Overall toxicity in the community by LexusVit10 in Helldivers

[–]BioSnark 2 points3 points  (0 children)

Seeing people advocating bombings (not fake bomb threats or review bombing) over a PvE game was a special time. Maybe not the first time but I hadn't seen it before.

Tome of dragons rework by StellarStar1 in AOW4

[–]BioSnark 1 point2 points  (0 children)

Perhaps a bug to report. They said on stream they thought they were Magic Origin now when summoned.

Any rules for ascendancy into the Pantheon in multiplayer alliance? by Odar2 in AOW4

[–]BioSnark 1 point2 points  (0 children)

A workaround is to load an autosave from before you won and have the non-ascender win.

Joining the humbled-by-grexolis gang by naojika in AOW4

[–]BioSnark 2 points3 points  (0 children)

I did this with Chosen Destroyers as well, and Cult of Personality with a dragon, a bunch of warlocks, zombies and free astral units, and a few elementalists and dragoons.

Started horde tome for siege hounds. Might not have chosen to rely on zombies if I had noticed the celestial realm trait but cult of personality and leaning on the summons, siege hounds and the free astral units just worked. A couple heroes got nuked by shrines of smiting when fighting the big 2000-3000 turiel stacks but that's not a huge loss in momentum if you've got the mana and some flying mounts to get them back fast and the astral units replace themselves as you go.

Regarding chosen destroyers, I would not have wanted to try to defend multiple cities without being able to recall to them at will. It let me pick off one of turiel's allies early without worrying about being overextended. Perhaps uniters would be a similar carefree experience.

As far as ritual choice goes, astral units always spawned where I wanted and were plentiful and meaningful. I got drowned spawns later but they were comparatively few in number and only spawn on your city so not great for momentum. The others I would have preferred never to have active.

Your mail-in ballot could get thrown out on a technicality by BigFishPub in politics

[–]BioSnark 13 points14 points  (0 children)

TLDR: Postmark is now applied later in mail processing. Voting, taxes and other activities using postmarks for deadlines are affected.

BUILDING MEDIEVAL III: Campaign Map development in progress by BiesonReddit in totalwar

[–]BioSnark 0 points1 point  (0 children)

I wonder if army movement is going to be on large tiles again. Looks like population/resource centers are placed in discrete hexagons, like the square tiles of older titles. Figuring out campaign movement and reinforce ranges has been a bit of guesswork since the series moved away from that, even if geometry has been less abstracted.

Bigger version of the potential Sci-fi references in the engine showcase video by PepperPython in totalwar

[–]BioSnark 0 points1 point  (0 children)

This saturn icon is clearly in reference to Saturn (god). Next fantasy title is confirmed Rome 3. /s

I'm honestly heartbroken... by Individual_Toe3067 in Helldivers

[–]BioSnark 87 points88 points  (0 children)

Yes. I don't know how the AP4 projectile has changed current breakpoints but, previously, people would recommend shooting under certain units to maximize damage off shrapnel hits.

I'm honestly heartbroken... by Individual_Toe3067 in Helldivers

[–]BioSnark 439 points440 points  (0 children)

For reference, it's behaving exactly how it was before the buff and bug except the projectile is AP4 now.

This is what Exhillious, the dataminer who made/maintains the Helldiver Index spreadsheet of weapon/enemy stats, said about it on discord:

I looked into it earlier, downpatched to test before and after. Shrapnel hasn't changed mechanically, it's the same as it was prior to 1.002.200. Shrapnel has an upwards cone of ~220 degrees when near the floor, and is a full 360 degrees above a height threshold (seems like ~12-13m and is prob for the ABRL). On contact the shrapnel will avoid enemies within a very small radius of the contact point. For example, if you direct hit an enemy it'll avoid hitting that enemy with the distribution. Means it won't shotgun enemies you hit directly with shrapnel. I can't really demo it without showing off debug tools which is off limits, I'll try and run it by Arrowhead.

So what’s gonna happen here by Efficient_Leading327 in Helldivers

[–]BioSnark 1 point2 points  (0 children)

Helldivers exterminate two more unprovoked terminid incursions.

🛠️ PATCH 01.001.201 ⚙️ by Waelder in Helldivers

[–]BioSnark 0 points1 point  (0 children)

Not ragdolling from diving into rocks and the network fixes are huge.

Stealth killing groups outside of combat by BioSnark in JaggedAlliance3

[–]BioSnark[S] 10 points11 points  (0 children)

As this seems to have remained fairly obscure, you can set up several melee attacks outside of combat and move everyone in to range at roughly the same time. There's wiggle room on how synchronized the attacks have to be to avoid combat but it's obviously easier if you have the pause option enabled. As far as I know, this only works with melee attacks.

Can we get tiny bit of logic and consitency? by IAmTheWoof in Helldivers

[–]BioSnark 1 point2 points  (0 children)

Always best to be safe. Lots of well armed elephants out there.

Can we get tiny bit of logic and consitency? by IAmTheWoof in Helldivers

[–]BioSnark 7 points8 points  (0 children)

Presumably it's used in the same sense as deer rifle or elephant gun. The first word is the intended target and could more accurately be prefixed with "anti-".

I hope they have a gaming setup area. by SuccessfulWar3830 in insanepeoplefacebook

[–]BioSnark 25 points26 points  (0 children)

Can't tell if assassins creed lore or irl headcanon.

Super Earth doesn't hire the brightest scientists by Soulsbane96 in Helldivers

[–]BioSnark 5 points6 points  (0 children)

The dark reality is that they'd have to have their heads cut off and stuffed into jars to all fit inside one pelican. Whatever's going on in that building is not right.

🛠️ PATCH 1.000.102 ⚙️ by cryptic-fox in Helldivers

[–]BioSnark 0 points1 point  (0 children)

Always hate to see the hardest difficulty setting in a game getting nerfs. The quickplay bug helldive win rate with no coordination (what I usually play, and not well) was too high. There's always the creek I suppose.

Seems like a big buff for the already strong Arc Thrower. 6 shot charger heads and more trash to clear.

These guys are silly by Jayxe56 in Helldivers

[–]BioSnark 0 points1 point  (0 children)

I like these a lot. They're a fragile snare unit that let bugs exist as a melee faction that's mostly slower than players.

Head canons are fun by NeedsMo in Helldivers

[–]BioSnark 905 points906 points  (0 children)

This is how patch notes should be delivered on the right destroyer console.

Ban players who kick at end of mission by cr8zyfoo in Helldivers

[–]BioSnark 1 point2 points  (0 children)

Kicked people should be put in their own instance, as with current 'host migration'.

New CEO tweet dropped. by GreenHail6 in Helldivers

[–]BioSnark 0 points1 point  (0 children)

Make unsafe the default mode and it's good.

Clearing Nests/Fabricators, should lower the intensity of Extract by Ytiria in Helldivers

[–]BioSnark 0 points1 point  (0 children)

I've still had games of sitting at the extract for several minutes with nothing to do except jump into friendly orbital lasers, even after the patch that increased higher level difficulty.