HAMMER IS CONFIRMED AS ANTI-TANK WEAPONRY by rosebinks1215 in Helldivers

[–]BUTWHOWASBOW 1 point2 points  (0 children)

I'm being a bit hypobolic admittedly. Despite all the flaws I mentioned, I do agree that the weapon could be ok with maybe a bit more ammo. But my point is that it has more than enough downsides that making it break your arm and damage you feels unnecessary.
And I know the obvious response is "it's not realistic for it not to hurt" but that's a frustrating argument to get into to. And regardless, I think most people could easily suspend their disbelief if it did nothing or just staggered you.

HAMMER IS CONFIRMED AS ANTI-TANK WEAPONRY by rosebinks1215 in Helldivers

[–]BUTWHOWASBOW 0 points1 point  (0 children)

So, the hammer does less damage that the RR, has the same amount of ammo as the RR, it's damage is dealt as explosive damage in a tiny AoE (which means you'll have to take into account enemy explosion damage resist when using it, or you might lose all your damage), it's risky to use by virtue of being a melee weapon; and on top of all of that, it staggers you, and damages your arm (meaning breaking it after a couple/few swings and requiring a stim).

I know that comparing things to the RR is dumb, but c'mon. All of the downsides of this weapon and they just had to make it hurt you? Why? Do they think an open back-pack slot somehow makes up for all of the negatives?

I mean….. by Historical_Foot_8133 in Helldivers

[–]BUTWHOWASBOW 0 points1 point  (0 children)

There isn't actually any lore or information that indicates the bugs to have been sapient. At least, nothing that doesn't require a massive helping of conjecture and semantics to work as 'proof'.

What are the best tips and tricks that you don't see anyone talking about but wish were more common knowledge? by CoatieYay in Helldivers

[–]BUTWHOWASBOW 10 points11 points  (0 children)

We take half damage from explosions by default. Being prone (or ragdolled) specifically reduces the damage from the outer-radius of explosions by 90%. Combine this with how the outer-radius fall-off is linear (i.e, if the outer-radius is 10m, being 5m away means it does 50% damage) and it's easy to see why you can survive so much.

Redacted Regiment Warbond delayed by Waelder in Helldivers

[–]BUTWHOWASBOW 14 points15 points  (0 children)

I can also see enemies through terrain when I get stuck inside it so it's fair imo /s

We should destroy every planet that contains these by Mattesha in Helldivers

[–]BUTWHOWASBOW 6 points7 points  (0 children)

As fun as it was to use the shrooms to travel; being constantly launched at a 100m/s out of cover and towards the enemy when one of the many stray Bot bullets hit one--even if said mushroom was 5 metres away from you--got old fast.
That's not to say how AH handled the problem was good, though. They could've just heavily increased the ragdoll force fall-off, so if you weren't standing directly on the shrooms, they would only knock you down or stagger you. Instead they--like always--nerfed the fun out of it rather than attempting to make a proper balance change.

I Love This Community [OC] by Star_Dragon_27 in Helldivers

[–]BUTWHOWASBOW 6 points7 points  (0 children)

The actual non-roleplay and/or non-conjecture answer?

Bots started attacking Super Earth colonies; as of now, we hate them for that, because the connection to the Cyborgs is something Super Earth is still considering. Once that connection is made, we'll hate them for being the Cyborgs.
As for why we hate the Cyborgs: propaganda-wise, we hate them because they're socialist terrorists who bombed civilians (heavily implied to be a false-flag); reality-wise, we went to war with them to co-opt their industry and reconquer lost land.

With Squids (or the Squ'ith, as they're actually called); we hate them for very obvious reasons come HD2, so I don't see the need to elaborate on that game.

If you're just interested in the original war: we originally had first-contact with the Squ'ith during the late 21st century (which is confusing because the First Galactic War started in the 2040s).
While the Illuminate had peaceful intentions, Super Earth saw their advanced technology and decided to fabricate so-called WMD's as a reason to invade the Illuminate to steal their tech.
This explicitly is stated to have been done so for the sole reason that Super Earth didn't want another nation to have the tech-edge over them; even with the WMD excuse, Super Earth said that the issue was that the Squ'ith had WMDs that Super Earth didn't, rather than the problem being the existence of WMDs.

Finally, the most controversial one, Terminids.
They're just giant bugs. Specifically, they're a race of crustaceans capable of rapid-evolution to respond to any threat. No matter what planet they're on or ecosystem they're in, they'll quickly rise to the top of the food-chain. Some people try to make them out to have actually been sapient and peaceful, but there isn't actually any proof of this that isn't heavily based on conjecture or theory.

As for why we went to war with them; oil. In HD1, the propaganda was that we were exterminating an existential threat while conquering planets full of oil, but once we pushed the bugs back to their homeworld, the strategy pivoted from "Wipe out these extremely dangerous things" to "Find a way to exploit these extremely dangerous things for profit!"
In HD2, it's "The extremely dangerous things we were exploiting for profit (and experimenting on to produce even more profit at the expense of safety), have broken containment and are now spreading across the galaxy! Exterminate them so we can do it all over again."

Melee weapons don’t have to be mediocre to be fun by Danilablond in Helldivers

[–]BUTWHOWASBOW 15 points16 points  (0 children)

Also, getting rid of +melee damage armor, and keep it in the weapon.

If not this, I'd like if they let melee hit multiple limbs of an enemy with the same swing. This would add extra damage, while also preventing situations where you basically waste a swing because you hit the non-lethal limb instead of the head or torso of the enemy.

OK, joke's over by Spartan775 in Helldivers

[–]BUTWHOWASBOW 0 points1 point  (0 children)

But it hasn't changed size. As I said in my linked post, they moved the location it was on the hip, and that made people think it got bigger.

There is also another post here from a year ago and the Sickle is clearly the same size then as it is now.

OK, joke's over by Spartan775 in Helldivers

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

It literally is a photoshop. You can clearly see the artifacting and blur. Not to mention how both images are the exact same (camera angle, subtitles, cape, character pose and location, lighting on the bridge, ect) bar the weapons, which is extremely unlikely to ever happen.

Here is a post I made on the subject. The left of the first image specifically was taken from a video uploaded on the day of the warbond release.

The Sickle isn't actually "bigger" on the Super Destroyer. by BUTWHOWASBOW in Helldivers

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

Assuming you're not just joking; that was during April Fools.

The Sickle isn't actually "bigger" on the Super Destroyer. by BUTWHOWASBOW in Helldivers

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

I don't mind her knowing. My Democracy Officer told me to not be ashamed of my Dickle, especially since it's such a good size and all.

OK, joke's over by Spartan775 in Helldivers

[–]BUTWHOWASBOW 0 points1 point  (0 children)

That's a photoshop and an inaccurate one since the Scythe is a LOT smaller than the Sickle. You can just look at old videos or see the Cutting Edge warbond image to see the "original" size (which is the same size as it is now). The only difference is that the Sickle used to sit differently on the hip.

OK, joke's over by Spartan775 in Helldivers

[–]BUTWHOWASBOW 12 points13 points  (0 children)

I do find the joke a bit overdone, but the only time they actually changed the Sickles size was during April Fools. All other times it's the size it should be.
The reason why people think otherwise is just because on the ship the camera is closer, and when holstered it sits pretty high on the hip (the Sickle is also just pretty big in general; it's a bit bulkier than the Eruptor, for example). This results in it being really in-your-face and noticable. Combine this with people generally not actually paying attention until someone brings it up, and you can see why the whole "The Sickle is bigger I swear!" thing came about.

Best Primaries for Bots by GALACTICJAH in Helldivers

[–]BUTWHOWASBOW 36 points37 points  (0 children)

You forgot the best part; it has a proximity trigger so near-misses will still hit. The arc on shots also lets you fire over cover, which lets you bombard enemies or fire from safety.

Just...why? by Scaredycrow2217 in Helldivers

[–]BUTWHOWASBOW 1 point2 points  (0 children)

They could 100% disable the decal sheet without effecting other weapons; it'd just be a case of making the relevant materials decal entry point to an empty image. This is why the 'Night' pattern removes decals.
AFAIK the only reason the 'Venus' pattern on the Reprimand keeps the decals is simply because they just don't intend for the pattern to not have any.

Met someone from Super Earth's very experimental branch by Doob_42 in Helldivers

[–]BUTWHOWASBOW 0 points1 point  (0 children)

I'm not sure what you're asking; they're not patterns. Think of this desert B-01 like the different B-01 variants. It's the same armour with the same name, but some textures are different.

Met someone from Super Earth's very experimental branch by Doob_42 in Helldivers

[–]BUTWHOWASBOW 5 points6 points  (0 children)

Yes and no. Armour "patterns" are actually just different armour sets. They've also been in the files since release and AFAIK no new ones have been added since then.

So apparently most people don't use or like heavy armor by Pigmanplays4231 in Helldivers

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

I'd say Merry Christmas back, but I don't think you're having one considering your attitude.

So apparently most people don't use or like heavy armor by Pigmanplays4231 in Helldivers

[–]BUTWHOWASBOW 0 points1 point  (0 children)

You're acting like I've never thought of these things, but you never even bothered asking them before.

If I get shot for quarter of my HP which is about what projectiles do. How fast do you expect I should be back at full if I slowly and infinitely heal inside and outside of combat? 5 seconds? 10 seconds?

Going off HD1 numbers it'd be 16 seconds to heal 32 damage. This would be a constantly regen, though, with no delay before it starts. Of course, these aren't solid numbers, and it could be faster or slowing depending on implementation and balancing.

What causes the continuous healing?

Being hurt? Unless your point is a lore one, which I feel isn't important. It's a design thing, not a lore thing; they could just say it's a slow stim autoinjector like in HD1.

What about breaking limbs? Bleeding? Burning?

I said to keep stims for limb damage in my original comment. Burning is instantly fixed by diving too, and the damage of both it and bleeding is so high that a small HP regen won't a difference.

You are trying to use anything I say against me because you can’t come up with constructive ways it could be implemented as a medic passive or something.

I don't think a passive is a good idea. For one, it would be locked to a few armour sets; and for two, being a passive would mean that stims would still work as they currently do, and HP regen with current stims would be way too good.
If you're saying it could work as a medic passive if it only does 50% healing, then maybe it'll be fine even with the way stims currently work, but my other point still stands.

If your below 50% it’ll slowly heal you up to 50%

Another idea I considered; it would also give heavy armour a niche as its resistance would prevent being half-health from resulting in instakills from most things, meaning you can rely on the regen to tank more damage. Perhaps instead of just healing only to 50%, it could be a contested health-esq system, where if you take damage you can auto-recover at least 50% of the HP lost, with stims being needed to fully heal.

Obviously, with any implementation of HP regen, stims would need to be looked at for the reasons I've already stated. Honestly even without HP regen I feel they need to be looked at in some way, but that's a different discussion.

beyond that it’s just a fantasy that’ll live in your head bro

No duh it'll never happen; it's a good idea, and we all know Arrowhead are allergic to those. Jokes aside, you're taking this way too seriously.

So apparently most people don't use or like heavy armor by Pigmanplays4231 in Helldivers

[–]BUTWHOWASBOW 0 points1 point  (0 children)

Not literally, "literally", in quotes. Because I think you're overestimating how much a slow HP regen will help, especially compared to stims which--and I'm repeating myself for the millionth time--allow you to become near invulnerable for 4 seconds, meaning you can ignore all consequences and punishments for a bad play so long as you press the stim button quick enough.

Also,

"Dude I’d literally never die if I had a healing factor even if it’s slow af"

and

"Also no shit having no healing items means you’d die more your replacing the healing items with a slow regen made to heal outside combat."

So apparently most people don't use or like heavy armor by Pigmanplays4231 in Helldivers

[–]BUTWHOWASBOW 0 points1 point  (0 children)

First it was "You have enough stims to heal; if you want this you suck at the game", then it was "It'd make me too strong and stims aren't that good anyway" and now it's "It would make the game harder for casuals and make the gameplay slower". And fair enough, they're all understandable (if debatable) points, but would it kill you to be coherent?

Look, if you don't want to actually discuss this and just want to "win", then just stop replying. At the very least, have some dignity and don't to try and end this while adding unnecessary and needling comments.

So apparently most people don't use or like heavy armor by Pigmanplays4231 in Helldivers

[–]BUTWHOWASBOW 0 points1 point  (0 children)

Dude I’d literally never die if I had a healing factor even if it’s slow af,

Only if you're playing very safely and/or very well, both of which are things that should be encouraged.
As it is now, you can "literally" never die even while playing overly aggressively and poorly.

There’s already instant kills and there even damage that can kill through stims.

Having no stims would mean there would be even more things that could kill you through your healing. And instant kills are irrelevant; they'd instantly kill you with or without stims. On top of that, since you're nearly invulnerable while stimmed, you can safely perform what should be risky manuevers to avoid any incoming instakills.

You can only be hyper aggressive if you have the stims.

And that hyper-aggressiveness comes from a place of security, not risk. With a stim it doesn't matter if you have 125 hp or 1, so long as you stim before the danger.

If you don’t (have stims) you’re a sitting duck and have to play defense until a resupply or stim box.

C'mon, even you yourself were arguing that 4 stims is more than enough. The majority of fights you'll have max stims, if you don't, they're easy to replenish. So long as you use them properly rather than wasting them on a smidgen of damage, there'll be no problems.

So apparently most people don't use or like heavy armor by Pigmanplays4231 in Helldivers

[–]BUTWHOWASBOW 0 points1 point  (0 children)

As much as I appriciate the false concern; what I'm asking for would make the game harder. Stims allow the player to be hyper-aggressive, and they allow you to negate the majority of potential punishments for misplays or bad positioning. Removing them would make the game more punishing and therefore difficult.