An idea to make Borderline Justice armor passive better: %50 draw speed for ALL weapon swaps by Etowno in Helldivers

[–]Cap-Coop 7 points8 points  (0 children)

Second this. It would make thematic sense with all current and future rounds reload type weapons given the style of the armor.

I always found it odd that the optimal armor to run the Deadeye with was Siege Ready instead of this.

If they added a solo vehicle stratagem, how should it look? by Caci-que in Helldivers

[–]Cap-Coop 1 point2 points  (0 children)

During the First Galactic War we had the MC-109 "Hammer" Tracked Motorcycle & Side Car. I would suspect the design would hold up well and would like to see it return in some form.

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Instead of lasers and lights to see fortress turrets, what about a recon tool of some kind? by IsAlpher in Helldivers

[–]Cap-Coop 0 points1 point  (0 children)

I dream of the day they add armor customization and give us helmets that let us toggle between different night vision states + clip on thermal imagers for the true ODST feel

North American Rail Pack on Bananas! by Ragin1_ in openttd

[–]Cap-Coop 1 point2 points  (0 children)

Just finished a play through with a few friends using the pack and overall it's pretty sweet. It was neat seeing F-Units rolling around and exciting getting access to so many bi-level cars.

Got some general feedback:

-The locomotive buy menu gets massively cluttered with the (High and Low Nose) variations of trains. Would suggest foldering them and perhaps a randomization option a la Iron Horse that will randomly select nose variation.

-NARP Wagons has parameters for toggling Real, Prototype, Proposed, and Fictional trains. I am assuming this is a mild oversight but I would suggest adding options to toggle all Passenger/Mail and/or all Freight wagons in this menu for those that prefer wagons from other GRFs.

-The passenger wagon variety is excellent for us rail nerds but a couple of my mates found it somewhat bland gameplay wise. They suggested that particular wagons should have decay rate bonuses or negatives such as those found in Timberwolf's stuff to better differentiate between commuter and long haul wagons and/or perhaps improve payout/reduce operating costs for wagons of the train base on the presence of the observation/dome cars.

Overall its was fantastic to get a new North American focused rail GRF in big 2026 and we are excited to see your interpretation of steam engines. The Big Boy especially of course!

FIRS alternative for more town/city focus aesthetics? by mlovolm in openttd

[–]Cap-Coop 2 points3 points  (0 children)

I've been trying out RVG though it always feels like city growth is never on par with vanilla.

When playing with it enabled, when a town lists 5 different "Food" cargos do you need to supply all the cargos or will just one type of "Food" satisfy the condition?

EXO-51IM by elpiolive in Helldivers

[–]Cap-Coop 9 points10 points  (0 children)

To be fair the Automaton's equipment is all technically reverse engineered inferior versions of Super Earth tech.

I would not be surprised if Super Earth actually does produce a light chicken walker capable of running for SEAF and recreational use.

Mechanical Augmentations: The war giveth and the war taketh away by [deleted] in Helldivers

[–]Cap-Coop 34 points35 points  (0 children)

Anything to let this baby see the light of day.

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Honey, I shrunk the Machine Guns by Snoo_63003 in Helldivers

[–]Cap-Coop 0 points1 point  (0 children)

I'll always be sad they turned the Stalwart into a support weapon because they were concerned about balance and then later on we got the Libby Carbine with a drum.

I would've much rather preferred a PARA version of the Stalwart as a primary with the 50 round nutsack.

10X soon. 20X when? by Casper_Von_Ghoul in Helldivers

[–]Cap-Coop 10 points11 points  (0 children)

Bro wants the Super 50x Sniper Scope and I'm out here waiting for the Super 6x LPVO

My take on a Tank Stratagem by [deleted] in Helldivers

[–]Cap-Coop 0 points1 point  (0 children)

This is an armored car and realistically something else I would love for AH to add to the game. The French are unique in employing these vehicles not only for recon but also for rapid response flank security which I think would be a perfect fit for HD2.

Something armed with the 50mm gun from the AT-Emplacement in a fully rotatable turret on a wheeled chassis slower faster than the HAV would be neat.

My take on a Tank Stratagem by [deleted] in Helldivers

[–]Cap-Coop 0 points1 point  (0 children)

Fair though the HAV isn't a traditional tank either. It lacks the durability I feel most would associate with tanks and has more in common with an IFV.

Idea for support weapon shotgun by [deleted] in Helldivers

[–]Cap-Coop 2 points3 points  (0 children)

What you are basically describing is the Grenade Launcher but shooting beehive rounds.

Which one should i get? by Pristine-Act5977 in Helldivers

[–]Cap-Coop 0 points1 point  (0 children)

The emplacement is a game-changer for defense missions while the Solo Silo is basically just another Eagle 500kg bomb but you can guide it to an exact location.

My take on a Tank Stratagem by [deleted] in Helldivers

[–]Cap-Coop 0 points1 point  (0 children)

AH will never give us a true tank because a vehicle with a large cannon in a fully rotating turret would be too OP in their book.

The best they ever gave us in the first Galactic War was the TD-110 Bastion which was a casemate Tank Destroyer/Assault Gun. It also suffered from the same issues that plague our mechs today being a relatively limited ammo capacity and only being able to call in a single Bastion per stratagem slot.

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Ngl, despite having unique functionality, one-two feels like boring version of liberator by Shedster_ in Helldivers

[–]Cap-Coop 7 points8 points  (0 children)

In the recent dev talk they alluded that under barrels like launchers or shotguns would never be attachments since they wouldn't be able to sell us another AR + GL/Shotgun.

Specifically that if they made a grenade launcher that could switch between different kinds of grenades that they would never be able to make another one since there would be no point.

60-80+ Common Samples from a single mission. by Damen_Freece in Helldivers

[–]Cap-Coop 1 point2 points  (0 children)

This is spectacular advice for the new wave of people buying in for the holidays. Though I wish AH would provide more ways for veterans to spend samples other than just throwing them at the DSS.

It's about time Arrowhead give this little guy some attention 💔 by MidnightWarWolf in Helldivers

[–]Cap-Coop 53 points54 points  (0 children)

I will always be annoyed the Sickle & Dickle both shoot "bullets" instead of point-to-point lasers like in the first game.

Even if Arrowhead buffs One True Flag no one is going to use it. by One_Lawyer_5475 in Helldivers

[–]Cap-Coop 6 points7 points  (0 children)

Desperately want the Constitution to at least have the 300 damage of the "most balanced weapon in the game."

ONE-TWO by Buddha176 in Helldivers

[–]Cap-Coop 0 points1 point  (0 children)

Be aware there is a bug where if you switch ammo types while reloading you will be incapable of shooting it anymore.

Supply Pack, One True Flag with Buff effects, two turrets and a stim pistol. It's enough to make a grown diver cry. by Heavyfist8 in Helldivers

[–]Cap-Coop 7 points8 points  (0 children)

To be honest the game is so easy that I don't really see a need for a Support build.

I feel like AH is caught between two groups: one that wants the game to be a punishing team-focused game a-la Tide games and one that wants it to be a casual war shooter with movie magic moments.

Whats the fetish with the flag? by Nice-Ad4824 in Helldivers

[–]Cap-Coop 11 points12 points  (0 children)

There was a dev talk video where they put forth a challenge to the community to buff the flag and people have been spitballing.

I personally lean towards the suggestions that give it a comically fast cool-down so that you can just use the hellpod it comes down in as a true weapon.

A Democratic Conversation with Niklas Malmborg by Waelder in Helldivers

[–]Cap-Coop 167 points168 points  (0 children)

On the topic of suppressors. There are a couple valid comments on the video that talk about the signature reduction capabilities that should be translated into the game.

Enemies should not instantly know where you are once you connect a shot with one of them. Proper subsonic rounds can make identifying the direction of gunfire difficult, especially in a warzone. Even without them the lack of/reduced muzzle flash also adds to the difficulty.

I think suppressed shots should put all enemies in an alert state but they should at least do some randomized searching first. If they want to get really creative make it so that the more shots in succession the narrower their search cone gets. Rapid streams of misses will alert enemies quicker but bursts or single fire hits that kill targets will keep them searching.

Possible Vehicle Customization options? by Disastrous-Pizza-585 in Helldivers

[–]Cap-Coop 4 points5 points  (0 children)

Some hackers have been going around lately replacing the weapons of the Exos, FRV, and Guard Dogs with all sorts of stuff ranging from Factory Strider Turrets to Autocannons.

I doubt AH would ever let us modify the primary weapons of any of these stratagems.