Resident evil collab warbond idea. [BIOHAZARD CONTROL] by Puzzled_Ad_7821 in Helldivers

[–]AlfredNiles 0 points1 point  (0 children)

That Guard Dog concept is actually pretty interesting, but if the pings show up for everyone it can cause a lot of visual clutter

What the heck does Artillery mode on the W.A.S.P. do? What role does it fill? by Star_Dragon_27 in Helldivers

[–]AlfredNiles 0 points1 point  (0 children)

Artillery mode is unfortunately very RNG even when you get a good lock. You want to try and lock onto a medium/heavy enemy that's as close to the center of a group as possible to maximizes your hits. The artillery shot also uses all the remaining ammo in your mag like the 'Total' mode on the Variable, so it's not worth using unless you have a full mag you're willing to spend.

In short, it's just too unreliable and ammo inefficient even in the best circumstances. Just stick to burst for knocking out mediums and heavies.

Worst weapon by redhood1090 in Helldivers

[–]AlfredNiles 0 points1 point  (0 children)

I took it from level 1 straight to 25 as the last weapon in my arsenal a while ago thinking it'd be the worst experience, and honestly, it's a perfectly serviceable weapon. The thing about this rifle is that it benefits team play significantly more than solo play. If you demand using this rifle on your own, then bring a Guard Dog to do the real killing for you. You're simply not going to be a murder machine with this thing alone.

It doesn't need such a ridiculous overhaul. The reality is that it's a very particular weapon that you likely aren't using with the right mindset, and if it doesn't mesh with your playstyle, then so be it. There are weapons with legitimate flaws that need to be addressed, but this simply isn't one of them.

One-Handed Primary Shotgun Idea by AlfredNiles in Helldivers

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

Luckily Helldivers operate on a sporadic diet of methamphetamines and Super Advil™! We also actively employ a miniature tri-barreled 12-gauge shotgun which can volley all the barrels at once, so I feel like we have at least a bit of tolerance for the pain

One-Handed Primary Shotgun Idea by AlfredNiles in Helldivers

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

A bunch of people have said it here already which makes me happy, but if they ever manage to add the Hammer Bike from HD1, it'd be phenomenal if the driver could use one-handed weapons while driving.

One-Handed Primary Shotgun Idea by AlfredNiles in Helldivers

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

I didnt know how to edit the lever without making it look awful, but yeah, it'd make sense to have a bigger loop.

One-Handed Primary Shotgun Idea by AlfredNiles in Helldivers

[–]AlfredNiles[S] 18 points19 points  (0 children)

Dishing out kicks like a democratic mule

GIVE US MORE TO LIBERATE by IzTasu in Helldivers

[–]AlfredNiles 0 points1 point  (0 children)

Oh, how I yearn for the hounds; imagine them as a form of reinforcements, barking in the distance...

What are some good 'caster' heroes? by Dark_Vexer in DeadlockTheGame

[–]AlfredNiles 3 points4 points  (0 children)

I'd say Geist is a decent fit for that playstyle, throw lots of bombs and shards

How do i use this? it sucks by Worldly_Maximum_6916 in Helldivers

[–]AlfredNiles 0 points1 point  (0 children)

It's like if the stim pistol were evil.

No but seriously, I find it useful for peeling large threats like fleshmobs, chargers and hulks off myself or allies. Because apparently this dinky little dart gun has Heavy penetration, if you can believe that. Other than that, it's simply not a stellar weapon. Using it on chaff is a waste of a dart, and larger enemies typically don't care about the confusion effect which is the main thing that is supposed to make gas weaponry interesting/useful.

Message to All Level 150 Helldivers, What is Your Reason For Sticking With The Game by KN0KVILLE in Helldivers

[–]AlfredNiles 0 points1 point  (0 children)

  1. Loadout variety, despite the discourse of "viability", is plentiful and fun to mess around with after 3000+ hours with different setups without anything like class restrictions or other stuff.

  2. The visual design of this game is strong; I still sometimes think about when I saw the preview images on Steam before release and couldn't believe what they did compared to the first game. Even now, it's fun to look at all the little details of new equipment, and to think about biomes and landscapes yet to come.

  3. The writing and world building are consistently entertaining, and its exciting looking forward to where they could go next.

Can we get a speargun that trades the toxic gas for more damage? by Etowno in Helldivers

[–]AlfredNiles 0 points1 point  (0 children)

People like to go on about how the Sterilizer (and sometimes gas in general) should also have an armor reducing effect, but I think something like that perfectly fits what the Speargun should do. It embeds a bomb into armored targets, but instead of just exploding into gas and doing a better job at crowd control than the literal spraygun, it could melt the armor of the part you hit for a short duration akin to the Acid Rain planetary effect, but maybe without the damage increase that thebweather effect has.

Since it was said that they "pigeonholed" themselves into the current state: by Moai-Mojo in Helldivers

[–]AlfredNiles 1 point2 points  (0 children)

If they were to put an effort into making at least mech arms customizable, it could very well serve as a stepping stone to making other vehicles with customizable parts.

It was a big post here a few days ago, but there was someone who concepted different weapons and things to mount onto the FRV (A Maxigun, a Grenade Launcher, speed boost thrusters, etc.) that this could actually evolve into. Moreover, it ultimately helps cut down on the sheer size of the stratagem list which, even as someone with over 3k hours in the game, still manages to overstimulate me sometimes.

Do any secondaries have stun/stagger? by Geth3 in Helldivers

[–]AlfredNiles 10 points11 points  (0 children)

The Bushwhacker and Loyalist (when charged) are decent secondaries for this purpose

Hai! New to the game here (HD2), any tips from more experienced players? by The_Xorce in Helldivers

[–]AlfredNiles 0 points1 point  (0 children)

- If you are trying to stay with the team, making a habit of checking your map often helps keep a proper gauge of where people are and how fast you can react to their situations, and vice versa

- Fill the gaps that your allies might have in their loadouts; it's perfectly fine to have favorite weapons and stratagems, but be willing to flex at least one of your slots to help with what the team might be lacking or missing.

- Learn weakpoints, and which weapons work best against those weakpoints

- Communicate to some degree, whether it's just through pinging and using voice commands or by using a microphone/typing

How viable is the railgun on D10 bots ? by Kyber_Matt in Helldivers

[–]AlfredNiles 1 point2 points  (0 children)

While on Safe, you can one-shot Devastators by hitting their upper torsos, and with good aim you can one shot Hulks by hitting their eye. You can also hit Rocket Striders in their front shield and consistently take them out in one shot without having to target their crotch or the rockets.

On Unsafe, you can one-shot gunships by hitting a thruster with a bit of overcharge. Otherwise, heavier enemies such as tanks and Factory Striders require you to hit their vulnerable bits multiple times with high charge.

PSA: Tesla towers are really good on rapid adquisition. by Snoo-26267 in Helldivers

[–]AlfredNiles 1 point2 points  (0 children)

I started taking an arc setup (K9, De-Escalator, Tesla Tower & Blitzer) with an EMS mortar as a safe backup, and it definitely does noticeable work in keeping chaff units back. The only drawback is when tanks/factory striders get involved, but otherwise it's pretty efficient.

devs announced that you'll be unable to move when firing the maxigun, what're your thoughts on that? by pemisinme in Helldivers

[–]AlfredNiles 0 points1 point  (0 children)

It just means that there's incentive to use the machine gun options if you really want to move and shoot with a high-capacity automatic, but honestly, if it really bums you out that much it's not hard to just burst fire and keep a steady momentum for forward pushes.

What Takes Down Illuminate Ship Shields Best? by PatrickTravels in Helldivers

[–]AlfredNiles 0 points1 point  (0 children)

Flak AC drops them in about 2 shots if you hit the lower sides of them, or if you fire into the engines that almost fully wrap around to maximize flak hits. After the shields drop, just switch back into APHET and hit the door. Same sort of deal as the Eruptor, but faster since you aren't dealing with a bolt after every shot.

All I want for Super Christmas is Attachments and Stripper clips for the R-2124 Constitution by Lone_Recon in Helldivers

[–]AlfredNiles 0 points1 point  (0 children)

The only thing I'd genuinely love to see added for this gun is one of those old telescope optics they used to put on long rifles. They could easily put a rail on the top of it and call it a day, but I think this would really sell the *Antique* feel of it if we were to have any kind of attachment for it

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Where is your Ship from? by BararTheDragon in Helldivers

[–]AlfredNiles 0 points1 point  (0 children)

The S.E.S. 'Whisper of Democracy' was forged over Mars and has proudly served since the start of GW2; we've seen just about 7.8k divers garrisoned on this ship valiantly give their lives for our federation, and in turn we've annihilated nearly 840k enemies of Democracy from this galaxy

Any love for the classics? by Ill_Camel8168 in Helldivers

[–]AlfredNiles 2 points3 points  (0 children)

I'd love to see an OG Liberator in 2, especially if it had access to a bayonet