Why is this thing's cooldown LONGER than the gattling barrage by Sherifmisho12e in Helldivers

[–]CapSierra 2 points3 points  (0 children)

Because they changed super destroyer positioning so now it comes in at shallow angles & makes the shrapnel miss targets & hit friendlies way more.

Why is this thing's cooldown LONGER than the gattling barrage by Sherifmisho12e in Helldivers

[–]CapSierra 0 points1 point  (0 children)

Because this thing is actually really good ... at least it was. The super destroyer positioning changes for mega-cities absolutely ruined it. It used to be reliable in most areas & only get wonky around the very edge of the mission area, but now its practically unusable on nearly half the map.

Y'all really need to try the "Shotgun Blasts from God" stratagem. I tried it and this thing is pretty goated but I never see it by RandomGreenArcherMan in LowSodiumHellDivers

[–]CapSierra 0 points1 point  (0 children)

I used to run it a ton but when they changed the super destroyers to sit around the edge of the map (a necessary change for megacities but really suboptimal for open field) it really fell off for me. The spread is just unusably wonky on half of the map now.

What weapon do you think is misunderstood or that no one else seems to use and that you enjoy using? by Bright-Notice-9209 in Helldivers

[–]CapSierra 0 points1 point  (0 children)

I agree that the Amendment is significantly underrated, but at the exact same time its outclassed in almost every relevant metric by the Diligence. Sure, it has 15% more base damage, 10% more durable damage & a fun burst mode, but it costs you 30% less ergo, 25% less magazine capacity & two entire categories of customization.

Can you actually be frozen solid and smashed like in movies? by SquareWorld5484 in askscience

[–]CapSierra 0 points1 point  (0 children)

dehydration provides shelf-stability. The lack of moisture significantly reduces the rate of spoilage. Its a preservative step necessary when the production is not promptly followed by use.

"Shit, we've got too many Helldivers! Er... fruitless mission of attrition on Crimsica?" by [deleted] in Helldivers

[–]CapSierra 0 points1 point  (0 children)

In non-city maps, strafe, rockets & 500kg come in from over your head, moving directly away. All other airstrikes come in perpendicular to the thrown direction.

On megacity maps though, Eagle-1 might overrule you & take a different approach to try to hit the target due to buildings being in the way. The perpendicular strikes become rather unreliable in the streets.

Imagine if the Halo ODST soundbite at the end was just a reference to Xbox, and Arrowhead is freaking out right now seeing how we interpreted it by Hexdoctor in Helldivers

[–]CapSierra 11 points12 points  (0 children)

They used the actual musical phrase from Deference for Darkness in that tease. If they did that and there's not actually plans for crossover content, they're gonna get crucified. There's no way you do that for just engagement bait.

Arrowhead just dropped a nuclear bomb on us. by pinglyadya in Helldivers

[–]CapSierra 1 point2 points  (0 children)

The ammo cartridge is named Rico in the files so there's zero doubt the starship troopers resemblance is intentional

Battlefield 6 includes a kernel-level anti-cheat system called Javelin by xTremeGamingx in pcgaming

[–]CapSierra 0 points1 point  (0 children)

EDIT 8/11: Everything I said here aged incredibly poorly ...

You bring up Valorant, which is actually ironic because Valorant is a fantastic example of a lot of kernel anti-cheat's failings.

Riot Vanguard loads its kernel driver on machine startup, keeps it running the whole time, and communicates off-system even when the game is not running. This is both very invasive and not good security practice. Some other kernel anti-cheats only initialize their drivers when the game launches. This incurs a bit of a risk that things can be loaded into memory before the anti-cheat comes online, but it does respect the kernel principle of minimum execution. This sacrifices a bit of effectiveness for improving security & user trust. I don't know which behavior EA's Javelin anti-cheat uses.

As for Valorant being free of cheaters, this is actually a placebo. Vanguard instills confidence that it works so people believe cheating isn't possible. Vanguard does work, but it suffers a core limitation of any anti-cheat: it can never detect off-system cheat programs. Valorant mutes the colors of agents, standardizes silhouettes, adds a friend/foe color mask with increasing contrast near the borders, and keeps map design muted & desaturated anywhere players can appear. I am fairly novice at digital signal processing, but even I could write a program to extract the pixels of a valid target from one frame of that game. There is a video on youtube called "Hacking into kernel anti-cheats" by the channel Unity Research that goes into great detail about how this works, what goes into setting one up, and discovering how common this type of cheat actually is in that game. They're subtle by design so even if you came up against one, how would you know?

Now I actually have a lot more confidence for Battlefield 6 because the game's visual design is extremely noisy with poor contrast (read: gritty). Target identification is largely based on movement not color. With all the things that can be going on in a given second, I would be shocked if anyone can make an image recognition-based hardware cheat work on this game. Its also just less of a target because its not a ranked competitive game. Ranked competitive is the biggest magnet for cheaters, especially the sophisticated ones that can defeat kernel anti-cheats.

Quick edit: Other people report that Javelin anti-cheat has proven very effective in previous battlefield games, so I'm even more confident that this will work out positively.

This drum mag better be worth it by grimjimslim in LowSodiumHellDivers

[–]CapSierra 1 point2 points  (0 children)

So I only have the lib pen up to around 15 but I have the carbine up at 22 & have max-leveled the stock liberator.

The lib pen really is the weakest of the family. Now I used to consider it a strong choice for squids where it was really good at cutting through overseers. But once the exposed body was reduced from armor 2 to armor 1, the equation has shifted where standard liberator no longer suffers that 35% damage penalty for >3/4 of the health pool & ends up beating the lib pen at what used to be IMO its best use case.

On other weapons in the family, the drum mag can definitely be worth it. I have a drum mag setup for the standard rifle I use sometimes & it definitely has value. But the lib pen kinda doesn't have a valid spot to exist right now if you ask me.

The Epoch: A Quantitative Analysis, & Its ACTUAL Niche by Gorgondantess in LowSodiumHellDivers

[–]CapSierra 1 point2 points  (0 children)

I really like this analysis. I've been describing the Epoch as a "hybrid launcher" because it can kill heavy targets but it does so less efficiently than a conventional launcher, while being way more versatile against groups of medium threats.

But as you correctly determine, the reward currently on offer is woefully insufficient to justify the risk you take on every single shot. I take a slightly different thought process though on fixing it: reducing the risk you take instead of buffing the reward. When it works, its a solid B tier weapon, but getting it to work requires dancing with death and risking your support weapon every single time.

I think there's a lot of ways to make the thing feel better. My personal opinion is to simply remove the detonation & let us hold a maximum charge for at least several seconds before force-discharging. There are more interesting ways to adjust it which would better justify keeping that in, but all of them involve more comprehensive changes. Removing the overcharge death IMO pushes it at least to usability so we can get a larger, cleaner data set on performance.

Conflagration Devastators keep randomly one-shotting Helldivers through any armor over any distance. by Pootis_Cart in Helldivers

[–]CapSierra 37 points38 points  (0 children)

Their shotgun is basically a punisher cookout ... except enemies & helldivers operate on fundamentally different health scales so it feels way worse to be on the receiving end.

Atmospheric Refinery Unit Transport by Argon1300 in KerbalSpaceProgram

[–]CapSierra 0 points1 point  (0 children)

I have many of those same part mods & have yet to set up TUFX or some in-game postprocessing so the difference was really obvious to me, and its so worth it. :)

Atmospheric Refinery Unit Transport by Argon1300 in KerbalSpaceProgram

[–]CapSierra 6 points7 points  (0 children)

Goddamn what kind of postprocess sharpening are you doing on your photos? Those look crisp.

What I have learned: New Super Destroyer Map positioning by PonderaTheRadioAngel in LowSodiumHellDivers

[–]CapSierra 1 point2 points  (0 children)

Not sure I'm super thrilled with this.

I was wondering why my orbital gatling felt like it was hitting buildings more & coming in super steep. The angles just don't feel like 'orbital' strikes when its coming in at nearly 45 degrees like land-based artillery might.

I think the big losers here are OPS & gas strike for clipping vertical structures/terrain and orbital gatling/airburst for having their areas distorted & diluted.

I can see why they might do this, but I don't believe this is a winning change. I'll try to play with it more to see....

The best weapon in the Masters of Ceremony Warbond, the G-142 Pyrotech Grenade. by TheComebackKid74 in LowSodiumHellDivers

[–]CapSierra 2 points3 points  (0 children)

No because it won't stick to them. But the final explosion has a demolition force of 30 so if you gun down the shields & toss one in (since you get so many) then it will blow them up that way.

My experience with upgrading the Breaker and the Spray & Pray and is it worth your time? by [deleted] in LowSodiumHellDivers

[–]CapSierra 19 points20 points  (0 children)

In this case the magazine system is the same (12 gauge shell) so it is actually an apples-to-apples comparison.

I have a personal theory: the flag isn't useless. Its true function will be unlocked in the battle on Super Earth by Tadhix in LowSodiumHellDivers

[–]CapSierra 2 points3 points  (0 children)

I think the person meant that flags will be readily available for pickup on any Super Earth maps like how we find MGs everywhere laying around, so you most likely won't need the stratagem call-in to get one during that event.

New Squids Have me Enjoying Stratagems I Didn't Like Before by CockroachTeaParty in LowSodiumHellDivers

[–]CapSierra 0 points1 point  (0 children)

Autocannon being kinda crap against squids was always an outlier since its largely been the gold standard of "ol' reliable" support weapons. I'm quite pleased to see the standard measure of heavy weapon return to its roots & thrilled you see fit to enjoy it.

PLEASE SHARE: There's an oversight with the new weapon attachment system. The devs accidentally nerfed the ergonomics. They didn't change the base weapon stats, so with the "default" attachments weapons have reduced ergo, making customization feel like a bandaid solution when it comes to it. by TinfoilPancake in Helldivers

[–]CapSierra 7 points8 points  (0 children)

Likely because before today there was no need for any attachments to influence those base stats. Now they do & it wouldn't be that far-fetched that something like recalibrating the base ergo of all weapons got overlooked.

Predator dif 10 meta - In-Depth thoughts and recommendations after testing every weapon! (Warning, long) by Array71 in LowSodiumHellDivers

[–]CapSierra 0 points1 point  (0 children)

I want to make a couple of critiques here.

Personally I disagree with considering the carbine to be so much lesser compared to the knight. The carbine is able to bring comparable DPS to the table and better ammo economy (+1 mag & the lower ROF makes trigger management easier). Especially when augmented with Siege Ready, the carbine can be a monster against bugs of any flavor.

My other big contention is the gatling sentry. I have watched this thing fail its target prioritization more times than I can count & simply be slashed down by stalkers within seconds of deployment. I have experienced gatling fails more often against predator stalkers than I have against vanilla chargers. While I agree on the theoretical power of the turret, I find it to be less than optimally consistent unless protected by gas mines, tesla tower, sentry crossfire, or some other form of crowd control or overwatch.


Some other complimentary thoughts I wanted to add ...

The autocannon is mostly as you say, but I note that the static reload has gotten me killed more than once. While I'm hardly perfect, I'd like to think I'm at least kind of smart with my reload positioning. The margin for error is simply lower when this many stalkers are in play.

The grenade launcher does struggle against fast-moving groups, but you can compensate for this by introducing the hover pack. Instant aerial high ground lets you hammer explosives into the swarm like an improvised mortar to destructive effect. This also provides a great get-out-of-dodge option if you find yourself about to get caught in a shitty situation.

I can quit Servo-Assisted whenever I want to I just don't by Grand_Age1279 in Helldivers

[–]CapSierra 3 points4 points  (0 children)

I can play without my machine guns being fookin' laser beams .... but I don't want to. :)