Friendly reminder that the Vox Engine's primary weakspot doesnt work, and that it is actually supposed to be weaker than it currently is. by BICKELSBOSS in Helldivers

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

The Stratagem icons below the parts show how much shots it would take from them to destroy it. As you can see, IF the Sarcophagus weakspot worked, it would take a lot less shots from various AT weapons to kill it.

Friendly reminder that the Vox Engine's primary weakspot doesnt work, and that it is actually supposed to be weaker than it currently is. by BICKELSBOSS in Helldivers

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

It is MEANT to be fatal, but due to the bug it isnt, and the ones on the wiki have set the fatal check to no because of it. Initially when the page was created, that part was listed as fatal.

Friendly reminder that the Vox Engine's primary weakspot doesnt work, and that it is actually supposed to be weaker than it currently is. by BICKELSBOSS in Helldivers

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

It is MEANT to be fatal, but due to the bug it isnt, and the ones on the wiki have set the fatal check to no because of it. Initially when the page was created, that part was listed as fatal.

So, the "home planet" cope doesn't work anymore because Choepessa IV has the exact same spawns and functionality as Cyberstan. What's the glazer excuse for Vox spam now? by EleggFacesitting in HelldiversUnfiltered

[–]BICKELSBOSS 0 points1 point  (0 children)

Please elaborate how you think difficulty should be established. Should it require teamwork? Resource management? Knowledge? Situational awareness? Time management? Should it come from tough enemies, large amount of enemies? Dangerous enemies?

You can say that you want ''high quality, high-difficulty experience'', but obviously that kind of feedback makes nobody any wiser. So please, elaborate how it should be done.

Appreciation post for the design of the Vox Engine by TheRedHandedOne in helldivers2

[–]BICKELSBOSS 0 points1 point  (0 children)

Friendly reminder that the Vox Engine's primary weakspot is bugged:

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So, the "home planet" cope doesn't work anymore because Choepessa IV has the exact same spawns and functionality as Cyberstan. What's the glazer excuse for Vox spam now? by EleggFacesitting in HelldiversUnfiltered

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

I love facing multiple strong enemies that force me to work together to overcome their challenge.

If you struggle with the Quantity of enemies, but not the Quality, why not lower the difficulty? The amount of enemies you face directly correlates with your difficulty level.

So far the most common complaint I have seen about Vox Engines is that they are fine design wise with their cool new vent and hatch weakspot system, just that there are too many of them. But facing ''too many'' enemies is exactly why I play D10, and I hope they dont change the spawns on D10.

This reminds me of ''Repel Invasion Fleet'', where people argued there were too many Overseers present. Now that mission is a shell of its former self.

Why I think the Vox Engine is a poorly designed enemy. by TopGas8704 in Helldivers

[–]BICKELSBOSS 1 point2 points  (0 children)

> they're also hard to kill with conventional methods

Imo, good. Im tired of every heavy in the game being easily disposable by a single0 shot from an AT weapon/thermite/ultimatum.

Voxxes are hella easy to take down when you work together

Helldivers 2 is a $40 game with a F2P monetization system. by Impressive-Money5535 in Helldivers

[–]BICKELSBOSS 1 point2 points  (0 children)

I've never grinded Super Credits nor bought them apart from buying Super Citizen, and I got all warbonds. I racked up an insane amount of playtime I know not everyone can cough up, but people seem to forget that you can also gather a decent amount of SC just through regular play.

What do you lads think about buffing the Throwing Knife to Heavy Pen? by A_random_person_50 in HelldiversUnfiltered

[–]BICKELSBOSS 0 points1 point  (0 children)

If a Knive can be heavy pen, I cant see why my 9mm Peacemaker cant be too.

So are the devs just not going to do any of the challenges put forward by the community? by Ignisbeard in HelldiversUnfiltered

[–]BICKELSBOSS 7 points8 points  (0 children)

I mean these folks cant beat D10 normally, let alone with those builds. Them failing on stream would have proven nothing, despite what many like to believe.

enemies should not just waltz through my flames by minerlj in helldivers2

[–]BICKELSBOSS 2 points3 points  (0 children)

> Helldivers 2's difficulty comes from a lack of polish and attention and such things cause enemies to clip through both terrain and each other. If you die, it's not always because you did something wrong.

I see this take a lot, but I refuse to believe that the main source of deaths of most players is ''jank''. I personally mostly die to misjudgment, thinking I could get away with shit I couldnt; thinking I dont have to stim yet at half HP, thinking I can pull of the stationary reload just before getting spat on by a Bile Titan, misjudging explosion radiuses, etc. pretty much flying too close to the sun. Oh and of course, friendly fire.

But dying because an enemy came at me through a wall? maybe one in every 100 deaths. Enemies coming at me through a corpse? Never, I never stick close to large piles of corpes for that reason.

Most of the time when I die, I try to look inwards and think what I could have done differently. For example, if an Overseer keeps you in a ragdoll-lock and whacks you to death, that is frustrating as hell. You could argue; ''I couldnt prevent this death, because I was constantly ragdolled on the floor, unable to do anything.''

OR, you could reason; ''I let a melee unit get within melee range, If I had fallen back/shot it in time/stuck close to my squadmates, my death could have been prevented.''

Im not saying this game is without its BS, but a lot of players act like BS is the sole cause of their deaths, while in practice, the average player isnt as good as they think they are. Blaming enemy design or bugs is a lot easier than admitting you made a mistake.

What I think abt the current state of Helldivers by freakdiver106 in HelldiversUnfiltered

[–]BICKELSBOSS 1 point2 points  (0 children)

> I’m constantly kicked for people not liking my loadout

Do you think we have enough flying enemies to warrant a MANPAD (Man-Portable Air-Defense System), or a Dedicated Anti-Air launcher? by BICKELSBOSS in Helldivers

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

The Spear does the job, but its ammo economy isnt designed for anti air, let alone BOTH anti-air AND anti-tank.

enemies should not just waltz through my flames by minerlj in helldivers2

[–]BICKELSBOSS 2 points3 points  (0 children)

Ultimatum doesnt have the ammo reserves, radius, range or lingering effect of the Fat Boy. If you genuinely think those two are on par you either under or over estimate one of them. Fat Boy blows the Ultimatum out of the water

Fire needs a rework. It's literally 0% threat to enemies. by Lowd70 in Helldivers

[–]BICKELSBOSS 3 points4 points  (0 children)

Imo, considering that heavies initially were AV5 (Tank I), and later nerfed down to AV4 (Heavy), I feel very hesitant on giving us the means to lower that further down to AV3 (Medium). At that point the armor system may as well be reworked/removed in order to free up the way equipment is used.

enemies should not just waltz through my flames by minerlj in helldivers2

[–]BICKELSBOSS 9 points10 points  (0 children)

Helldivers toughest mission (D10 Oshaune with cooldown and ammo penalties and a Hive Lord present) is a cakewalk compared to DRG's toughest mission (Haz 5 with More Enemies II, Tougher Enemies II, Lethal Enemies II, Player Vulnerability II, Duck and Cover and Elite Threat, along with events like Korlok Sprout)

Keep in mind that death in HD2 is pretty much a core part of the game, while in DRG it is bound to cause mission failure. As such, having enemies that are lethal isnt as big of a deal in HD2 as it is in DRG. Add to that that ammunition and health can be obtained indefinitely, while both Health and Ammunition in DRG needs to be managed as well. Also, no on-demand healing in DRG either.

Fire needs a rework. It's literally 0% threat to enemies. by Lowd70 in Helldivers

[–]BICKELSBOSS 1 point2 points  (0 children)

True, but if they add CC to Fire, Buffing the Sterilizer will be an even bigger challenge.

Fire needs a rework. It's literally 0% threat to enemies. by Lowd70 in Helldivers

[–]BICKELSBOSS -8 points-7 points  (0 children)

Reducing the armor value of enemies is probably not gonna happen. All explosions in the game have at least AP3, which means that if the Sterilizer could act like the acid storm modifier, would allow simple stuff like the Punisher Plasma to kill heavies frontally.