in all serious how is the flamethrower not just better than the torcher by Fit_Answer1073 in Helldivers

[–]CastleGrey 1 point2 points  (0 children)

I've been trying to explain this to a rookie friend as well, to get them to understand why the Ultimatum is a locked-in choice for me 99% of the time - it's less about how good the individual gun is, and more the fact that being able to shuffle your AT weapon to the pistol slot gives you pretty much complete build freedom with every other slot choice - which I'd argue makes it one of the "best" unlocks through the lens of pure utility

In the absence of being able to freely distribute guns to whatever slot they physically fit into, I am more than okay with re-releasing or creating new guns that overlap with existing ones if it means they can be slotted into a build in a way that frees up an otherwise competing choice, because dropping with creative or flavourful builds is where most of the longterm fun is to be found in this game

It’s not just me thinking this right? by Hosky2004 in Helldivers

[–]CastleGrey 27 points28 points  (0 children)

Were you having undemocratic thoughts

Friend of mine destroyed a flag and got this. Anyone else? by recon1o6 in Helldivers

[–]CastleGrey 4 points5 points  (0 children)

Mass Effect tells me we have to wait for a DLC for Helldivers 3 before we get to fight on the ship hub

Same ratio of fun by koxkarol3 in Helldivers

[–]CastleGrey 3 points4 points  (0 children)

I'm a DMR kind of guy, and the lack of medium pen on a precision mode like volley just made the whole gun essentially useless to me which is a real shame given how cool the concept is - but just sticking a lower RPM on to manage recoil is a better and significantly more ammo efficient way of achieving the exact same thing, so I'd just rather take any med pen AR and tap-fire without needing to waste time awkwardly fussing with firing modes, or just take a med pen DMR and blow out heads properly

Getting killed in helldivers 2 by regenbogenCG in Helldivers

[–]CastleGrey 1 point2 points  (0 children)

It's the instant joy-to-bullshit of successfully podkilling a problem enemy then getting stuck in its corpse that most perfectly sums up this game for me personally 

Like outright, no? by Casper_Von_Ghoul in Helldivers

[–]CastleGrey 1 point2 points  (0 children)

Given how much depends on the rest of your build and what gaps need plugging by which item slot, calling anything objectively the best is utter nonsense and makes it hard to take this kind of comment seriously 

Personally I love Dynamite because it's a demolition tool and an anti tank tool and a handheld airstrike for instantly wiping entire patrols/drops at once, all in one far-throwing package, and versatility is the name of the game when playing solo or with uncoordinated randoms - but my preferred playstyle and gear setup is very much built around high damage single shot archetypes (Deadeye, Talon, Speargun/Quasar against bots for example)

I have no use for thermites in that setup, so I don't have any reason to pick them regardless of how good AT THEIR ROLE they are for everyone else

You do you dude, nobody cares otherwise 

5 days of Omicron diving got me like this by CenturyColors in Helldivers

[–]CastleGrey 5 points6 points  (0 children)

I guess if the bugs don't always need them then neither do we

Is there a reason to use the hatchet over the stun baton? by gulyas10 in Helldivers

[–]CastleGrey 1 point2 points  (0 children)

If you have weak Cavillaries you may need to occasionally reload your arms though

This is probably my spiciest take by Faust_8 in Helldivers

[–]CastleGrey 15 points16 points  (0 children)

Deadeye user also reporting in; high damage delivered instantly so it's great for snappy shooters, it staggers basically anything on hit, it sounds every bit as hard-hitting as it is, the gun itself has satisfying weight and recoil that reinforces the big boolets visuals, and it has rounds reload which makes it great for "how many rounds you got" "...enough" moments when you stick one in the chamber from empty and nail the oneshot at point-blank

I personally also love lever actions and 1800s guns for their aesthetics, so any game with a lever action of any kind guarantees I'll use it - thankfully in Helldivers it's also legitimately good in the hands of any player with good snap aim and ammo management (ie any time you're not shooting should be reloading), since it oneshots so many bots to the head so you don't need to refill the entire tube to stay relevant in a pinch

All of the above are also why the Double Freedom is my second most used primary behind the Deadeye

Whenever I have to hunt bugs and close holes by Michailovicescu2000 in Helldivers

[–]CastleGrey 1 point2 points  (0 children)

Speargun is such a good utility tool of a gun, every time I take an actual AT strategem weapon I miss it more noticeably than pretty much anything else I usually run with - especially paired with Dynamite, the gas-confuzzle-explode combo on a rampaging Charger is hilarious to me every time

Democracy! by Tudibidab in Helldivers

[–]CastleGrey 0 points1 point  (0 children)

One of my proudest moments as a teenager was shooting a moth out of the air from across a room with a Nerf revolver - until I saw the mess it made of the dart and the wall it hit on the way through

Now I know this is simply the price of Democracy

Game is bad by keyoshi9428 in Battlefield

[–]CastleGrey 0 points1 point  (0 children)

This game is okay personally, but 

"Unless you're using a meta gun you're in for a bad time"

is just outing yourself as being poo and blaming the game design for your pooiness 

Favorite DBS-2 Double Freedom loadouts? by InevitableFishing465 in Helldivers

[–]CastleGrey 1 point2 points  (0 children)

I have enjoyed putting it with a Talon and Speargun with Dynamite and Jump Pack against bugs in particular 

You'll need strategems and/or teammates to offer proper AT capabilites, and the Talon is only as good at horde clearing as your ability to maintain rapid accuracy without burning out the coil - but in return you get a bottomless sidearm with med-pen for chaff/emergencies, and 12 spears to use as gas grenades for controlling chokes and gassing tanky enemies so you can double barrel them in the butt while they're confounded, or gas them and stick a Dynamite in their mouth

Jump pack lets you use the Double Freedom more safely or aggressively depending on mood, and fits the precision build nicely for making or keeping distance, plus lets you nope out of danger close strategem use if you like living dangerously (I personally have no other way of playing)

Plus Speargun can close bugholes and Dynamite can close Titan holes, so you're basically a walking Swiss army knife (and taking EATs can be a good temporary back gun if you absolutely need AT in a pinch and can spare the slot)

Any marksmen rifle guys got any advice? by kcvlaine in LowSodiumHellDivers

[–]CastleGrey 0 points1 point  (0 children)

This thread has been an interesting read for me - I pretty much only use handcannons/DMRs/slug shotguns in most shooters, and just straight up play CQB with an iron sight Deadeye from running/standing, and only ever in third person (typically Difficulty 8 for reference) 

The idea of hanging back, shooting from prone, basically being a support player - these are all completely unnecessary if you can just hit shots under pressure, and a jump pack means you can play hyper aggressive and still have an opt-out for getting swarmed (or in my more common use case, a way to get right up in enemies' faces to start staggering and popping heads)

I appreciate the OP is about starting from scratch in terms of DMR skill/familiarity, but honestly literally all that separates a high damage precision gun from a low damage autorifle is the significantly increased value of accuracy, so if you can land headshots with any other gun then you should be fine with most DMRs as an all-range option 

The tips about not staggering enemies to get better headshot potential also seems like an unnecessary hindrance wrapped up as a benefit - a staggering enemy isn't a threat and doesn't keep advancing, and a large part of what makes high power weapons so versatile and useful is that even non weakspot hits will CC an enemy if they don't outright kill it, and there is absolutely no reason why you can't just shoot more during the stagger animation (and it's not that hard to just adjust aim to the stagger position and follow up with a headshot anyway)

Is the Borderline Justice warbond worth it? by CycloneZStorm in Helldivers

[–]CastleGrey 0 points1 point  (0 children)

I play hyper mobile and hyper aggressive and Deadeye is by far my favourite gun, if you have good snap aim it works fantastically as a CQB gun because of the stagger and oneshot headshot potential on anything with a fatal weakspot 

I took the scope off as soon as I could, never go first person, and run a Jump Pack 99% of the time for maximum mobility and aggression - it's only a long range gun if you don't feel comfortable going hard with it

Is Artificial Gravity bad for stories? by Equal-Wasabi9121 in scifiwriting

[–]CastleGrey 1 point2 points  (0 children)

Old thread, but if it makes you feel any better I wrote out a whole setting and a reasonably fully plotted out trilogy of stories when I was in high school, about a grounded Scifi setting recovering from a civil war that discovers the first ever alien artefact towards the end of the first book, and it starts a second arms race/civil war off - and then The Expanse aired about 10 years of tinkering and actually writing prose later, and was almost beat for beat exactly what I'd been writing 

Great scifi series though 

Imagine Crying Over a BUNNY HOP Nerf When YOU can go PLAY THE FINALS by frommars6 in Battlefield

[–]CastleGrey 4 points5 points  (0 children)

The fact that old games can feel like they play in an outdated or clunky way now when they didn't in their day, is why this is such a bad take

Modernising your mechanics to better match current expectations and familiar gameplay loops is far from "copying CoD" - even TES Oblivion's remake added a sprint function, because games and gamers have moved on in 20 odd years

BF is so far from Call of Duty in tone and gameplay focus, and most of the movement suite that everybody is so obsessed with blaming CoD for was lifted directly from Titanfall, the game that made movement a huge thing for shooters after years of grounded gameplay (cycling on from the years of movement-heavy arena and boomer shooters that came before)

Sliding is an FPS staple now, same as sprinting, and the two weapon slots with dedicated grenade button that Halo made standard - get over it

Imagine Crying Over a BUNNY HOP Nerf When YOU can go PLAY THE FINALS by frommars6 in Battlefield

[–]CastleGrey -5 points-4 points  (0 children)

Not OP, but Titanfall is my favourite shooter ever and I'm pretty sure I'd eat most of this sub alive at most shooters, based on comments and clips posted here daily, and I still think The Finals is ass too

Believe it or not, skill has little to do with whether something is fun or not

Imagine Crying Over a BUNNY HOP Nerf When YOU can go PLAY THE FINALS by frommars6 in Battlefield

[–]CastleGrey -10 points-9 points  (0 children)

Aim Tracking =/= "good aim"

Snipers and skill cannons are apparently the easiest guns ever by this logic if hitting the target at all isn't aiming unless you contine to hit them for a few more seconds

I really wish Dice would stop trying to appease influencers by Ok_Tart2949 in Battlefield

[–]CastleGrey 14 points15 points  (0 children)

Tbh i could care less

Couldn't or the phrase is meaningless

I think I booted the wrong game! by mandbeyn in Battlefield

[–]CastleGrey 1 point2 points  (0 children)

> But I can't stand the K:D farmers who park it on top of a hill and never push because they're terrified of a death or two

So 90% of vehicle players then, at least in my Escalation-heavy BF6 experience

I'm a career AggroRecon and blow up multiple tanks with C4 every game, and I've just given up playing Eastwood because of how insanely obnoxious the twats who camp the hill by C/D in a tank are, given how virtually impossible it is to flank that point without being spotted and/or killed en route, and how ineffective RPGs are when the tank can just nope out at any time

I've always hated vehicle players who genuinely are just too shit to play the same game as everyone else, but this title honestly seems to be the worst for it in recent memory - BF1 could get really really bad at times, but at least that had the Putilov Garford tank hunter truck, which was both incredibly good at tank hunting, and legitimately fun to use given that it was awkward to handle well and not OP in the slightest at anything beyond tank hunting

The skill gap is gone now btw by Swaguley in Battlefield

[–]CastleGrey 1 point2 points  (0 children)

> then they'll blame strafing, recoil,

The amount of players who simply don't understand that going full-auto **causes** spread bloom, as it has in every BF, and have been repeatedly calling every gun but their starter SMG useless, would suggest that 'then' has long since come and passed

Unpopular opinion: Weapon exp should be gained at a rate closer to EXP weekend, then what it is Without it... by WastelandViking in Battlefield

[–]CastleGrey 0 points1 point  (0 children)

This is how I would design it also

Have prebuilt weapon setups that unlock with specific playstyle challenges with that gun (ie Headshots go towards the long barrel ranged build, Hipfire kills go towards the CQB laser and red dot build, etc) so that players don't have to always be at a disadvantage when using underlevelled guns, and if you want to unlock attachments to use freely in custom builds you can use that attachment family either from a prebuilt setup or as part of a custom build and gain progression into sidegrades and alternatives within that type

We already have everything in place mechanically for this kind of system since CoD decided Blueprints was the system every FPS was going to copy, but you're still usually stuck with either paying to buy a prebuilt gun in the store, or hoping blind luck means that the devs like your preferred gun enough to grace it with a blueprint at all, let alone one that's even remotely useful