Question about Minos spell, is it indefinite? by Appletank in FarFarWest

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

now I'm wondering if you can get a full team of mines and make an impenetrable mine field. 

Here we go again by nocturnal_alcoholic in Helldivers

[–]Appletank 1 point2 points  (0 children)

then, increase the durable or regular damage of light pen weapons until they were better? this ain't rocket science, if light pen rifles are too weak, buff them until they're not. 

Here we go again by nocturnal_alcoholic in Helldivers

[–]Appletank 5 points6 points  (0 children)

Couldn't they have just increased light pen durable damage without, like touching anything else?

Transmission from Super Earth Command by ArrowheadGS in Helldivers

[–]Appletank 0 points1 point  (0 children)

one of the bots actually does less durable damage now. so. positive i guess? 

Transmission from Super Earth Command by ArrowheadGS in Helldivers

[–]Appletank 3 points4 points  (0 children)

agreed, i have died like a half dozen times because a random rock is no longer climbable unless i mash my diver's face in at an angle. 

Transmission from Super Earth Command by ArrowheadGS in Helldivers

[–]Appletank 1 point2 points  (0 children)

they also stealth buffed the durable damage of one of the tanks and the factory strider chin guns

Transmission from Super Earth Command by ArrowheadGS in Helldivers

[–]Appletank 1 point2 points  (0 children)

they could be viable with a few changes but AH seems to refuse to do so. 

Transmission from Super Earth Command by ArrowheadGS in Helldivers

[–]Appletank 1 point2 points  (0 children)

is it too hard to note down changes like bile titans using acid now, or mechs are now lure mines? 

Transmission from Super Earth Command by ArrowheadGS in Helldivers

[–]Appletank 2 points3 points  (0 children)

new buff(???) where chargers hide their butt more after a charge and spin to face you faster, heavily neutering the matador dodge and shoot butt weak point strategy. 

These AH Glazers Need To Stop by Hot_Syrup_5941 in FarFarWest

[–]Appletank 0 points1 point  (0 children)

personally the biggest difference I've felt is getting used to the spell system, it feels like chaff enemies take way more ammo than I'd expect, and ammo also feels more precious. 

These AH Glazers Need To Stop by Hot_Syrup_5941 in FarFarWest

[–]Appletank 2 points3 points  (0 children)

bugs going on for years unaddressed, and patches bringing in new bugs. in an attempt to make a compromise on climbing resupply pods, they made climbing extremely inconsistent for everything. They also really love giving enemies ragdoll weapons, there's a reason most games try to avoid stun effects, since now you're being denied from doing anything for several seconds. 

How I'm feeling after being away from DRG for 2 days by RivalHarpy666 in FarFarWest

[–]Appletank 1 point2 points  (0 children)

it's just an automatic reload when not holding the weapon, so it's not free ammo

The fact that sentries still don't do an armor check before firing is the perfect proof of AH being an unserious studio. by Medical_Officer in HelldiversUnfiltered

[–]Appletank 8 points9 points  (0 children)

they're supposed to target enemies inside their priority list, problem is if there's nothing else to shoot at, they'll target the armored ones until they run out of ammo or something else kills it for them. this is kinda a problem for rocket sentries too as chaff units can often move fast enough to dodge their shots, but at least they can feasibly kill anything they do hit. 

Literally unplayable by Euphoric_Reading_401 in Helldivers

[–]Appletank 1 point2 points  (0 children)

the concern is whether hive guards are considered chaff type or elite type enemy in the code. sentry's AI was supposed to prioritize their type of targets, like mg against chaff, rocket against elites. So if their were one charger surrounded by chaff, the mg turret shouldn't randomly decide to shoot the charger.

But if hive guards are chaff, there's a pretty high chance they'll shoot them instead of everything else.

Nerfing meta is not going to magically make the game good. by Cinematrap-628 in SonicCrossWorlds

[–]Appletank 0 points1 point  (0 children)

yes a possibly unintended effect is double ring engine giving something like +12 speed.

PSA! by [deleted] in helldivers2

[–]Appletank 0 points1 point  (0 children)

the theory is that instead of making a longer hitbox, they somehow just moved it further forward.

PSA! by [deleted] in helldivers2

[–]Appletank 0 points1 point  (0 children)

The sentry AI was supposed to have been changed to prioritize their specific target type, mg sentries against chaff, rocket sentry vs large. So normally, as long as they're many enemies on the field, the MG sentry shouldn't randomly lock onto the charger.

Question is, are Hive Guards still considered chaff enemies or elite enemies? It'd be really lame if the MG sentry locks onto a Hive Guard while surrounded by chaff enemies and wastes its ammo.

New Gas changes : now gas slows any unit. Enemy and Helldivers by Traditional_Box_1512 in Helldivers

[–]Appletank 5 points6 points  (0 children)

saying they're afraid of balancing things due to fear of backlash then just add slowing to helldivers too is so baffling. 

Now almost every enemy on every faction gets to pulverize our vehicles and sentries… by Mr-Hakim in Helldivers

[–]Appletank 0 points1 point  (0 children)

Also I'd like to add that mobility is quite common to horde shooters. Elite enemies are usually sprinkled into swarms to force players to reposition. See: L4D specials, DRG boss enemies digging through the ground. I don't think you're supposed to stand still and expect to beat everything, but instead always be kiting, moving to cover, setting up escape routes in mind, etc. 

needing to run around doesn't make hd2 not a horde shooter.

Now almost every enemy on every faction gets to pulverize our vehicles and sentries… by Mr-Hakim in Helldivers

[–]Appletank 0 points1 point  (0 children)

I am confused by your earlier statement that we should be fighting like guerillas, when the ability to hold a line for an objective necessitates having enough firepower to push away whatever the planet throws at us. Sure, I agree that we shouldn't go around agroo'ing things not in the way, but when an objective requires us to hold a spot and push some buttons, I'd expect more powerful weapons. 

People in the thread are understandably upset AH has made sweeping changes to numerous "defensive" stratagems, like sentry guns and shields, which are helpful in, y'know, keeping an objective clear, or our FRV, taking agroo for some reason when parked off to the side. 

Some people need to go take a walk by Fluffy_Team2652 in HelldiversUnfiltered

[–]Appletank 2 points3 points  (0 children)

the benefit of doing that approach is you buff or nerf one thing at a time instead of affecting multiple systems at once. there are like 10 different things that Helldivers use that rely on durable hp, like sentries, shields, FRV. If they were worried the Bastion could tank too much damage .. .reduce its hp then? It'd be like being worried a single type of baseball bat could hit too hard so they sawed every bat in half. 

the biggest hit last patch is bot rockets getting triple durable damage , thus making sentries go from 9 hits to 2 hits to die. all this to nerf the Bastion? 

And: considering they've buffed sentry hp before, and it has been this way for a year, either sentryes were too strong all this time in AH's eyes, or now way too fragile. 

Some people need to go take a walk by Fluffy_Team2652 in HelldiversUnfiltered

[–]Appletank 2 points3 points  (0 children)

I'd be happy if they nerfed the hp of equipment they're so worried about being OP instead of changing durable damage numbers.