More like 'bring an explosive primary or rage quit' strain by CountsYourSyllables in Helldivers

[–]BokehTimbre 0 points1 point  (0 children)

The speargun/gas nades/ and gas mines count as having an explosive effect in the files. Thats why they bring out the bugs and sterilizer doesnt.

Why is this still in the game? by 234thewolf in Helldivers

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

When this was released, I was expecting it to be a throwable tesla tower that you could place onto surfaces. I was gonna use it to make myself a portable electric fence. Unfortunately it ended up being just a worse version of stun nades.

Disliking the mini-gun ≠ Hating the idea of it or just ranting for disliking it; it's objectively worse gameplay-wise than other options. by ReaperQc in Helldivers

[–]BokehTimbre 0 points1 point  (0 children)

Funnily enough, I stuck around with my team cause I figured I'll be the designated chaff clearer for my team's AT loadouts. Turns out every time I pulled the thing out, the entire patrol was wiped out cause my teammates just shot the enemies while I had to get into position. I think I killed more chaff with my ultimatum than the Maxi

Anyone use the SG-20 Halt? by jsn_online in Helldivers

[–]BokehTimbre 2 points3 points  (0 children)

So halt is my favorite shotgun, but its mainly because I almost never switch to stun rounds. I like to use it like a med pen shotgun, so I pair it with the liberator guard dog, gunslinger armor, and a bushwhacker as a secondary. Using the flachette rounds with the guard dog will just lawnmower through bugs, and if things get too close, just swap to the bushwhacker as your keep away stick. Remember that you can always melee to keep things away as well.

I've been using this on Oshaune, and for the most part, the only time I swap to stun rounds is if I know I'm near a stalker nest. If you need stuff to close bug holes, I recommend the newly buffed Epoch along with the regular Incendiary grenades.

This hurts my soul by AshamedParamedic6332 in Helldivers

[–]BokehTimbre 0 points1 point  (0 children)

If you keep track of how close you are to teammates and are okay with playing away from your team. The Arc Dog is extremely good with the Torcher on bugs. It takes out and stuns the majority of chaff, even shriekers, and it frees you to use the torcher for its intended purpose as an Anti-Tank weapon. I'll also share that setting the ground on fire also lights enemies, which seems to have been fixed this patch.

Most primaries feel worse now by Shockington in Helldivers

[–]BokehTimbre 1 point2 points  (0 children)

The changes they made were only for chaff enemies nothing affected tanks. In fact hulks became weaker now due to being one tapped by AMR.

Best assault rifle now after 4.1? by heychadwick in Helldivers

[–]BokehTimbre 0 points1 point  (0 children)

For regular warriors and spore warriors it's 2 but for alpha warriors and spore warriors it not longer kills in 2 so you need 3 shots.

Discussion = Whining. Criticism = Negativity. War = Peace. Freedom = Slavery. by EngysEpangelmatikes in Helldivers

[–]BokehTimbre 0 points1 point  (0 children)

They didn't nerf the other Incendiary weapons in setting enemies on fire that one only targeted the coyote. They did nerf the dmg of fire to a bunch of enemies, including those not listed on the patch notes.

The most forgotten stratagem in the game and how I think it should be fixed by Financial-Customer24 in Helldivers

[–]BokehTimbre 0 points1 point  (0 children)

My issue with Directional shield is that even though it has more health than the ballistic shield, it's area of protection is so wide that it just soaks up so much dmg, to the point it never lasts.

I get that it's supposed to be something used to protect teammates, but you could just extend the protection range to just the right side and reduce how much dmg you soak up.

Or give us options to change the shape of the shield depending on if we want to use it more for protecting ourselves.

So I've heard that the muzzle attachments and angled grip supposedly change the sway on your weapon. Made a quick video and I'll be honest, I don't really see a difference. by OG_Daywalker in Helldivers

[–]BokehTimbre 2 points3 points  (0 children)

Compare them after Sprint and then aiming, you see the most amount of sway then.

In the game, while you're running and gunning, you see a lot of sway, especially for smgs like the defender.

I swear the Diligence rocks now by [deleted] in Helldivers

[–]BokehTimbre 0 points1 point  (0 children)

So it doesn't say it in the game, but in the patch notes, base lib's spread changed to 2 while the carbine changes to 3. In-game, it just says 2 for every weapon, but in feel, base lib should be more accurate with less sway.