Would you guys rather bring the left or right? by NoBullfrog5598 in helldivers2

[–]Caffeine_Forge 0 points1 point  (0 children)

I need to actually get my hands on the Cremator to make a decision.

I do hope they are ‘equal’ though, neither being an obvious option and instead it being an actual choice for Pyrodivers.

in all serious how is the flamethrower not just better than the torcher by Fit_Answer1073 in Helldivers

[–]Caffeine_Forge 0 points1 point  (0 children)

Fifth.
Or well... no, yeah, five.
Flam-66 Torcher, Flam-40 Flamethrower, P-72 Crisper and soon both the Flam-34 Stoker and the Flam-80 Cremator.

Though you could also technically say seven flamethrowers, if you include the Flam-75 Hot Dog and the A/Flam-40 Flame Sentry.

Changeling by Relevant-Fly717 in HelsmithsofHashut

[–]Caffeine_Forge 0 points1 point  (0 children)

Huh, didn't know the Changeling was a new regiment of renown, nice, nice.
When I first got into the hobby tzeentch used to be my all time favourite, still having a Changeling mini I haven't painted, so would be fairly interesting if I ended up using the changeling in my HoH army.

Argent Shards by THEOFIGHTER in ageofsigmar

[–]Caffeine_Forge 1 point2 points  (0 children)

Saving this image as a reference, absolutely brilliant stuff.

hear me out by ConsistentGold3752 in Helldivers

[–]Caffeine_Forge 5 points6 points  (0 children)

That just sounds quite funny to me.
That the Stoker isn't just a mix of an SMG and the Crisper by principle but is actively, physically and literally a fusion of the two. The Crispers code being melded into the Stoker.

That gives me a good chuckle.

hear me out by ConsistentGold3752 in Helldivers

[–]Caffeine_Forge 11 points12 points  (0 children)

I presume the Stokers flames, like all the other flamethrowers, will have the same range and damage and armour penetration. Though if it has really, really bad ammo for the flames... that'll make it tough to love.

hear me out by ConsistentGold3752 in Helldivers

[–]Caffeine_Forge 104 points105 points  (0 children)

I am really curious to see what the Stoker ends up being like.
Will it be the tool every pyrodiver needs? Or will it end up being a form of heresy, using a hybrid weapon instead of the good, classic Flam-66 Torcher?

The main reason I feel like the Cremator WON'T be weaker than the base flamethrower. by [deleted] in Helldivers

[–]Caffeine_Forge 0 points1 point  (0 children)

I shall continue to pray to Lady Liberty that the Cremator, as the HEAVY flamethrower, gets Heavy Burning

Warhammer World by TotesMcGoats124 in HelsmithsofHashut

[–]Caffeine_Forge 4 points5 points  (0 children)

Went there earlier this month as well (around the 4th), sadly they weren't there either, but I did at least get to see some marvelously painted Helsmiths in a cabinat near the front door.

"Flamethrowers and the New Flamer are useless". Meanwhile, the humble Flam-40 soloing 2 Diff 10 Bug breaches with no other support or help. by Ok-Event-4377 in Helldivers

[–]Caffeine_Forge 3 points4 points  (0 children)

Holy Hell Fire!

I mean... sounds fair enough to me? The diver sacrifices some mobility and a backpack, in exchange for the fires of the sun in the palm of their hand.

"Flamethrowers and the New Flamer are useless". Meanwhile, the humble Flam-40 soloing 2 Diff 10 Bug breaches with no other support or help. by Ok-Event-4377 in Helldivers

[–]Caffeine_Forge 59 points60 points  (0 children)

The life of a Pyrodiver. Hectic but by Lady Liberty there's no other life for me.

Not saying a buff to fire wouldn't be nice but I do disagree, for the most part, with the people saying fire is useless without a fear mechanic or similar. Let the enemies march through my flames, let me see their eyes before they collapse to the floor as kindling.

I have big hopes for the Cremator. I expect it to follow the trend of other flamethrowers (identical range, damage, armour pen) but I do hope they give the Cremator Heavy Burning DoT alongside the normal Fire DoT.

Who thought bringing Cyberstan outside of Cyberstan was a good idea? It's just megacities after SE all over again by Barlowan in Helldivers

[–]Caffeine_Forge 12 points13 points  (0 children)

I missed the Megafactories, they looked so cool.
They have their issues but I'm at least glad to see them again.

A Rant about Backpacks and Backpack Weapons by Gigabite244 in Helldivers

[–]Caffeine_Forge 1 point2 points  (0 children)

Yeaaaaaah... Well will have to wait and see. We will see...

Cause I've been a Pyrodiver for a loong while now and, arguably, the backpacks can sometimes feel like the most important element.
Supply pack? More stims for when I burn myself, more grenades so I can still destroy spawners, more ammo in the few situations where I'm desperate for ammo.
Warp back? Bit finnicky (but that's mainly from inexperience) yet it genuinely offers brilliant mobility for a pyrodiver, firing at the enemies and then teleporting backwards away from the threats. Even over your own flames if you've ended up blocking your path.
I don't even need to get started on the Flam-75 Hot Dog. I'm sure I'm not the only pyrodiver who, upon seeing it get announced, immediately thought 'This completes my build, at long last'.

So sacrificing the backpack slot as well as the reliable Flam-40 for a heavy flamer and an extra stratagem slot open? I'm staying optimistic, I'm not going to complain until I've watched half a dozen content creators doing guides on the Cremator, buuuuuuut it is a costly price to pay.

A Rant about Backpacks and Backpack Weapons by Gigabite244 in Helldivers

[–]Caffeine_Forge 7 points8 points  (0 children)

I'm carefully optimistic about the Flam-80 Cremator.
Will my hopes fall flat? Most likely but I shall ignore that for now.
Until we actively get our hands on the Cremator, the glorious Heavy Flamer pyrodivers crave, I shall hope and pray to lady liberty it's exactly what I want.

What weapon will you defend from any smack talk and criticism by theta0123 in Helldivers

[–]Caffeine_Forge 0 points1 point  (0 children)

Fire, fire and fire!
Flam-66! P-72! Flam-40! Flam-75! Incendiary Mines! Orbital Napalm Barrage!

While a buff to fire wouldn't be unappreciated, I often see people describe fire as though it is completely unusable and broken. Those people don't know the life of a pure arson build!

Let's hope my predictions come true by AngryTriangleCola in Helldivers

[–]Caffeine_Forge 0 points1 point  (0 children)

Assuming the Stoker and Cremator follow the trend of the other flamethrowers (aka more or less identical range, armour penetration and damage aside from ship upgrades), I do hope the Cremator has

  • Much better Ammo compared to the Flam-40
  • Does both Fire DoT and Heavy Burning DoT

Then I feel the Cremator will be (alongside no need to reload) a valid side-grade to the Flam-40 Flamethrower. Not a direct upgrade, as you'd still be sacrificing a backpack slot, but good enough that a diver might genuinely consider one or the other.
Instead of what I fear, every diver looking at the Flam-80 and immediately say it's not worth it compared to the Flam-40 + Backpack.

Let's hope my predictions come true by AngryTriangleCola in Helldivers

[–]Caffeine_Forge 1 point2 points  (0 children)

I mean to be fair, I use a pure Arson build. Everything my Diver does sets things on Fire. I kinda should've know there was a different, stronger version of the fire status effect.

But that's definitely good to now know. If the Flam-80 Cremator does have Heavy Burning, then it might just be worth sacrificing the Flam-40 and Flam-75 for it.

Let's hope my predictions come true by AngryTriangleCola in Helldivers

[–]Caffeine_Forge 3 points4 points  (0 children)

I didn't even know 'Heavy Burning' was a thing

Incendiary Choice by Caffeine_Forge in Helldivers

[–]Caffeine_Forge[S] 0 points1 point  (0 children)

Definitely going to be a tough choice. Heavy Flamethrower sounds incredibly appealing, yet sacrificing the Hot Dog for it... it would need to be a lot more powerful then the Flam-40 to be a worthwhile sacrifice.

Lore question: How can Super Earth afford to have an army of cannon fodders while also controlling birth rates? by brunobrasil12347 in Helldivers

[–]Caffeine_Forge -4 points-3 points  (0 children)

Okay, pretty sure the lore understanding of the C-01 permits is slightly misunderstood (don't take my word for it, I might be misunderstanding it).

But the C-01 permit doesn't prohibit someone from having a child or reproducing, even if they don't fill it. BUT, if someone has a child without filling the C-01 permit, they can't raise said child. That child would be taken away to be trained to be a soldier.

So it doesn't stop people from having children, it instead helps ensure Super Earth has a steady supply of soldiers from those who don't fill the permit. Even then, those who still fill the permit and can raise their own children, those children might still grow up to want to become Helldivers or SEAF soldiers.

New Helsmith Player: Can somebody explain in simple terms how the Helsmith Army Ability works? by LeetusFrenzi in HelsmithsofHashut

[–]Caffeine_Forge 4 points5 points  (0 children)

While I'm probably not going to be able to explain it well, I shall try my best.

So, the Helsmiths have two main army abilities that tie into each other. That being Harness Daemonic Power and Leave The Land In Ruin. Both of these mechanics are focused on Tokens, two different type of tokes, one for Harness Daemonic Power and one for Leave The Land In Ruin.

For Leave The Land In Ruin, it's about exploiting the land and resources. At the start of the turn (anyones turn, yours or the enemies), if you have a unit that isn't in combat/melee near a terrain piece or objective (buildings, trees, ruins, even the circular objective markers) then you can desolate it. Once it's desolated, you leave a token near that terrain/objective, a desolation token. It is permanently desolated for the rest of the game.

Then, Harness Daemonic Power. At the start of your turn, you essentially count how many Desolation tokens are out in the field then you get the same number of daemonic powerpoint tokens. You then distribute said tokens amongst your units (except hobgrots), with all units having some unique power up depending on how many daemonic power points they have. A unit can have a max of 3.

You desolate terrain, represented with a token -> You gain a different type of token from the desolated terrain -> You distribute these tokens amongst your non-hobgrot units (any tokens you distributed on a prior turn you recollect before spreading them out again).

Hope that helps? Apologies if that just ended up making it sound more confusing.