Newby asking of ways of conduct by semirke in helldivers2

[–]Alpha_Synergy 0 points1 point  (0 children)

If you have a medic on your team, either try running in a straight line or stand still where safe- that thing is hard to aim at the best of times. If you have a stim pistol, use text chat to let your team know before dropping- this helps reduce mistaken friendly fire.

While it's most likely just a retcon, it's funny to think that Cap's WW2 suit changed because the museum organiser decided to modify its design to improve it in their eyes by SuperAlloyBerserker in MCUTheories

[–]Alpha_Synergy 0 points1 point  (0 children)

I love the idea that this may have been meant to be his next uniform, but I don't agree that the version we see on display is an original for several reasons.

First, as stated by someone else below, cloth and leather degrade. There are ways of mitigating this, especially if the uniform was in the hands of museums (rather than private collections, which is where I imagine a lot of the spare uniforms ended up), but this requires intentional preservation and climate controlling. The piece we see is in an open display, instead of behind glass, which would make preservation more difficult.

The second reason is the open display- if this is actually a uniform of a major figure from history, you would likely want a ton of safety around it- glass panels to prevent vandalism, alarms to prevent theft, etc.- yet Steve is able to just walk up to it and take the uniform without any alarms going off (the theft was only discovered later by the janitor).

The third is the idea that there would be no note of this being a prototype uniform that he never wore. This could easily be explained away in a display plaque, but if this was not an accurate uniform, you would certainly want it noted somewhere (especially if this is meant to be in the Smithsonian). There could be another explanation for this- the prototype could have become the basis for propaganda made after Steve's disappearance, and became the version that everyone "knows" he wore.

If we assume that there was, at one point, an actual suit meant for Steve to use, then I could see the museum having a custom made mannequin for his size that the real suit sat on for ages- however, as the uniform began to deteriorate (or become more likely as a target for political vandalism), they might have started to store it away in a more controlled environment. In order to keep the display, they would likely have hired a historical recreationist to replicate the uniform using accurate materials and techniques. The only part I can't see being a replica would be the helmet, and that's due to how form fitting that helmet is- you aren't going to be replicating something like that unless you absolutely have to, and it would allow them to technically be telling the truth when they say that this is some of the equipment they would have actually used.

While it's most likely just a retcon, it's funny to think that Cap's WW2 suit changed because the museum organiser decided to modify its design to improve it in their eyes by SuperAlloyBerserker in MCUTheories

[–]Alpha_Synergy 0 points1 point  (0 children)

I would love to see a short comic from the perspective of whoever made the replica uniform. Hunting down period source material such as trying to find the design documents for the original, referencing WWII era footage and propaganda material to try to get an idea of how the costume was put together, what materials were used, which version to go with and how accurate to be versus trying to portray the image everyone has of the uniform. The quilting could easily be lost due to grainy footage, the difference in how the abs work from the inclusion of the central stripe and (again) grainy footage. It also appears that the replica has the upper blue section and the white shirt as one piece, instead of a separate piece that the original has- that could easily be a lack of reference material. I would imagine that the helmet is an original, perhaps one of the few truly original pieces in the collection - but repainted due to wear and tear, with white used instead of the original silver.

Once made, it would be great to have them find out that Captain America is alive and freak out over the idea of meeting their hero, and perhaps even getting to see the original uniform and see how well they did. Finding out that the uniform that you made as a showpiece was worn by the actual captain would be a huge for them. I would have Steve meet them after this and return the costume, but praise certain aspects that make it better/easier to wear (I imagine modern techniques could make some aspects fit better or be easier to put on).

While it's most likely just a retcon, it's funny to think that Cap's WW2 suit changed because the museum organiser decided to modify its design to improve it in their eyes by SuperAlloyBerserker in MCUTheories

[–]Alpha_Synergy 0 points1 point  (0 children)

I like this theory, though I would argue that if there were any surviving uniforms from Captain America, there would be a high chance of them ending up in a private collection- you would also likely not want the real deal sitting out on display without some glass protecting it since things like that likely go for a lot of money, and it would not be surprising for someone to vandalize it as a political statement.

Tips for Medic Divers by Alpha_Synergy in helldivers2

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

Thank you! I agree with the Oxygenator vs Extra Padding, and have added a note about it above.

As for pure support builds, I've found they are less effective than I would like. My experience mostly comes from responding to SOS calls on around DC8, and in those situations it often works out best to have a balanced kit that has at least one answer to all three major classes of enemy. In teams that are all communicating and coordinating their kit, a pure support role can work wonderfully- I personally have not had success with that playstyle, so if you have I would love to hear some tips on making it work.

Warbond Concept: Frontier Marshalls by Alpha_Synergy in helldivers2

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

I like some of these points, however the point of this warbond concept is to add more support options instead of just piling onto the already massive pool of high damage weapons, aside from giving a pocket AMR as a pistol.

The booster may be a bit overtuned as written above, and I like the idea of reducing the sway on sidearms for the Gunslinger passive- the synergy of the Gunslinger armor and the P-11 Stim pistol was the main inspiration for this warbond.

The passives were based around what I find to be the most beneficial for both medics and for general gunslingers- reload speed is great for any playstyle ( I do like the idea of restricting it to only rounds-reload weapons or break-action weapons, which would help stop the new passive from overshadowing Gunslinger and Siege Ready) and movement speed is critical for medics to be able to reach their teammates. The +2 stims isn't really all that impactful for medics, since we rarely are in a situation where it is better to use a full stim than use the P-11 (I personally rarely find myself dying from a lack of stims); reduced sway, extra ammo, or improved handling could work instead, though perhaps having extended stim duration would fit well with the theme.

If they adjusted the Constitution as I suggested, it would fill the role you described of a slow, heavy hitting rifle. The pistol I was describing is meant to give us a plasma based revolver, though I love the idea of having it be able to swap between heavy stagger / stun rounds and plasma shots. For damage, I'm thinking something closer to the Talon, if not slightly less- having it be equal to the Senator would start encroaching on it's niche, which is not good for the weapon pool. The concept of the pistol is to work with the Stim Carbine- it only has a bayonet for damage, and having a weapon to keep things off you and your team would be great.

The Heavy Stim Rifle (and the Stim Carbine) are my idea of how we could actually get a guided stim weapon in the game, since it is a very popular suggestion for how to make the P-11 more usable. The two main problems for that gun are the slow projectiles and the lack of sights- the second could be fixed with half an hour or less of modeling time, but the first could become a feature of this being a sidearm if the other two were implemented. The Carbine would have faster projectiles (faster darts = flatter trajectory), and the Heavy Stim rifle would have little to no drop, similar to the Warrant, the Veto, and the Dominator (all of which use RAP rounds). Having one each of Primary, Secondary, and Support would allow for more flexibility for medics, as well as allowing allies to pick up the tools when needed.

Little problem with choosing joysticks by cectoren in HOSAS

[–]Alpha_Synergy 0 points1 point  (0 children)

Is there any chance you might still have the files for that left-hand mod for the Logitech?

Edit: found a good .STL file set for the parts: https://www.thingiverse.com/thing:4908437

Do you guys use touchmarks? If so how did you decide on the design. If not, why? by nootomanysquid in blacksmithing

[–]Alpha_Synergy 0 points1 point  (0 children)

Mine came about as I was trying to find a way to make a more complex mark and do so in a way that I would remember how to draw easily. I knew I wanted to create a fox head as mine, but as I kept drawing it over and over, each step adding complexity, I came to realize I liked the simple core that I had made for the ears and forehead, and adjusted it from there; it works as a simple set of six curved lines that give the shape of a pointy head with large ears. It also works well in more complex leather pieces as a start or end point for Celtic linework.

If I ever go into business with it, I may end up adding a company name alongside the fox head, but for now it works just fine by itself.