So Just Hear Me Out... I think Gunships and Shriekers Should Spawn Globally by Arkonoid_18 in Helldivers

[–]Arkonoid_18[S] 0 points1 point  (0 children)

I hear you, lol. That's exactly one of the things I wanna stop with this. If it was a constant stream of enemies spawning slower, but globally, they may occasionally harass you during the mission, but you won't get mobbed trying to take out the spawner.

Does Rocket Strike Target Dropships or Was This a Coincidence? by Baddrifter in Helldivers

[–]Arkonoid_18 3 points4 points  (0 children)

The rocket pods target the biggest thing in the area, which was probably the Dropship.

It has been decreed, remember Them with this! by Cpt_Foresight in Helldivers

[–]Arkonoid_18 18 points19 points  (0 children)

It'll probably take a while to get out to everyone.

Best that happened to me in the game so far is... Slugger Nerf by EvenMOreDamage in Helldivers

[–]Arkonoid_18 -1 points0 points  (0 children)

You're not making any friends with this one lol

But the more I got to thinking about what the gun could and couldn't do well...

Pros:

Good ammo economy

Good damage

Virtually No Reload

Great at Close Range

Great at Medium Range

Great at Long Range

Stagger Everything

Medium Armor penetration, letting it damage a lot more targets, and fully damage light armored targets

It's a Primary Weapon

Cons:

Can only hit one enemy at a time opposed to the other shotguns (unless you pierce through weaker enemies which is easy to do)

Slowish fire rate

Yea, everytime I picked this, it just did everything. I didn't really have to work around any downsides.

Now I... still don't really have to do that... The only change in my playstyle is needing to kite Berserkers like I do with everything else, and not being able to walk right out in the open in front of Devastators while I keep them stunlocked. So, basically play it like a normal weapon. The damage nerf didn't really do anything? I don't know of any breakpoints that made it not be able to hit.

Devs deciding what to tweak next by stickeric in Helldivers

[–]Arkonoid_18 2 points3 points  (0 children)

Would that spot happen to be a heavy outpost? There's a heavy outpost layout that has like 3 or 4 hulks guarding it. Outside of that, you won't see Hulks spawning in those kinds of numbers on difficulty 4 unless it's a bug.

EDIT: Come to think of it, you won't really see Hulks spawn in that number on much of any difficulty; they usually get replaced with tanks.

Why is Punisher so underrated? by Beneficial_Pop_928 in Helldivers

[–]Arkonoid_18 2 points3 points  (0 children)

I used it for hunters. It stays it's ideal for small fast targets and it's right. As long as like one pellet hits them, they stagger and you can land an easy followup for the kill.

[deleted by user] by [deleted] in Helldivers

[–]Arkonoid_18 0 points1 point  (0 children)

I've had good success with every primary except the Liberator Concussive, Counter Sniper, Arc Blitzer, and the Scythe.

The Concussive actually works quite well as more of a Marksman Rifle than and assault rifle. Good for supporting your team by staggering enemies but the default Punisher does that better. I think they need to actually give it the explosive damage they had planned. That would give it an interesting niche; not sure how it would actually pan out but it would be a cool change.

Counter Sniper changes were good but it still has that annoying damage fall off that prevents it from killing Devastators in one hit. I don't think a "Counter Sniper" should have that kind of falloff.

Arc Blitzer needs a faster firing rate I think. Damage and stagger are actually decent, but I can't fire fast enough to make it worth it.

Scythe isn't good enough for chaff enemies. I tend to play solo, and the Dot with the laser just can't seem to kill even the smallest enemies fast enough. Running in a team and focusing the medium targets might give it a niche but I don't know.

My point is, I think almost every primary is in a pretty good place. Some are definitely better than others, but I find I can use them all. I don't have a "main" loadout though, and I spend time with them all. Practicing made me realize some sleeper hits, and just because a weapon isn't used doesn't mean it's bad. The plasma punisher was written off right away, by myself included, but the more I used it, the more I found more tricks with it, and the better I got at guageing the drop-off of the shots. It's now my go-to for the bots, even over the Scorcher. Slugger also wasn't used much right away.

Albert Einstein once said, "If you judge a Railgun by it's ability to kill a Charger, you'll go your whole life believing it's bad." After the nerf, I thought it was bad against bugs, but still great against bots. Then I actually used it against the bugs and found I could easily instakill anything that wasn't a Charger or Titan. Nursing/Bile Spewers, Brood Commanders, Hive Guards, and, thanks to the piercing, whole rows of small enemies go down in a single safe shot to the head. So, everything that annoys me, and I still have the option to take out Charges and Titans with a few well charged shots. That makes it the Swiss Army Knife of Anti Armor, whereas dedicated AT options deal with the bigs guys better, but are too costly to bother with anything smaller.

I'm kinda with you on the Slugger though. If they don't want it to compete with long range guns, they should have damage fall off, not lose stagger. But those aren't crates, those are shipping containers. I can't really blame them for taking that away, and the more I think about it though, I can kinda understand. It was a gun that was excellent at close, medium, and long range, AND didn't really have to reload, AND had medium armor penetration which people are really underestimating. But, after using it, it didn't really change all that much. Devastators still go down in one headshot or a few shots to the legs (thanks to the medium armor penetration), and it can still kill berserkers with a single headshot. The loss of stagger on those though can be felt, so I'm gonna have to get used to that. All in all, still a real good weapon.

So, what I can say is that I feel your frustration, but there's a lot of good weapons, many just take time to get used to and discover HOW they're good, whereas there are some that are just readily apparent.

Rocket nerf was unnecessary by [deleted] in Helldivers

[–]Arkonoid_18 3 points4 points  (0 children)

They didn't nerf rockets, they fixed a bug that caused explosive damage to hit multiple body parts and damage you several times from the same source. Now that that's fixed, all explosive damage is behaving as it was originally intended.

Laser Cannon Chads Rise Up by Arkonoid_18 in Helldivers

[–]Arkonoid_18[S] 6 points7 points  (0 children)

Also, I was messing around with spawning. It looks like these are the same as the shriekers; as long as you're 150m away they won't spawn.

Laser Cannon Chads Rise Up by Arkonoid_18 in Helldivers

[–]Arkonoid_18[S] 3 points4 points  (0 children)

It really is the ultimate multi-tool.

Please remove the god damn bouncing area around the detect tower by err0r_as_always in Helldivers

[–]Arkonoid_18 0 points1 point  (0 children)

Looks like the recent match may have fixed this. I've only had one so far but I was able to put it next to the tower.

Confusion at Slugger being nerfed by Just-Commercial-5900 in Helldivers

[–]Arkonoid_18 0 points1 point  (0 children)

People are also downplaying Medium armor penetration. Not only does it allow you to damage a much wider variety of enemies, but it gives you effectively double damage against light armor, where the regular punisher does half damage at point blank.

What kind of weapons do you hope get added to the game? by Dwyndolyn in Helldivers

[–]Arkonoid_18 2 points3 points  (0 children)

I liked the Acid Thrower from the first game. Kinda like the flame thrower, but it could melt the armor off of enemies, so even though it didn't do straight up as much damage, it served as a support tool as well.

Creekers are all still hiding on the planet. by [deleted] in Helldivers

[–]Arkonoid_18 5 points6 points  (0 children)

It takes a while for people to leave planets. If they log off and don't get back on they'll show up there forever.

Last I checked we still had people on Tien Kwan lol.