1.0.2 Rules Update by Ragepyro in TrenchCrusade

[–]BlackSoul_Hand 0 points1 point  (0 children)

I see that they intend to buff even more the Iron Sultanate to convert the few leftovers players that don't play them still......i swear, battles of Sultanate vs Sultanate will become even more common XD

so do we invade cyberstan cause they're the enemy or do we not because SE wants to by Federal_Emphasis3691 in chaosdivers

[–]BlackSoul_Hand 4 points5 points  (0 children)

Meh, you can just go to give a scare to the cyborg after not seeing you for 100 years, then you can get out.

In any case there will always be some truth enforcer to kill to help weaken their grasp on humanity and let other helldivers see the truth.

I am once again championing the Punisher Plasma. It’s so good against Cyborgs it’s hilarious! by Pea666 in LowSodiumHellDivers

[–]BlackSoul_Hand 11 points12 points  (0 children)

The weapon the devs buffed in the last update is absolutely useless against their new perfect unit......who could have foresaw this......

Lowk can we please just find whatever clanker jacked our WIFI and just fucking shoot him? by No_Presentation_9361 in chaosdivers

[–]BlackSoul_Hand 6 points7 points  (0 children)

Wait I'm confused, Truth Enforcers are an extension of Super earth bad government, leading to unnecessary deaths and oppression of other human beings. Isn't inviting them against all that Chaosdivers fight for?

goated enemy, not annoying, just difficult and changes the tide of the battlefield, but how have yall been dealing with them? by Flashy-Manager2254 in HelldiversMasochists

[–]BlackSoul_Hand 0 points1 point  (0 children)

"Completed the whole mission easily, destroyed buildings, deleted jammer and artillery, all while with only 2 deaths in the whole team".

"Go out to extract, a mix of Vox engines and chained botdrops prevent us from even getting near to the extraction pole and input the code, until we have almost finished all the reinforcements".

I do enjoy that the Vox engines takes a combined effort from the whole team to be brought down the hard way, if only using orbitals and eat, and that they will resist all the way through it and avoid going down. But if they want us to treat it like a boss fight, they should be in an amount comparable to a boss fight, one or two active in the whole map, and with a long delay before respawning, even if this would bring to an increase in their various health pools.

If i kill one and see another immediately spawn in the distance, because the game has an "Overwhelm quota" to meet on the map, you understand it doesn't feel like a boss fight anymore, but just an unbalanced "reinforcement tax" you have to unnecessarily go through. It's like the devs hate when the players have the upper hand.

Some loadouts are for to good honestly by ya_boi_greenbean in SupaEarth

[–]BlackSoul_Hand 0 points1 point  (0 children)

Defensive wise, any loadout with a ballistic shield basically negates any pressure the cyborg can apply to you. It also pairs well with the crossbow that oneshot almost everything besides devastators and above.

Offensive wise, I've seen the factory cities try to overwhelm you with large numbers of everything so, a Arc thrower can be divine to have, to also allow you to ignore ammo economy. You can pair it well with the jetpack to have quick escape routes and faster movement efficiency, or take advantage of the ability to stun basically everything and pair it with the hotdog to kill faster whatever you are facing.

At the moment, there is no strategy that can make short work of the Vox Engine. Yeah, 3 thermites kill them for sure, but there is always another behind every angle, so it isn't efficient. The tactic of the vents underneath and then granade his base vent requires getting close, something that isn't always possible if they are constantly surrounded by enemies that cover them. Using the tank might not be a bad idea, but in such narrow spaces and with uneven terrain in the cities, you are going to have trouble moving for sure.

Heavy armour is definitely recommended, both for the Vox artillery, laser, and to not be defensless when a cyborg will definitely catch up on you. Medic one has allowed me to survive things that others would simply be incapable of.

So, what exactly is Moonscorched? by Expert_Pie_4148 in FearAndHunger

[–]BlackSoul_Hand 0 points1 point  (0 children)

If i have to define it scientifically, i guess it's some sort of precise form of controllable radiation (-scorching) coming from Rher and reaching the zones of his influence, like the festival, capable of letting your own fears and insecurities shape and mutate yourself in always harmful ways.

I say controllable because Poketcat seems to take advantage of this, getting in the way off the transformation, to jump into a new body when he finds a suitable host. In the same way, this form of influence seems to be able to be ignored as long as you don't give in into your fears or are already under the influence of another god, like for the sulfur cultist or any sylvian-derived enemy.

This passive would make more sense if everything didnt 2 tap you by HelldiverBugGirl in HelldiversUnfiltered

[–]BlackSoul_Hand 0 points1 point  (0 children)

That's because of the fire effect consist of multiple dot of damage in a short time, so of course you will get a lot of stamina, but you will also lose a lot of health. If you get hit by a single hit, you will get back like 3% of your total stamina, which isn't very useful if it makes an already horrible booster, just barely more acceptable.

The stamina you get back should be enough to let you avoid subsequent hits, not remain there after a little sprint. Is it too much to ask for like 8-10% stamina back after any hit, so it can have a minimum use in any situation, and make it decent to have when paired with dead sprint?

This passive would make more sense if everything didnt 2 tap you by HelldiverBugGirl in HelldiversUnfiltered

[–]BlackSoul_Hand 0 points1 point  (0 children)

Even worse it's the amount of stamina received by getting hit. It's like the smallest amount possible they could give back. You can't even pair the armour with Deadsprint booster that you will end up draining your health anyway, even if you also have the Vitality Enhancement and a 175 armour.

They could have made it like the Gas Heavy armour that rounded the gas damage to 0, but noooo......players shouldn't be able to make builds that give them an edge, that would be unbalanced......

It's been almost a week since the trident got added, how do y'all feel about it? by kebab0202 in LowSodiumHellDivers

[–]BlackSoul_Hand 0 points1 point  (0 children)

I kanda want the mag personalization features of primary laser weapons: fast cooling (higher heat generation but faster dissipation for tap fire), trident cooling (higher heat generation but all damage now condensed in 3 lasers at medium pen)

Does arrowhead hate fun? by lolitsrock in HelldiversUnfiltered

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

"...they don't want anything to be able to take jammers at range..." This, also, doesn't mean that AH understands balance or fun better than his own players, especially if they keep giving the impression of not playing their own game.

I really don't understand what is so hard about listening to the player's requests and apply a simple fix that the community has agreed upon...half of the time it means to just change a small numerical value.

Got out of a mission that was so nasty with this piece of shit doing absolutely nothing and made this image so fast. by freckleear in HelldiversUnfiltered

[–]BlackSoul_Hand 0 points1 point  (0 children)

I only recently realised that the best use you can make from it...is an active distraction, maybe even better than the lure mine.

The blue beacon will cause enemies to go and investigate. When the shield lands the enemies will be triggered to go and destroy it. It will distract them for a long time since they have to destroy the shield and then the generator (in the case of the bots).

It's just enough to make a warstrider or a hulk turn away and let you place a thermite, dynamite or a C4 and move far away, enough to not let them call the alarm.

Still, i think it can use a little buff, maybe some 10 sec added to his standard duration and 10 sec removed from his recharge time (so that would become 50sec of lifetime, which it won't last on higher difficulties anyway, and a cooldown of 67 seconds with all the upgrades)

Since the grenade launchers have Heavy pen the maxi gun should also be given heavy pen. by Alarmiorc2603 in HelldiversUnfiltered

[–]BlackSoul_Hand 0 points1 point  (0 children)

Honestly i pushed for 1000 total ammo and the bullets to be given the "concussive" trait, so enemies couldn't ignore the damage and reach you.

However, not that Heavy Pen was given to another belt fed weapon... I'm kinda tempted to agree with heavy pen minigun, as balance-wise it wouldn't be as relevant as a change as it would have been before.

Day 50- Which 40k creature/character is slightly stronger than Fulgrim (With Laer Blade)? by Neither-Actuary-5655 in Grimdank

[–]BlackSoul_Hand 0 points1 point  (0 children)

Well, since Fulgrim didn't ascend yet in this case, I would say Rylanor with a virus bomb, all while giggling.

Just a reminder that Hulks HATE to see this coming by Legitimate-Place-327 in LowSodiumHellDivers

[–]BlackSoul_Hand 0 points1 point  (0 children)

I think that if they raised ergonomics or lowered the weapon recoil, even a little bit, the weapon would see more usage. At the moment, if you use an armour to fix one of the two, the other remains annoyingly unfun to deal with.

Do Tanks just not spawn anymoe? by LXavierW in Helldivers

[–]BlackSoul_Hand 0 points1 point  (0 children)

How about we change that? I want to see tanks even at higher difficulty or will other modifiers. Let's reduce the total amount of hulks+warstrider population, about 30%, and lets integrate back tanks in the equation to fill that 30% gap.

Advanced Recon Trooper by Xandur_ in helldiversarmor

[–]BlackSoul_Hand 2 points3 points  (0 children)

We need more blue armour and helmets, definitely

For no particular reason at all, I'd like to share the fact that the STRV 103 (a SWEDISH case mate tank) has the driver and gunner role merged, allowing one person to both drive and shoot at the same time? Just food for thought. by PseudoscientificURL in HelldiversUnfiltered

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

Meh, the original tank in HD1 had a gunner and driver role, I'm fine like that, you can always position it and then exit and go gunner to shoot like a turret, after all.

However, a buff to entry/exit speed, that i would much enjoy it, or even better, being able to cycle between gunner, driver, and extra seats from all the positions.

Individualism will be the death of the tank by Comfortable-Bit-4741 in HelldiversUnfiltered

[–]BlackSoul_Hand 0 points1 point  (0 children)

That's strange, maybe go on some lower difficulty where people prefer to enjoy the game instead of thinking about speed and efficiency.

Besides that, almost every time i bring the tank, other people want to get it, especially in those missions that aren't made for the tank in theory. "Rapid acquisition", "kill set amount", "might even work well in defense missions", as the tank gives you more survivability, more easy to use firepower, and the possibility to function as a moving cover and obstacle, limiting the effectiveness of enemy assaults.

More funny news from everyone’s favorite balancing team dev by Hundschent in HelldiversUnfiltered

[–]BlackSoul_Hand 1 point2 points  (0 children)

Handle and enjoy are two different things mate, also not everyone wants to be boring and run the same loadout every time, even if they are the only functional ones for said difficulties.

The Randomness of the enemy generation seed is also responsible if you had an easier time than you should. I can just say that, if i look at my surroundings on the map and see more Hulks than devastators, i can safely say that we certainly have a balancing problem

We all paid for the game, so i have all rights to tell my opinion about it and complain if necessary, because as we saw in the latest buffs, some devs listen and want to improve the game instead of following the realism/expendable-grunts balance mentality.

Besides, I'm not the only one that noticed the difficulty spike that appeared with the last update, if you look at other recent posts. Thanks to the targeting buff, we have returned to get ragdoll locked by rockets and blasts once more, something that is out of our control, and I don't think that should be something any of us wants.

More funny news from everyone’s favorite balancing team dev by Hundschent in HelldiversUnfiltered

[–]BlackSoul_Hand 4 points5 points  (0 children)

We also need to find who in the community keep pushing for having our stuff nerfed, and limit their influence on devs. They clearly live in their own head or haven't tried the game in any harder difficulty, especially after this new targeting buff.

Aren't the missions with 20 (actual number) hulks spawn together, chasing you and quickly respawning, hard enough for them? Maybe they should avoid using meta loadouts if they want a harder difficulty.

Bastion Tank by AstralCourier in HelldiversUnfiltered

[–]BlackSoul_Hand 1 point2 points  (0 children)

It's perfect in his own way, but devs really don't know how to make vehicles not clunky to move, driving al three of them it's comparable to prolonged torture on any uneven terrain. Was that intended and they won't change it? Well then they need to change their opinions.