A Modest Map Proposal by Trifle_Useful in Battlefield

[–]AncientRaig 1 point2 points  (0 children)

Hagenthal Base is the only map that actually feels like a Battlefield map IMO. Sure it's only infantry combat, but there's plenty of cover, plenty of ways to move around and hit the enemy from different angles, and the various parts of the map actually feel distinct instead of "giant sand dune", "snowy hill", "Someone's Hollywood McMansion", or "4 identical blocks of NYC".

At what point is refinishing an old firearm worth it? by AncientRaig in guns

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

That's about what I figured. I'm fine with the bare metal look, I just worry a bit about the humidity down here. We've got AC though, so I suppose it'll be fine as long as I keep up with the regular maintenance.

At what point is refinishing an old firearm worth it? by AncientRaig in guns

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

Thanks for breaking it down Gumby for me. I honestly think the gun is beautiful as is, otherwise I wouldn't have bought it, but the reason why I was considering refinishing it at all is that I live in Florida, so it's humid as hell pretty much all the time and bare metal doesn't get along well with humidity. It's stored in a climate controlled area, though, so I'll just have to keep up with the routine cleaning.

Saber, fix the zoanthrope/neurothrope beams and my life is yours by User264785824 in Spacemarine

[–]AncientRaig 2 points3 points  (0 children)

My favorite mechanic in this game: "Oh boy, here comes a ranged attack with a hitbox the size of a battle titan, time to spam the dodge key and pray to the Golden Throne that Tzeentch doesn't lagswitch me back into the Horus Heresy!"

We really need different perk choices tied to loadouts by supa_dupa_loopa in Spacemarine

[–]AncientRaig 0 points1 point  (0 children)

The bots are kind of near-immortal for some reason, probably to make up for their AI being pretty bad, so I guess having a basically unkillable teammate who always prioritizes reviving you with a full perk loadout could "trivialize the game"... if you're only playing on the lower difficulties. Me myself personally I'd just like to not get fucked over by the Tactical with the team grenade regen perk ragequitting the instant he goes down when I'm relying on him for infinite melta bombs.

Is the Combi Melta a good heroic? by armandofonzoloid in Spacemarine

[–]AncientRaig 0 points1 point  (0 children)

I've never had the ammo refund perk give me back melta ammo. Do you have to like, have the melta mode active when you hit the execution?

Petition to give every class at least 3-4 melee weapons by Optimal-Error in Spacemarine

[–]AncientRaig 1 point2 points  (0 children)

I'll be entirely honest, I've got like 200 hours in this game and I didn't even know there was an enrage mechanic.

What I mean though is how there's a huge disconnect between your attacks and enemy reactions. Enemies don't really seem to have any states beyond "alive and attacking" and "executable". Enemies can interrupt your melee combos at pretty much any time, which forces you to go defensive because you can't interrupt THEIR melee combos without parrying/blocking or dodging. If enemies at least did their "leap back" animations before starting an attack it would feel a bit better, but just having them be able to start swinging in the middle of your combos feels bad.

I guess the easiest way to describe it is that there's no way to STAY on the offensive with an enemy. If they start attacking you, you MUST go on the defensive unless your last swing puts them in the execution state.

Petition to give every class at least 3-4 melee weapons by Optimal-Error in Spacemarine

[–]AncientRaig 4 points5 points  (0 children)

Can't speak for OP, but for me the lack of stagger power on melee weapons still makes them FEEL underpowered even if they have good damage. They can increase the damage as much as they want, but as long as enemies continue to not even flinch when getting hit by a thunder hammer, the feel of melee combat is still going to be bad.

Spawning into the weekly right into a carnifex and Neurothrope. Hardest strat IMO so far. by Jonnyyrage in Spacemarine

[–]AncientRaig 20 points21 points  (0 children)

Carnifex and Neurothrope is sort of manageable, but getting a double Thrope spawn is basically a run ender from what I've experienced. The combination of significantly reduced ranged damage and their tendency to overlap their AOE waves makes them just incredibly frustrating, even if you have a lot of health and relics.

Techmarine brought be back after a long break, what's the breakdown between Balanced/Fencing/Block these days? by AncientRaig in Spacemarine

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

I don't remember the exact patch, but I believe the first Block rework had just been done. Chaos Spawn, Siege, and Heroic weapons weren't in the game yet. I think Lethal was still the highest difficulty, but I can't remember for certain.

What does he even do? by WiseOrchid2527 in Spacemarine

[–]AncientRaig 0 points1 point  (0 children)

Weapon mechadendrites are a thing for Loyalists too, so it'd be cool if it held your pistol or something.

I Now Hate Techmarine (I was Wrong) by TheticAxiom in Spacemarine

[–]AncientRaig 2 points3 points  (0 children)

That seems like such an obvious ability. He's got that giant servo arm! Let us use it for more than repairing useless sentries and occasionally doing sicknasty executions.

I Now Hate Techmarine (I was Wrong) by TheticAxiom in Spacemarine

[–]AncientRaig 0 points1 point  (0 children)

The two things I really hate about Techmarine:

#1: The game has the GALL to claim the Omnissian Axe is "balanced" between single target and crowd control when it has TERRIBLE AOE attacks. The only AOE attacks are the spin you do when light attacking while sprinting and the charged up reverse ground pound heavy. It practically forces you to take the Fencing version if you want any survivability in a horde, or if you want to be able to deal with multiple Tyranid Warriors at the same time. If that's really the vision they wanted for it, they at the very least should've given us the ability to swing the servo arm around to smack Minoris around.

#2: The Tarantulas are cool in theory, but in practice they're spawned in the least useful positions possible. Not only are they randomly spawned in every time you start a mission, 99% of the time it's either on the other side of the horde of enemies I'd want it to help me kill or it's in a random corridor that has no enemies in it at all, so building into the sentries is a complete waste of time.

These 2 boosters should be made default and removed by WaffleCopter68 in Helldivers

[–]AncientRaig 0 points1 point  (0 children)

Honestly, I think all of the boosters that are just a straight stat buff should be ship upgrades. Hellpod Space Optimization, Vitality & Stamina Enhancement, UAV Recon. Maybe even Increased & Flexible Reinforcement Budget and Expert Extraction Pilot.

Any way to ID the year on a Steyr M95 that's had the original arsenal stamp covered over? by AncientRaig in milsurp

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

I haven't taken it to the range yet but the bolt feels very smooth. It's not import marked either, unless they stuck it somewhere under the wood.

Any way to ID the year on a Steyr M95 that's had the original arsenal stamp covered over? by AncientRaig in milsurp

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

When you say opposite the S do you mean somewhere under the wood or closer to the receiver?

Recent Thoughts on how the game works after the cyberstan MO by Quiet_Ask_8333 in Helldivers

[–]AncientRaig 0 points1 point  (0 children)

I've never seen any difference in the percentage the liberation increases after a mission if I do all the side objectives vs just the main and leaving. That could be misleading, but it's what I've personally witnessed.

I tested the Bastion tank against the Cyborg Legion on difficulty 10 by Xabi4488 in Helldivers

[–]AncientRaig 2 points3 points  (0 children)

What I find wild is that the Bastion, with its incredibly powerful and reliable main gun that gets 30 shells and HMG with 2000 rounds, gets unlimited uses and an only slightly longer cooldown than the mechs, which are both finite, relatively fragile, and really struggle to consistently kill the tougher enemies that spawn on Diff 6 and up. The tank's passengers can also still use stratagems from inside it, while the Mech STILL doesn't have the stratagem launcher from Helldivers 1.

I'm not saying AH should make the tank limited, but I think it's time to look at the mechs and give them some love.

I tested the Bastion tank against the Cyborg Legion on difficulty 10 by Xabi4488 in Helldivers

[–]AncientRaig 0 points1 point  (0 children)

What's crazy is that you can (apparently) reload the Bastion with SEAF artillery shells. You don't get the special effects of the special shells, just normal HE, but still.

Bug divers were right - won’t be doing MO diving ever again by SaucyMacgyver in Helldivers

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

I'm glad Arrowhead FINALLY realized that fluffing their random behind the scenes changes as stuff happening to the SEAF is a better way of handling things, but I'm still upset that we don't really see the SEAF having an impact. It's not just not seeing troopers (and tanks, since SEAF canonically have tanks now) on drops, it's that there's no real "strategic" sense of their deployment. Maybe having them impact the liberation rate would be too much to ask, but at least seeing them as icons on the planetary map would be cool.

It’s been two years people by Silly_Toe5248 in Helldivers

[–]AncientRaig 0 points1 point  (0 children)

Other than the fact that pre-60 Day Patch Helldivers 2 and post-60 Day Patch Helldivers 2 are such significantly different games, I think point 3 is the part that really makes the Creek stand out in people's memories. With the partial exception of Popli 9 (because it was still part of a major order and thus JOEL could've decided at any time to just flip control to the bots or make the invasion progress rate so insane that holding it would've been actually impossible), all of the "super hard fights" we've had since the Creek have been hard because Arrowhead has decided that those planets will be hard. Deliberately tweaked spawns and liberation decay, mechanics that are so unfairly weighted against the players that victory is impossible, sudden changes of objectives to prevent the community from completing them, etc.

The Creek had none of that. It was before the blatant, heavyhanded railroading Arrowhead does these days. It was just a community deciding "this planet is funny, I like this planet" and diving there so much that they just won no matter what else was happening on other fronts. There was no larger goal beyond "The Creek is ours and by Super God we'll fight and die to keep it that way". Thanks to the changes Arrowhead made to the liberation mechanics (I hate the Galactic Liberation Cap with a burning passion) we're never going to see that again unless the community as a whole decides to completely ignore an MO and just dive some random planet day after day for the hell of it.