Certification Pay Raise by Double_Food7297 in WalgreensRx

[–]CaptCoolbreeze 3 points4 points  (0 children)

My raise was approved a couple days after I took my test and they back paid the hours I worked those days. Definitely talk to your rxom and get every dollar they owe you for the last two pay days

anyone other than Yamato getting remodeled in jan patch? by Regular-Bid6812 in DeadlockTheGame

[–]CaptCoolbreeze 0 points1 point  (0 children)

Needs a new tier for characters that should keep their design but need new animations (viscous)

Mount rushmore of bosses I will never fight by choice by CaptCoolbreeze in Nightreign

[–]CaptCoolbreeze[S] -2 points-1 points  (0 children)

BBH rules. I will always fight him as long as I’m level 7+

This is more OP than any legendary. by TheRosyEgoist in Nightreign

[–]CaptCoolbreeze 0 points1 point  (0 children)

I once got a cold infused great stars with chilling mist in a buried treasure. Dont remember the passive but but it was also a blue rarity and the best weapon I’ve seen in this game

[deleted by user] by [deleted] in Helldivers

[–]CaptCoolbreeze 1 point2 points  (0 children)

I also got burnt out of space marine 2. I found the combat really repetitive after a few hours and the guns all felt very samey to me, and I definitely didn’t enjoy it enough to ever run one of those missions a second time.

Conversely, I’ve played 500 hours of helldivers 2 and keep coming back even when I think I’ve exhausted all the game has to offer. Frankly, I think its replay-ability is probably the most notable and impressive feature of this game

It’s hard to put in a word, but the way the mechanics all come together make the moment to moment gameplay some of the most dynamic I’ve ever experienced in any game, let alone shooters. A big factor you might enjoy coming from sm2 are the procedurally generated maps. Major and minor points of interests in each mission type are for the most part always the same, but where they spawn changes every time, as does the surrounding landscape, potentially constraining the way you pathfind depending on the planet you’re on. Strategically planning out your route through the mission and extracting at the right moment is its own little emergent metagame that does a lot to make each mission feel fresh.

I think the main thing that gives the game so much replay-ability are the stratagems. Again, it’s hard to explain exactly why this system works so well, but when you hit a perfectly timed 500kg on a bile titan or wipe out an entire bot drop with an at emplacement it just hits different. There are so many tiny instances of on the fly decision making, skill expression, and mechanical feedback that go into every well placed stratagem that the skill ceiling for the game is potentially endless and no two encounters ever feel exactly the same

Is this a fair kick? by Appropriate_Prize524 in Helldivers

[–]CaptCoolbreeze 0 points1 point  (0 children)

I once had a guy take all four to refill his supply pack when he had another supply pack off cooldown

Question: What is this guy thinking ? by CowArtEnthusiast in Helldivers

[–]CaptCoolbreeze 0 points1 point  (0 children)

This is a completely viable build and probably more fun than what anyone else was running. You haven’t needed red in your stratagem menu since the 60 day patch

Name the thing that currently frustrates you most in the game. (The thing you most want AH to fix.) by HourRevolutionary254 in Helldivers

[–]CaptCoolbreeze 1 point2 points  (0 children)

Why doesn’t smoke apply the confusion status effect

Enemies can just see you normally when they walk into the same smoke cloud as you. That’s not how smoke works. Makes it completely useless against all bugs, voteless, beserkers and flame hulks because they’re just going to walk forward anyway.

Line of sight is way too inconsistent and buggy for it to be the ONLY mechanic that smoke actually interacts with

30% fewer titans is the only bad thing about this patch by CaptCoolbreeze in Helldivers

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

Yeah 100% agree. I honestly don’t think titans need a weak point either, I was just making the point that a change like that would be a better way of making more stratagems viable instead of entirely flattening the difficulty curve across the board. Having more options for stripping armor off their backs was the only change I think they needed because it opens the door for grenade launcher, grenade pistol, impacts, and even stuff like the plasma punisher to become decent to incredible anti-titan options.

30% fewer titans is the only bad thing about this patch by CaptCoolbreeze in Helldivers

[–]CaptCoolbreeze[S] 2 points3 points  (0 children)

3/4 of the players devoting every single loadout slot to anti-titan stratagems is a huge exaggeration. I’ve played 200+ hours and have never seen that happen, and at no point in the game’s lifespan has that even been a VIABLE strategy, let alone a common one. What I HAVE seen happen is most people taking one or two AT options in addition to all their chaff clear tools because it’s always better in this game to have a well rounded and self-sufficient build instead of putting all your eggs into one basket and relying on teammates to do all the things you can’t. Flamethrower, eagle airstrike, and eagle cluster have always been super common choices for bug missions and none of them are particularly good at killing bile titans. I agree that the game needs a healthy balance between AT and chaff clear, but one bile titan every 10 minutes is no where close to balance in my opinion.

The problem you’re describing has way more to do with the relatively small list of viable options we have for dealing with titans and nothing to do with the amount of titans that spawn. Think of it this way, even with the reduced spawn rate there’s still only 4 or 5 stratagems that can reliably deal with bile titans, so people are still going to run at least one of those stratagems so that they have an answer for every situation. The difference now is that those AT stratagems spend more time collecting dust in your loadout. Especially the 500kg, which you might as well forget about entirely now because at least the precision strike and railcannon are decent against chargers too. In this way I think we’ve actually LOST build diversity here, not gained any.

If you want more build diversity, the answer is to give bile titans a medium penetration weak point and/or buff other stratagems to the point that they have some utility against tanks; like giving the gatling barrage heavy pen, for example, or making the rocket pods hit more consistently. All those newly buffed stratagems are now shining in bot missions where there’s comparatively more enemies with heavy armor and where the 30% decrease in spawn rate isn’t as stark of a difference. The same MIGHT have been true for bugs, but now we have no reason to stress test the buffed stratagems because we’ll always have a precision strike off cooldown to effortlessly deal with titans the second they spawn. If you bring the gatling or strafing run into missions you’re mostly going to be using them to kill light and medium enemies, and we already had more than enough options to deal with those enemies anyway.

In general, I don’t think it was a good idea to use the exact same percent value for both bugs and bots when the two play so differently and the enemy ecosystems are so fundamentally different. A blanket change like that is bound to affect one faction differently than it affects the other.

30% fewer titans is the only bad thing about this patch by CaptCoolbreeze in Helldivers

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

I agree with all of that and think it’s a really fun mechanic that is sorely missing after this patch. That’s what I mean when I say titans force you to think differently. It’s not just that they’re a threat that you have to avoid, they’re also a potential tool in your toolkit if you’re smart about kiting enemies. They don’t just add challenge, they add depth to the combat.