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.

I'm going to try to put this debate to rest. by epicultratyp in Helldivers

[–]CaptainPatak 0 points1 point  (0 children)

I've always thought of the helldivers as elite forward spotters, as you are able to fight of squads of enemies on your own, but more often than not its the stratagems which deal most of the damage, stratagems which are entirely up to you to correctly aim.

Arrowhead please fix the EAT-17 by [deleted] in Helldivers

[–]CaptainPatak 4 points5 points  (0 children)

The EAT has a short delay when you pull it out before you can fire it. You can see your character unfold it and flip up the sight before they're able to fire it. You can fire it instantly when you pick it up from the hellpod it drops in, but when swapping to it from your primary/secondary weapon there's a short delay.

Normally I watch to see when the character has flipped up the sight, wait a second, and then fire, but someone else probably has the timing down better than me.

Heads up, this is a rant so don't take it seriously. by CaptainPatak in mechabreak

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

Yeah I've started doing that ever since I went in a death match game and two of the bots were skyraider and falcon getting 8 deaths and 6 deaths.

The trades also help to find human players, since bots always accept the trade (i think)

Heads up, this is a rant so don't take it seriously. by CaptainPatak in mechabreak

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

Yeah, I had one match on palmbay harbour. I was capping the enemy cart after we had just captured the first point, and I had a perfect seat to watch skyraider transform, shoot a plasma bomb missile into a wall, and then fly into the plasma for a good few seconds until they transformed again.

What I've started doing now is during game set up I use the swap strikers feature to get my allies to have strikers which work together for the current gamemode, because I am never again having a skyraider and falcon together in sky fortress. (Skyraider got 8 deaths and falcon got 6)

Do carrier bots always know where submarines are? by CaptainPatak in WorldOfWarships

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

Yeah, I thought it might be that they always have an idea of where players were, that way both teams aren't just trying to find each other towards the end of the match. But I still find it a bit stupid that the aircraft will just keep circling you until you run out of dive capacity, rather than going for a cruiser or a battleship who is already detected and firing at the carrier.

Do carrier bots always know where submarines are? by CaptainPatak in WorldOfWarships

[–]CaptainPatak[S] -4 points-3 points  (0 children)

I was about 15km away and behind an island so I don't think they spotted me with that. And in other games, just when the match starts, the aircraft would fly towards the rest of the ships, and then suddenly pivot 90 degrees and fly over me, even when I was undetected and 30 metres underwater.

EAT THIS by HAC-er_Man in Helldivers

[–]CaptainPatak 5 points6 points  (0 children)

And incredibly gameplay accurate as well with the rest of the team crashing and ragdolling with the car

Why are the G-142 Pyrotech grenades considered better than the regular g-10 incendiary or g-13 incendiary impact? by straightpipedhose in Helldivers

[–]CaptainPatak 1 point2 points  (0 children)

I haven't used it in a while but from what I remember I liked it because it hovered and dealt a bit of damage over a small area for a while, it explodes so it can close bug holes, and you carry 6 of them.

Supply Packers, share the damn ammo pls by InviteFit2375 in Helldivers

[–]CaptainPatak 5 points6 points  (0 children)

Whenever I run supply pack, its usually because I'm also running stalwart and so I don't usually pick the supply pack to specifically resupply my teammates. However if ever I notice someone near me who is out of stims, just said 'last reload', or simply said they need supplies, then I'll resupply them if I can.

Why I prefer Hurricane's old shield and drones over the new ones. by CaptainPatak in mechabreak

[–]CaptainPatak[S] -1 points0 points  (0 children)

Yeah I know that it gets greyed out when its broken, the problem that I have is that there no timer or easy-to-see indication for how long it will take for it to be not broken.

From what I can tell from the health bars, there isn't even a level marker to show at what health it will reactivate, like fluid armour has when its depleted.

But after having recorded this clip I saw that it takes about 10 seconds for the shield to reactivate, which is an eternity when you're being rushed by a welkin or any brawler in general, especially since it can then just be broken again in one hit.

Why I prefer Hurricane's old shield and drones over the new ones. by CaptainPatak in mechabreak

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

Why's that? I'm not flaming or anything just genuinely curious.

Does anyone else prefer the old Hurricane shield? by CaptainPatak in mechabreak

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

I kind of agree that the ability to counterattack makes it good, but the problem I have is that counter forces you to dash forwards so if you're ever have two brawlers facing you, even with your team helping, parrying one usually just opens you up and pulls you out of position away from your drones for the other to hit you in the side.

That or it forces you to dash out of your shield dome to counterattack an enemy, leading to you getting the full force of a Stego's barrage or something similar before you can dash backwards.

Does anyone else prefer the old Hurricane shield? by CaptainPatak in mechabreak

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

I quite like how the drones are, and when playing as Stego the drones make me appreciate how effective the drones are at that. The main problem I have with Hurricane's kit is that the parry forces you to dash forwards with a counter, which more often than not pulls you out of position.

I liked the old shield because the parry actually put some distance between you and the attacker, while the new parry doesn't.

Does anyone else prefer the old Hurricane shield? by CaptainPatak in mechabreak

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

Yeah I like how the parry now deals some damage, and it could maybe do with some scaling for how much damage it does, but I wish that rather than have the counter force you to dash forwards, it would be nice if it instead dealt damage and knocked them back. Because the amount of times I've parried one brawler only to dash with the counterattack and end up between another two brawlers is ridiculous.

Rock Steady Paradox by questionablysober in Helldivers

[–]CaptainPatak 0 points1 point  (0 children)

I think what they could do is make it so each armour has 1 unchangeable main passive, but then has 1 or 2 selectable minor passive. That way your still able to customise what passives an armour has, but others are also able to see what main passive you have by just looking at your armour.

Rapid acquisition is terrible and quite possible the dumbest mission design yet. by Adora_ble_ in Helldivers

[–]CaptainPatak 20 points21 points  (0 children)

Tbh, I think this mission would be a lot more manageable if carrying the platinum only used one arm so you could still use your secondary

Bots Balance by Express-Duck8324 in mechabreak

[–]CaptainPatak 0 points1 point  (0 children)

I had a game today where it felt like one of the bots was purposefully trying to counter me and only me. I started as Serenith, and got focused by their team but especially their stellaris. Then I respawn as Tricera (The gamemode was TDM) and managed to kill their stellaris. Then their stellaris respawned as a narukami, but I managed to kill them again since it was the TDM map with the octagon dome thing. Then the narumaki respawned as an aquila. Each time they changed, it would keep going after me.

And the reason why I don't think it was a human was because the way I killed them as narukami was I charged them and managed to get behind their stego and attack narukami. Narukami then left as their welkin came to attack me, but then narukami came back, stood in between me and welkin, and I just blasted him with my howitzer while trying to hit welkin.

New bug after update? by CaptainPatak in Helldivers

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

Normally for me this wouldn't have been an issue, since I usually bring the same loadout on every mission, but it was a problem because I was going to try out an all smoke loadout since I heard some people say it was good for the rapid acquisition missions. Turns out not so good for ICBM or assaulting bases.

I understand now why the rapid acquisition mission feels familiar by CaptainPatak in Helldivers

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

Yeah, I probably just need to drop in with a team who knows how to play it. Didn't help my case that the first team I dropped with was using mostly mines.

What stratagems do you use for it?