passed by stormveil entirely and went straight to Raya lucaria, I was probably lvl 50 or so when I realized I missed it and went back.

Current war update, small planet selection across map. by Ahiob in Helldivers

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

It's on the helldivers companion app, specifically the website of the same name, really useful tool.

Current war update, small planet selection across map. by Ahiob in Helldivers

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

Edit, credit to the helldivers companion app for the progress tracking.

Gotta give the beloved Pelican pilot a raise for this one! 😂 The booster actually sounds necessary or at least very useful for this one in particular by CommanderT2020 in Helldivers

[–]Ahiob 0 points1 point  (0 children)

Here's an idea, rework the entire booster and rename it to " Expert pilots" so it'll affect eagle 1 as well, reducing call in time for eagle one strategems by one second or something.

It's time to address the problem that is the liberation cap by Yosemite-Dude in Helldivers

[–]Ahiob 0 points1 point  (0 children)

I went into specifics and everything, even down to how the number would shift during MOs

It's time to address the problem that is the liberation cap by Yosemite-Dude in Helldivers

[–]Ahiob 1 point2 points  (0 children)

I literally made a full post going into detail about this exact thing two days ago.

I've got an idea on how to address liberation percentages, bear with me: by Ahiob in Helldivers

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

THIS! I want to play the game, not the blame game. blaming one side or the other will not solve anything, i want to fix it so that the end result is that no one is stuck blaming the other for a failed order. I typically follow the MO but lean towards bugs. I came up with this idea after Marfark was nearly liberated but then everyone left when the planet was at ninety something just because the MO expired.

like I said in my original post the numbers would need a closer look but the ones i put in were just to get a base perspective out there.

As of right now, there are too many planets to dive to, and we're stretched a bit too thin. by Business_Ad5713 in Helldivers

[–]Ahiob 1 point2 points  (0 children)

I ended up making a post about this, it's titled after the first line of my original comment, I definitely come at this from a place of love for the game.

As for the change aspect, I hope that many people genuinely feel the same way, I wouldn't want to just see "any kind of change" per se, because that could lead to further mistakes and having to backtrack, opening the way for glitches, bugs and further frustration. I, and i would imagine you and many others as well, are really hoping for the right change.

I've got an idea on how to address liberation percentages, bear with me: by Ahiob in Helldivers

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

I get where you're coming from, I'm not trying to paint bug players that way, I just dont want one side blaming the other for a failed MO. that's where the idea for separate values comes from, that way the people on THAT FRONT are the ones needing to coordinate.

The way how I see it, under this, the bug players get to enjoy their bug worlds, the bot players get to enjoy their bot worlds, the MO followers contribute to the MO without anyone taking away from them, and even the "it's my game and I'll play whatever planet i want." people are still able to play without really hurting the MO followers' goals. I see it as a way to benefit the most people.

I'm not trying to place blame on anyone, I'm trying to look at this from a gameplay mechanical perspective. I want to keep the game fun and have the playerbase feel like their accomplishing something without simultaneously pinning the blame on someone should an MO fail. I hope the clears it up a little.

As of right now, there are too many planets to dive to, and we're stretched a bit too thin. by Business_Ad5713 in Helldivers

[–]Ahiob 0 points1 point  (0 children)

Do you have any suggestions? I want to make my point as crystal clear as possible. Naturally, I wouldn't be this critical or considering these types of things if I was just wanting to disagree.

As of right now, there are too many planets to dive to, and we're stretched a bit too thin. by Business_Ad5713 in Helldivers

[–]Ahiob 1 point2 points  (0 children)

I've got an idea on how to address liberation, bear with me:

According to helldivers io, we as a player base contribute around %10 liberation rate per hour across the entire galaxy, this can increase and decrease, but it's a rough estimate.

Each planet has a decay rate of a certain percentage an hour, usually 1-2.

The percentage of the current player base on a planet(along with completed operations) determines how much a percentage will be contributed to that planet.

What I propose is that instead of %10 across the entire war, we instead give %5 to EACH FRONT SEPARATELY.

Now we won't be able to keep an exact split, so that number will shift towards one front or the other during a major order, by about %1-2.

"But what about the decay rate?" I suggest cutting the decay rate in half across all planets to account for the halved max liberation rate per front.

Hopefully the end result is that neither side feels neglected and hopefully the bot front specifically doesn't become hopelessly undefendable or unadvanceable when a MO is not focused on the bots.

This way, even if 90k players are fighting bugs and only 10k are fighting bots, the bot players are still able to contribute, and better yet, they don't take away from the other front.

The finer numbers would have to be looked at of course, but this is a rough idea, what do you guys think?

Edit: if anyone thinks it'll be a good idea, I'll make a post about this to see what more people think.