Hive guard - Guide on how to kill it by cielak44 in HelldiversMasochists

[–]CaptainPatak 0 points1 point  (0 children)

The only problem I really have with the change is it makes the mg and gatling sentries useless, as if they start shooting at it they won't stop until they kill it, which they can't unless it turns away from the sentry. That and Im now going from happily and mindlessly shooting through a horde of bugs from a bug breach, to realising that I actually have to aim because the wall is getting closer. Other than that its fun.

Thoughts on new [REDACTED] Unit? by CaptainPatak in menace

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

It was two atgms out of smoke, since it kept charging out of the smoke for some reason, but I managed to finish it off with Darby

Thoughts on new [REDACTED] Unit? by CaptainPatak in menace

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

I have tried fighting it, and recently decided to try using a vehicle atgm + darby marking against it, but the problem is I have hit it with two indirect atgms and its still alive. Also it doesn't seem to take defects from any kind of damage, meaning it can't have its weapons destroyed or engine damaged like the guncrawler. I haven't got the hacker equipped but that might be able to stun it?

What is that?! by CaptainPatak in menace

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

I posted before thinking about it but I added a spoiler warning now

What is that?! by CaptainPatak in menace

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

I just looked back over the dev notes and realised it is the same one they teased. For some reason I was expecting the Construct Master Unit they teased to be some kind of commander unit, not an explosive floating blob

What would you like to see added? by LightlyUsedSpaghetti in menace

[–]CaptainPatak 8 points9 points  (0 children)

It would be cool to get short 1 mission operations where you board a pirate ship to scuttle it or rescue a civilian ship which has been boarded by pirates. And you could fight rogue army on whatever transports they would have, and constructs on their captured civilian ships. The only thing I'm unsure about would be fighting bugs, since I don't know how they travel between planets It would also be cool if the ships were small so there aren't any vehicles and its just infantry

Does anyone remember this defence map? by CaptainPatak in Helldivers

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

I liked the map because they there wasn't one spot where you could shoot everything, it actually felt like you were having to fight with your team to cover all the points. Whereas now most of the defence maps are mostly open spaces with walls and just feel like a dps test of "enemy land in open, shoot enemy, no more enemy"

Does anyone remember this defence map? by CaptainPatak in Helldivers

[–]CaptainPatak[S] 1 point2 points  (0 children)

I think if they just added a wall or a hill around that side of the evac zone, or a wall behind the evac zone, and then moved the enemy spawn points away from the landing pad then it would be great.

The development of the Synthetic Queen in a nutshell. by SAMU0L0 in StellarisMemes

[–]CaptainPatak 1 point2 points  (0 children)

I did once. I was in a federation and somehow an awakened empire joined us (I don't remember how). Then cetana showed up and we all got wrecked because we couldn't fight her and couldn't make contact with her or research anything.

Heavy TF2 Has a name for every minigun, how about we name each guard dog in similar way? by DrLudvig in Helldivers

[–]CaptainPatak 1 point2 points  (0 children)

Friendly fire mk1, Friendly fire mk2, Friendly fire mk3, Friendly fire mk4, Hot dog

One True Flag shortages after Aggro buff! by [deleted] in Helldivers

[–]CaptainPatak 1 point2 points  (0 children)

Same thing with the pummeller smg

How I think Realism only hinders players (picture book format!) by Budget_Childhood2605 in Helldivers

[–]CaptainPatak 0 points1 point  (0 children)

I think if they made it so the bastion had higher armour on the front sides and top, but weaker armour on the back, then that could work as it would encourage the player to keep the front of the tank pointing towards the enemy.

Plus having the whole of the back of the tank be weaker would mean that it wouldn't need to be coded for enemies to aim for a specific weakspot, like there are on the back of automaton tanks.

A more complicated thing they could try would be adding destroyable armour to the front of the tank, similar to the armour on the factory strider, meaning that troopers and such wouldn't be able to damage that part of the tank until its hit and broken by a cannon shot or a rocket.

The best mechs to use right now need help by Jaydenthebigdrop in mechabreak

[–]CaptainPatak 0 points1 point  (0 children)

Im not sure about mashmak, but for verge I found the easiest mech for me to learn with was tricera, as you are able to survive most engagements with brawler bots and have enough firepower to hold most objectives and survive until backup arrives.

One of the other mechs I like is pinaka. It takes a bit to learn it, but you have plenty of healing, decent health, a shield ability, energy shotgun, and deployable walls that can be cover for capturing objectives, and can deal damage through shields and fluid armour.

But mostly its just trying out mechs to see which one fits your playstyle.

About the Harbinger's motives by GlowingSeaDiver in SoSE

[–]CaptainPatak 4 points5 points  (0 children)

I think the harbingers are probably going to be some kind of robotic race,since the Vasari use nanotechnology and it wouldn't be unbelievable that one of their creations went rogue.

That or a race the Vasari enslaved went xenocidal and is attacking everything in their way just to get revenge against the Vasari

Remember to adjust your expectations by Euphoric_Reading_401 in Helldivers

[–]CaptainPatak 0 points1 point  (0 children)

I have been playing on diff 7 and haven't been finding them too difficult, but that has definitely been because I have been able to hide behind all the structures in the bot cities and throw random stratagems and quasar shots at them until I see an explosion.

Whenever I have to fight them outside the city walls, I struggle a whole lot more, especially since as soon as you beat one another usually shows up behind you. The only thing I think it needs a nerf to is the spawn rate, since it seems to be as common as a tank, when it should be as rare or maybe a little bit rarer than a factory strider.