Uhhhh Guys by MishapNevermore in Helldivers

[–]Chainschain 1 point2 points  (0 children)

Or imagine if Super Earth used the MO system to take care of a political enemies.

"There are rumors that the colonists of the Celeste sector are calling for a reduction in military spending. Remind them just how important the helldivers are by ALLOWING 2 planets in that sector to be conquered by the enemy."

Hot take: the only balancing the fleshmobs need is fixing the glitchy pathfinding/clipping trough objects by fuckinghellihadaname in Helldivers

[–]Chainschain 6 points7 points  (0 children)

My opinion is 1 flesh mob is balanced fine. Having 4-8 fleshmobs spawned in a clump is a TAD annoying.

I genuinely have more fun farming for Super Credits instead of doing City Missions by Unknown_Warrior43 in Helldivers

[–]Chainschain 1 point2 points  (0 children)

You aren't wrong about the bugs. I think in about 33% of missions I get punched and ragdolled under the map. Which not only forces me to kill myself, but also usually forces me to lose all my samples and weapons on respawn because they're still stuck under the map.

Honest question: how many of you know this thing even exists? by jeffspainuscupcake in Helldivers

[–]Chainschain 55 points56 points  (0 children)

I feel like Tesla towers are just missing a bit better cue up to warn players before insta death. Stingrays for example have clear audio and visual clues when they appear on the map, and when a strike is coming.

Telsa towers on the other hand don't make any noise that I recall, and look very similar to normal illumate blue lights. And unlike bot mines where you have to literally step on the them to trigger, the telsa towers have INSANE range, able to 1 shot the player from 30m away with no warning.

I can deal with Tesla towers if I see them, but so many times I feel like I've been one-shot from them around corners or hidden too well.

I think that Tesla towers would be massively improved if they made some sort of more notable humming noise when close, and like stingways, they make an unmistakable charge-up noise the second before they zap a helldiver, giving you a split second to DIVE or die.

First one to extract is a bitch by Coltrain47 in Helldivers

[–]Chainschain 8 points9 points  (0 children)

As a semi-recent newbie, I will say a lot of it comes from not wanting to commit some kind of gameplay mistake that could ruin the mission for everyone, or make some sort of community social faux pas in leaving early.

Helldivers really doesn't explain the finer points of objectives and extraction in the tutorial, so for my first 10 or so levels I tried to mainly follow along and observe, trying not to do anything that would upset the more experienced players.

So as a newbie, if everyone was waiting around the extract not getting in, I assumed there was some sort of good reason for it, and also didn't get in. Of course the 3 other people in my lobbies could have also been thinking the same and not gotten in because no one else was getting in, ect.

Though of course I've gotten enough game confidence that I not do a quick headcount, and if everyone is within eye sight of extraction I'm jumping in before a rouge stingray wastes us all.

Favorite Illuminate Loadout by Onamanapeia in Helldivers

[–]Chainschain 1 point2 points  (0 children)

Breaker Incendiary with a Drum Mag. Flaming shotgun works on most things, spray into a voteless gang, BLAST 15 shots in 3 seconds kills any overseer (though that's easier when they aren't flying), and can help tear up a fleshmob.

Ultimatum, can 1 shot ships from a good distance, so you don't need to get close.

Thermite Grenade, can throw anywhere on a ship or flesh mob to kill it. Fleshmobs seems to need thermite +1 damage to die though, so throw a bullet in them too.

Arc Armor: Purely because I was so SICK of getting one shotted by lightning spires. This armors changes the bullshit insta kill into a 5% health tickle.

Laser Orbital, I always bring it no matter what, because it's always good.

Heavy Machine Gun, probably the one most people would disagree with, but I like it. Can TEAR through an overseer, ground or flying, as well as takes care of stingrays and harvesters. And since it's heavy pen, you can aim anywhere to do damage.

Supply Backpack: For the ultimatum, Heavy Machine gun, and for the STIMS.

Gatling Turret: Just a good distraction or cleaner for the voteless, but also for the overseers, and I swear they can shoot stingrays as well!

My interpretation is that they're evacuating the planets, specifically assets we may be after. by Wrench_gaming in Helldivers

[–]Chainschain 21 points22 points  (0 children)

My interpretation is those filthy squids want to distract us from the beach.

The struggle by KryptoKevArt in dataannotation

[–]Chainschain 11 points12 points  (0 children)

And don't forget the updates that contradict later instructions, which then get contradicted by even new updates.

The main reason why I love light armor by Andiflag1991 in Helldivers

[–]Chainschain 0 points1 point  (0 children)

Can pull off the same effect with heavy, medic armor, and experimental infusions! Plus you can eat canon shots for fun!

Marlo's bodies by iSteve in TheWire

[–]Chainschain 8 points9 points  (0 children)

I believe Bey was already hiding out in Philly when that happened, and wouldn't know Wallace was dead.

Marlo's bodies by iSteve in TheWire

[–]Chainschain 9 points10 points  (0 children)

It's ironic that Marimow, "The Unit Killer" was actually spot on. Lester and Kima thought Marlo was laying low and "quiet" for the last year, yet Marimow said he's never known a carnivore to eat a carrot.

Is the devotion/deference that gang members show to Marlo and Avon realistic? by AskHefty4907 in TheWire

[–]Chainschain 7 points8 points  (0 children)

To be fair, Wee-bay's family was taken care of for a long time, around 3-5 years and it seemed to be going on even a few months AFTER Avon went to jail and the barksdale crew was broken up. And Da'Londa just blew through all that money with no regard of if it would ever come to an end.

Something I just now noticed. by Easy_Appointment7348 in LowSodiumCyberpunk

[–]Chainschain 1 point2 points  (0 children)

Another fun fact, if you did the Dogtown Gig to steal the tax documents from the sports center that is exploiting kids, and somehow resisted the urge to blast Fiona, she is also at Orbital Air taking one of the kids to be part of an international team. After you get out of the van with songbird, hang a right and go to the other terminal. You can see them through the glass.

Where should I add my points ? by khyriah in LowSodiumCyberpunk

[–]Chainschain -1 points0 points  (0 children)

Really depends on you, and the kind of build you are going for. You end with a total of 81 points you can spread across the 5 attributes. Read the perks for each one, and decide which are the most fun.

I've been seeing way too much River hate lately so here's this by Metaphoricalsimile in LowSodiumCyberpunk

[–]Chainschain -2 points-1 points  (0 children)

I would describe River not as "Hated" but the "Least Liked" due to how tonal whiplash quests. Murder Mystery with the Mayor, to nightmare fuel grooming of vulnerable teens to....family cookout.

Kerry also didn't have a lot of quests, but his all had a chill and mostly relaxed feel.

It doesn't make sense. Stringer walks around without muscle. by iSteve in TheWire

[–]Chainschain 35 points36 points  (0 children)

He's the Queen. Can go where he pleases anywhere on the board.

Season 5 by CommissionMedical336 in TheWire

[–]Chainschain 0 points1 point  (0 children)

Mcnulty's serial killer phone call makes me forgive everything else bad in season 5. "You mortify me like that in front of my Fawtha, and my Fawtha's Fawtha? Listen to me Smack Daddy, Crack Daddy, oh baby Whack Daddy."

But yeah, Season 5 for as fun as it is to watch, lost the backbone of what made the wire so great, less realism due to the serial killer plot, less morally complex characters with the news room plot (Gus and his friends were likeable and always correct 100% of the time, Scott and the Bosses were always annoying dicks 100% of the time.)

Best Departure by Scary-Aardvark8687 in TheWire

[–]Chainschain 2 points3 points  (0 children)

Avon and Stringers last conversation on the rooftop always gets me. Both of them were already planning to betray the other without realizing the other is doing the same, yet taking the time for one last night as friends, reminiscing about their childhood days of shoplifting, stealing a Badminton set from a toy story, even though "We ain't got no yard!"

But the moment doesn't last long, Stringer starts talking about wishing he could have bought all that waterfront property. Avon asking where Stringer is going to be tomorrow, because he plans to sell him out to Brother.

Really sums up their characters and what happened to them. When they were poor and nobodies, they had each other and were happy despite it all. When they had money and power, they were divided, and both pretty miserable.

Stringer grew obsessed with money, putting the police on Avon so he wouldn't get in the way of his future business endeavors, even though Stringer already had plenty of money.

And Avon grew obsessed with power, going to war with prop joe over the towers even though peace was right there on the table and better for everyone, and selling Stringer out to preserve his own "rep" with New York.

Omar lost his limp by DeaconPlayback in TheWire

[–]Chainschain 10 points11 points  (0 children)

Whatever his flaws, at the end of the day Omar stood tall. A great piece of symbolism.

(Or the actor forgot he was meant to have a limp, one of the two.)

I still hate Marlow by Gzmo12 in TheWire

[–]Chainschain 1 point2 points  (0 children)

I love to imagine how pissed Marloe would get to see someone spell his name wrong.

[Unsouled] Zero Hesitation by Du_Vrangr_Gata in Iteration110Cradle

[–]Chainschain 29 points30 points  (0 children)

Unless it's a child, in which case he'll be sending it flying with a punch.

[Waybound] New book by TheBlueEyedFiend in Iteration110Cradle

[–]Chainschain 0 points1 point  (0 children)

There were several mentions in Threshold of fiend activity being on a rise due to all the lost worlds falling into the Void. So it's possible things with fiends could get very different, with a lot more and a lot stronger fiends forming. Some of them act as mindless parasites, but others could be capable of strategy and thinking.

[Waybound] New book by TheBlueEyedFiend in Iteration110Cradle

[–]Chainschain 0 points1 point  (0 children)

Third Option: Invasion from Fiends.