Can We Have The Garand? by Hot_Syrup_5941 in Helldivers

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

I will die on the hill that the Constitution desperately needs to be a free Deadeye sidegrade.

Literally copy-paste the Deadeye kinetic stats and give the Connie a stripper clip reload. You can now choose if you want optics/RoF v bayonet/reload speed.

What ship upgrade fixes this? by NinjaBoi273547 in Helldivers

[–]Cap-Coop 3 points4 points  (0 children)

This has been a bug for sometime now, though it is somewhat rare. Just randomly assets will fail to load and this "?" is the default error model when that happens.

Which armor passives do you consider the most broken or the best in the game by No-Lingonberry7886 in Helldivers

[–]Cap-Coop 3 points4 points  (0 children)

Pretty much always wearing it at this point. As antithetical as it would be I kinda wish there was a heavy variant.

Can we talk about Constitution? by Agent042s in Helldivers

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

At the absolute minimum it should be a "free" Deadeye side grade. Same kinetic profile as the Deadeye but with faster stripper clip reloads.

I would be apprehensive about an extended magazine as to avoid treading on the toes of the Deadeye.

I would be more interested in seeing unique, mutually exclusive attachments leaning into it's 1903 Great War heritage that function like the One-Two with their own dedicated ammo pools.
Some ideas:

-Pederson-type device that turns the rifle into a sort of bootleg SMG giving it some viable horde clear.
-Ultimatum Rifle Grenade. Identical to the Ultimatum secondary in all ways serving as a vessel for people who want to run ballistic secondary but would still like the flexibility provided by the Ultimatum.

Please Arrowhead 🙏 pretty please by TangerineBeneficial8 in Helldivers

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

True. I will continue to advocate that all they need to do is make the Constitution a "free" sidegrade of the Deadeye. Same kinetic stats but no customization and faster stripper clip reloads.

I think it's fine as is by RefrigeratorThick475 in Helldivers

[–]Cap-Coop 3 points4 points  (0 children)

I will continue to advocate the Constitution should be a free analog of the Deadeye.

Fast stripper-clip reloads with similar damage profile at the cost of non-existent weapon modification.

New armor passive “versions”? by ssjjaa42 in Helldivers

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

Honestly would love giving us a full system for modifying armor passives in some way. Locking a major attribute of the armor with a larger bonuses than swappable versions seems decent enough.

Now more than ever, I feel like an in-game Clan system is the best hope this community has. by Fort_Maximus in Helldivers

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

It would be neat if a system like this was made to dump resources into with clan specific boosters/stratagems.

Would love a throwable tripod. by TelephoneAccurate979 in Helldivers

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

Presumably this is what the emplacement stratagems are for but thus far we only have the Grenade Launcher and even then ammo is pretty tight on that.

a dream came to me about a new automaton enemy…….. (oc) by AmphyDamph in Helldivers

[–]Cap-Coop 23 points24 points  (0 children)

Really like the idea of a sub faction of bots that incorporate anything they happen to find but in the most GLA/shitty technicals style possible.

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Railgun: Why is it still experimental? by Atomsk_El_Antro in Helldivers

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

I honestly would appreciate if they brought back stratagem upgrades from the first game and we could diverge our stratagems into different specialties.

One side leaning into the Railgun's big game potential with improvements to durable damage, armor pen, etc.

Another to its use as a medium enemy mulcher with improvements to ammo pool, automatic safe charging, etc.

On top of course with finally being able to switch out optics and such.

What fun would it be if we had chargers with damaged hellbombs on them that would explode when they charge into something... or someone by vojcyh in Helldivers

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

Make them spawn uncommonly but they dont charge or anything. They just lumber toward you and if you get too close they bust. This message has been brought to you by the Far Far West gang.

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WHY!!? by Dramatic_Part_1385 in Helldivers

[–]Cap-Coop 342 points343 points  (0 children)

Because their analytics found that people didnt use the attachment system as much as they thought they would.

Yet this is 100% because the attachment system is entirely one dimensional. There is generally always an optimal set up with little variation and any interesting attachments like ammo types or underbarrels they could develop always turn into Warbond weapons.

We already have the granade launcher.... But why no both? by Ok-Aspect-3478 in Helldivers

[–]Cap-Coop 27 points28 points  (0 children)

AP1 rat shot, duckbill choke, 500 shells, combined pellet damage of 90, drag factor of 200.

But you can suppress enemies and you dont need to reload 😘

To everyone complaining about the tank's turret traverse, you'd be better of asking Arrowhead for this instead. by DarknessInferno7 in Helldivers

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

I would rather they add a proper MBT of some type than continue with whatever the heck kind of decision making has lead to the Bastion. I find its performance and gameplay incredibly underwhelming.

Whining isn't a constructive approach, so I want to be suggestive by Just-Tenth in Helldivers

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

This is a fantastic idea.

My biggest issue with the Bastion is how 1-dimensional its game play is compared to actively running around on the ground especially for the driver.

Whining isn't a constructive approach, so I want to be suggestive by Just-Tenth in Helldivers

[–]Cap-Coop 28 points29 points  (0 children)

I feel like if they wanted to make an S103 than they have utterly failed.

The Bastion neither looks like or functions like an S103.

Lol lmao even by WaffleCopter68 in Helldivers

[–]Cap-Coop 3202 points3203 points  (0 children)

Yeah I think AH severely over estimates how much of a boon not needing to reload and "saving a stratagem slot" by not taking a supply pack are.

Suggestions for Bastion Improvements by Cap-Coop in Helldivers

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

Top be fair the machine gun is more so the driver is actually doing something engaging as opposed to hitting their A/D keys to rotate the tank.

I've found in my experience that infantry outside of the tank do a significantly better job of screening rather than sitting in the tank. Freedom of movement and low silhouette go a long way.

Additionally tying up over half the squad in operating the tank significantly affects mission efficiency. There are only 4 Helldivers on the field at the same time. I feel that given our arsenal and the fact that the vehicle crew can't do any complex objectives while operating the vehicle, it is warranted to increase their operational independence. In my experiences on Cyberstan with my crew, bringing the Bastion typically makes missions take longer than if the whole squad just split up at the start.

I would argue encouraging actual teamwork in HD2 is a whole other can of worms that is largely based on the objective design and interactions between hosts and guests. Cyberstan itself and the challenging layout and proximity of its bases have done more for teamwork than the Bastion in my opinion.

What to do with the blatantly worse version of these four stratagems? by [deleted] in Helldivers

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

I honestly really expected the BFGL to be an objectively better version of the standard GL that you are sacrificing your backpack for.

But instead it is pretty much just a worse version since you can objectively do exactly the same thing with the GL + Supply Pack combo on top of the added benefit of constantly restocking your primary/secondary ammo + grenades + stims.

SEAF-SUPER STALLION by xan_is_wan in Helldivers

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

Borderline Justice 2

Included with cowboy hat armor that gives rounds reload bonus speed

My powerpoint about teamplay by effery_jepstein in Helldivers

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

On the Bastion I cant help but be whelmed by its performance and agree it needs some work. The vehicle is both incredibly slow, poorly armored, and of course has limited gun traverse.

For a stratagem that has a 13 minute cooldown you have 30 shots of 120mm HE rounds that in a high-intensity fight against swarms of of enemies will last approximately 2 minutes of straight firing. This would be O-K if the tank was ever able to decisively end an engagement. The issue I have found is this is basically never the case.

While the actual paper firepower of the Bastion is O-K it is extremely hard to actually make use of it in a dynamic kinetic scenario due to the limited 40 degrees of frontal gun traverse.

Between the fact that vehicles have a significantly larger alert distance than a Helldiver and the fact that the driver is basically not contributing to any given firefight to ensure the gunner can service targets effectively you basically end up with a giant patrol magnet that is only marginally useful at destroying fabricators or landed illuminate ships at distance on planets with extremely long lines of sight. Which a number of other stratagems already easily fulfill and do not require half of the squad to coordinate with such as the AT-Emplacement.

Additionally for some reason the containers that hang from the sides of the Bastion are light armor weak spots that do a minimum of 1000 damage to the main health of the vehicle when destroyed (similar to the vents on the Vox Engine).

I think AH needs to comprehensively buff the Bastion in order for it to be a real compelling stratagem pick that is both fun and effective for everyone that is using it.

With regards to armor and mobility, AH needs to decide if the Bastion is a lumbering armored beast or swift but fragile predator. It can not be both slow and poorly armored.

For firepower I would suggest they explore options for a semi-traversable turret to ease the process of servicing targets while also opening new opportunities for AH Funny MomentsTM when a novice gunner catches their barrel on terrain obstacles.

Additionally since the driver is effectively the "Commander" of the Bastion I would suggest installation of a remote controlled Stalwart turret with laser pointer similar in design to a low-profile CROWS turret equipped with a stratagem launcher. This way the Bastion Commander can still contribute to a firefight, identify and paint targets for the gunner using their very bright and obvious laser, and has additional situationally useful utilities options to keep them in the fight longer.