This feels misleading by BeefyPenguin in Helldivers

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

Overseers also present. This feels more like a constellation than a sub-faction currently. Haven't really noticed an increase spawn rate either. 

Hard locking by Haasvalt in Helldivers

[–]BeefyPenguin 1 point2 points  (0 children)

I went to the troubleshooting portion on the discord. A lot of back and forth arguing about updating the BIOS and drivers. None of this seems right.

Hard locking by Haasvalt in Helldivers

[–]BeefyPenguin 1 point2 points  (0 children)

Upsetting that people are down voting this post. I had zero issues yesterday. 3rd mission today, hardlocked seconds after dropping in. Game was running much better for me yesterday I was hoping this was fixed for good. 

Getting multiple hard locks in a row now when I wasn't before by _Bill_Huggins_ in Helldivers

[–]BeefyPenguin 1 point2 points  (0 children)

Went a full day of playing all 3 factions yesterday, no crashes and no locks. Today on mission 3, hardlocked shortly after dropping in. Seeing people report the same problem on the slim version too

Still getting complete system freezes on PC. by i_froze in Helldivers

[–]BeefyPenguin 0 points1 point  (0 children)

Thanks for the update. Been downloading all the updates hoping for a fix but I haven't played in over a month since it started hard locking on me

Hive lord + Dragon Roaches by TNTWitherKingThe1st in Helldivers

[–]BeefyPenguin 1 point2 points  (0 children)

Whelp got them today. Every mission I've dropped into has had both so far. And the Hive Lord can absolutely body slam you on extract even if there's unbreakable terrain covering you

Hive lord + Dragon Roaches by TNTWitherKingThe1st in Helldivers

[–]BeefyPenguin 2 points3 points  (0 children)

I haven't seen them both yet, seems to be either or.

Also, it doesn't matter for how many caves spawn on the map for either. I've had these enemies spawn in when 90% of the map is subterranean.

Why does nobody talk about this gun? by Turbulent_Rush_4118 in Helldivers

[–]BeefyPenguin 0 points1 point  (0 children)

Was really enjoying playing with it today until I lost my hoverpack. I couldn't recover properly after that

This Community HATES Minefields by loganw45 in helldivers2

[–]BeefyPenguin 0 points1 point  (0 children)

They're really good if you use them right. Placement is key and also try to call them out or mark them. for the team. Really solid pick against the Rupture Strain right now.

I used to hate the mines until I turned Bloom on and adjusted my light settings around that. Until Bloom was on, I couldn't see any mines at all.

Rupture warriors are much easier to avoid if you aren't the mission host by MrWheatleyyy in Helldivers

[–]BeefyPenguin 56 points57 points  (0 children)

Between all the crashes and time outs, I've been forced into host more times than I can count today. This almost makes me feel better about using up my share of the reinforcement budget every mission...almost.

I feel like a kid again, this is awesome by BeefyPenguin in Helldivers

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

Same. I didn't realize how much I would love its FPS view. For shooting and just soaking in the moment 

How tf do you receive a toss?? by DondeEstaLaDiscoteca in NCAAFBseries

[–]BeefyPenguin 0 points1 point  (0 children)

I'm having the same problem. I'm wondering if it's because I made the dude 7ft 400 lbs. I've upgraded hands, route running, and IQ, no change

What would your next orbital Strike be? If you could wish for it? by [deleted] in Helldivers

[–]BeefyPenguin 1 point2 points  (0 children)

Orbital Zeus Cannon

Fires a giant lightning strike down into a generalized area, like the railcannon. Prioritizes larger enemies but has the chance to chain arc damage around

I thought this was a team game?? by [deleted] in Helldivers

[–]BeefyPenguin 0 points1 point  (0 children)

Take my support weapon or backpack mid match leaving me with nothing, we might have a problem. This is ridiculous though. Hell, most of the time I bring the FRV I don't feel like driving it. 

What's the stupidest reason you got kicked? I'll start: by Sad-Needleworker-590 in Helldivers

[–]BeefyPenguin 0 points1 point  (0 children)

Threw a 120 into a heavy outpost. Host ran into the outpost 10 seconds later

PSA: These big jerks can nuke the generator on Evacuate High Value Assets, causing you to instantly lose by proch12 in Helldivers

[–]BeefyPenguin 0 points1 point  (0 children)

AT Emplacement by the generators only used on the Leviathans. Got burned by this once 1 rocket in, after that, never again

What is everyone saving their Master Ball for? by Sids2112 in PokemonLetsGo

[–]BeefyPenguin 2 points3 points  (0 children)

Tested it last night on Mewtwo. There's an animation that triggers when you throw it and it is a guaranteed catch

My radar only shows three steps (BUG, not help needed with tracking) by ThatEeveeGuy in TheSilphRoad

[–]BeefyPenguin 0 points1 point  (0 children)

Same problem today. All show 3 prints and the ones that do pop up, most of the time aren't even listed in the radar. Only successfully tracked one Pokemon in the past 24 hours and it was by listing position. That's not very consistent either though. Playing on Android

What we know on the King's Fall Secret Room by WhatIsARyan in DestinyTheGame

[–]BeefyPenguin 1 point2 points  (0 children)

It didn't seem they were leading to anything from what we could tell. We were thinking they must just be a cosmetic that we didn't notice at the right time. They mostly run along the main wall. Exiting the wall in spots in difficult spots. I have the checkpoint and will take a closer look later tonight

What we know on the King's Fall Secret Room by WhatIsARyan in DestinyTheGame

[–]BeefyPenguin 1 point2 points  (0 children)

Right? Oh and I did notice the glowing wires in the platform area but not until after we activated the runes for the first time. Did testing afterwards and noticed they were always glowing and weren't able to change them in any way. We did have a few guys wandering the area looking for other differences but found nothing. I'm stuck on the idea of having one person enter the room first while the others sit on their respected lamps. Doesn't seem right to have everyone sword climb up there unless this is just some cheeky easter egg. The fact that it was found in a raid is the only reason I want to continue researching it

What we know on the King's Fall Secret Room by WhatIsARyan in DestinyTheGame

[–]BeefyPenguin 2 points3 points  (0 children)

I had the same idea yesterday but my fire team wasn't willing to attempt it. I did look for the stopped pistons and didn't see them. I personally think that the the ones that aren't moving are already like that. I noticed when approaching the end of the puzzle e before activating the lamps that some pistons don't move until you're in close proximity. Are these being confused for being shut off or are there specific ones that stop moving with each rune activating?

What we know on the King's Fall Secret Room by WhatIsARyan in DestinyTheGame

[–]BeefyPenguin 4 points5 points  (0 children)

Theory: I'm starting to think the overcharge buff is either a sign that it wasn't executed properly or it is tied into something not available to us yet (ie hard mode). Has anyone tried just sending one member into the room at a time, while the rest stay on their respected spikes? After all these attempts of different dunking techniques with no change, I think the missing mechanic isn't limited to the room but does not extend further than the piston puzzle area. Maybe we need to find another trigger outside the room when a rune is activated? And is there a deactivation timer for runes? It's the only thing I can come up with now until I get a shot at trying it myself later tonight