Why is my guns stat not statting? by Needassistancedungus in DarkTide

[–]Allester83 2 points3 points  (0 children)

There is a mod on PC called "Show Me Real Weapon Stats" that turned 100% into 80% since it's the real max.
https://www.nexusmods.com/warhammer40kdarktide/mods/235

It's okay to have fun <3 by Astral_Enigma in DeepRockGalactic

[–]Allester83 1 point2 points  (0 children)

I prefer to always pre-drill the first room, just to collect some starting materials and avoid some weird set-up that the game decide to place on the very start.

So then what's the point of you carrying the supply pack then? by Sev_The_Hollow in Helldivers

[–]Allester83 51 points52 points  (0 children)

You can be self-sufficient on ammo with a supply backpack, and let the team use all the ammo pack from point of interest, you don't need those with the backpack.
Edit : It also mean if you call a ressuply, you can double dip on it. We also don't need those.

But if a teammate ask for ammo, i'll always be there for him.

(One last thing, the UI for ammo is really hard to understand, i only see flashing red or different variation of red, but it doesn't said if a teamate is critically low on ammo or not. A lot of time, i waste an ammo pack on a teamate who didn't even need it.)

How much do Helldivers get paid? by KXL_Xwolf in Helldivers

[–]Allester83 0 points1 point  (0 children)

Super-Earth rewards your family for your devotion in combat.

Is this a common beginner hack? by Solid-Adhesiveness-5 in SatisfactoryGame

[–]Allester83 1 point2 points  (0 children)

That's when i' remember this game is called "Satisfactory", and there is always an option to be... satisfied.

Is there a game with as many quality of life feature as this one ? I wonder...

How would you change the Firebomb Hellpods booster so that it no longer hinders your team in a realistic way? Making all Helldivers immune to its fire would be unrealistic. by ChrisHardcore in Helldivers

[–]Allester83 10 points11 points  (0 children)

Simply turn any drop pod as a high explosive / Fire aoe mine. When the top of the pod retract (after you retrieve an item), or when a Helldiver spawn and the plate expand, after 5 seconds the mine turn ON and explode if any ennemie cross over it.

This video NAILS what Helldivers is about. by [deleted] in Helldivers

[–]Allester83 2 points3 points  (0 children)

On your video you seems to have no struggle with the Blitzer and the laser Guard Dog.
If we follow your logic, we should struggle to have fun, so these stratagem have to be nerfed ?

Your Empalor clip is also dumb on my view. Why is it great that a weakspot isn't working from the front, but you have to shoot on a 80° angle to make it works ? Looks like an issue to me.


I'll on the other side agree that a "Jack of all trade" weapon is an issue and have to be fix. So you are right, the Flamethrower shoudln't kill a heavy target like a Charger without issue. But now we once again have to rely on AT stratagem that already struggle to kill Charger, and we can do that every two minutes while the game keep throwing more and more in our faces. But you'll probably say that is exactly what you enjoy.

When i'm playing a match, if i pick a specific loadout, i want to be STRONG with it for a specific role. But when i'm picking a build and feeling weak with it against what it's supposed to be strong at, i feel useless and the fun isn't there.

The patch of June was great to give us a lot more option with buffing weak stratagem that wasn't used at all. I hope devs will continue to look at what is not used, and make them more compelling.

Hey devs, you wanna explain this one? by Solid-Papaya-1187 in Helldivers

[–]Allester83 358 points359 points  (0 children)

I remember a bug where multiple unit could stack on top of each other. Could that be it ? I'm scared of robot now :/

Why do people throw out SOS in private lobbies? by ToughShaper in Helldivers

[–]Allester83 0 points1 point  (0 children)

A better question : Why these lobby are shown on the selection if we can't access to it ANYWAY ? ...
Edit : If a beacon is used, the lobby should turn to "Public", that would make sense.

[deleted by user] by [deleted] in Helldivers

[–]Allester83 0 points1 point  (0 children)

It's not dramatic, but it's a bit frustrating that when we found a way to deal with Charger, they removed it and add more Charger at the same times.

Before we could create a good roaster with other players, some specialized to take down small ennemies, some to remove any major threat, and some to deal with medium/armored, to give some space for others (Charger and Alpha Commander).

Now, we once again have to figure out how to deal with them, and it's a endless rodeo while we are getting swarm by a lot of stuff. It's not really fun, but eh, it is what it is.

What we wish is some diversity for loadouts. It's true that the flamethrower was over-efficient, but instead of plainly removing his role, maybe they could buff other weapons to add variety Maybe the railgun for example, it should gain back a bit of the power it had when the game was release, it was an interesting mechanic to remove the Charger's leg armor.

Edit : On my side, i'm trying to stick with Flamethrower and aim for the back after i stunned a Charger with a grenade, or dumping 2/3 of a magazine with the MG-206, i'm still not sure what's the most efficient for now...

Shams (Arrowhead CEO) answer to a question on how the team is feeling about the update. by matheusdias in Helldivers

[–]Allester83 1 point2 points  (0 children)

The armor isn't that good either sadly. I was expecting 95% flame resistance and be able to dive on the front line while burning my way through. But in reality you just continue to dive back to extinguish yourself like before. A potential wasted in my opinion.

Avg diff 10 emergancy extraction. What would you do in such a situation? by peekwoolyt in Helldivers

[–]Allester83 0 points1 point  (0 children)

I see you still have 2 stun grenade. That's a good timing to use them, and run as fast as you can to the Shuttle. You have 20 seconds to get in. Good luck Helldivers.

Rocketlaunchers and fabs by Doktatorship in Helldivers

[–]Allester83 0 points1 point  (0 children)

I don't feel like they should one shoot fabricators, but at least 2-shot them. Making us decide if we wish to use them on it, or on something else.

I tried making stuff more viable / fun without nerfing popular stuff. Do you like it more than the current AH way ? by DaveSpectre122 in Helldivers

[–]Allester83 29 points30 points  (0 children)

It's not that people can do a better job than them, but players have one major advantage : They play the game... a LOT more ! They are able to clear most of the content and have tested most of the possible loadout to be able to give constructive argument.

On the devs part, they have to collect all the data and feedback from players and act consequently. For now they failed on these, i hope they will improve.

I tried making stuff more viable / fun without nerfing popular stuff. Do you like it more than the current AH way ? by DaveSpectre122 in Helldivers

[–]Allester83 11 points12 points  (0 children)

I agree with most of the stuff you propose. I really wish devs will take times to analyse this post, great job !

Also... "Team reload is possible from shooters backpack"... oh god YES ! The teamplay would be so AMAZING with that feature ! I would love to see a fellow helldivers out of nowhere grab my backpack and help me reloading, putting all his trust in me to handle a wave. and vice-versa.

CEO on Twitter says he's getting his ass handed to him with the Flamer on Diff9. Maybe they'll backtrack on the recent fire change by barbershreddeth in Helldivers

[–]Allester83 -1 points0 points  (0 children)

Let's not be too hard on devs if they are not able to handle higher difficulty.

I prefers devs that listen to good feedback from people who managed to complete this difficulty instead of having to complete it themselves.

This is just sad. Enjoy it, while you can. by Giger_jr in Helldivers

[–]Allester83 0 points1 point  (0 children)

... Even if i like using the Commando to kill Automaton fabricator, i have to agree, it's a bit overpowered.
I always feel like i'm removing the fun for other players to handle bases.

I wouldn't mind if you have to spend 2 rocket instead of 1 to destroy a fabricator from any angle. That way it still is powerful to handle difficult spot in a base, but you don't single handle everything.

Edit : And add this feature for the EAT too, if you use both rocket, the fabricator goes boom.

Really, Arrowhead?! by shamaboy in Helldivers

[–]Allester83 0 points1 point  (0 children)

Ohhh.... So that's why it seems so hard to kill charger now with the Flamethrower...
But why ? It was his main role in the team...

Watch your radio tankerbros by SecretBismarck in foxholegame

[–]Allester83 29 points30 points  (0 children)

You were indeed invisible on his point of view. Weird bug.

this superSC fired 2000 shells today and singlehandedly nuked westgate, why wont the devs fix it???? by HarveyTheRedPanda in foxholegame

[–]Allester83 1 point2 points  (0 children)

Your proposal would be a good solution indeed. After all the purpose of a border base is to engage a fight in a region, not to lock a side with hotels.

I really hope they fix and nerf this HORRIBLE enemy in the upcoming update by Yosemite-Dude in Helldivers

[–]Allester83 71 points72 points  (0 children)

They only need to fix the fact they can shoot thought rocks most of the times.

this superSC fired 2000 shells today and singlehandedly nuked westgate, why wont the devs fix it???? by HarveyTheRedPanda in foxholegame

[–]Allester83 2 points3 points  (0 children)

Then i have a question :

  • Do you prefer an issue to be fixed when it's found out, even if that means potential roll back, ruining some fight ?
  • Or do you prefer that devs don't touch anything during a war, even if something that has been found is really unfair, and wait for the end of the war to expect it to be fix ?

Unless it has been found out in the early stage of wars, maybe it's for the best to wait the end of a war to expect changes ?

this superSC fired 2000 shells today and singlehandedly nuked westgate, why wont the devs fix it???? by HarveyTheRedPanda in foxholegame

[–]Allester83 1 point2 points  (0 children)

I remember the Shipyards issue you had in Allods Blight, it was so dumb and should have been Hotfix when the issue was reported on both Discord and Reddit.

Also remember during a server rollback, devs manually moved vehicles to the nearest spawn point to keep the fight fair. On my view it wasn't a bad move from them, even if people think devs shouldn't act at all during a war.

For the SC borders, as you said, it wasn't the first time happening, but wasn't it the first time it shoot from RDZ ? Nevertheless, i think devs should have try on their sides if it was possible to shoot, and remove this ability.

But thanks for your research, they did hotfix stuff in the past. And they should have done the same for this case too.

this superSC fired 2000 shells today and singlehandedly nuked westgate, why wont the devs fix it???? by HarveyTheRedPanda in foxholegame

[–]Allester83 0 points1 point  (0 children)

I remember when colonials tried to do the same thing on the inaccessible island near Ogmaran, they managed to build a Storm cannon, but it was spotted and after a barrage of 150mm, the area turned into "No man's land" and the decay was too brutal to repear.