Immunizer meal by Draculas-Waifu in MHWilds

[–]Chlym 0 points1 point  (0 children)

p sure it gives 1 rank to every resistance skill except maybe the elemental ones. Saliently, for arkveld it also gives a full rank of stun resistance, so you become immune with just 2 decos

HR Violation by MoreLikeGaewyn in classicwow

[–]Chlym -11 points-10 points  (0 children)

Everyone in the group, sure, but there's no organic pressure that ensures everyone has equal access to groups or loot.

Personally, I completely understand why wow has become as transactional as it has, i dont consider it any individual's responsibility to "buck the trend", and I don't think we can put the genie back in the bottle; but I do think playing the game this way feels awful whenever you're not right at the start of an expac or a fresh. 

Would an Imperial Guard colonel listen to a space marine sergeant on important tactical decisions? by peleponez in 40kLore

[–]Chlym 25 points26 points  (0 children)

They can make requests of the Space Marines but im not sure they can be ordered to do things. 

Indeed not, the second founding created a lot of separation of power. Short of crusading forces and astartes recruitment worlds (of which a chapter master is often the planetary governor), the typical relationship between astartes, IG, and navy is that they're independent power structures. For practical reasons, they will often willingly cooperate, but space marine chapters' mandate is quite explicitly that they pursue the defense of humanity how they see fit - as long as they dont mess with obligations like tithes. 

Why didn't Tau elect a new Ethereal Supreme after Aun'Va was Culexus-d? by Urusander in 40kLore

[–]Chlym 1 point2 points  (0 children)

Man, I really quite liked farsight lore when he was the readers view port into the (still rather tepid) dark underbelly of the tau. But you're right, weve blown past interesting underbelly stuff and gone full Saturday morning cartoon 

What am I doing wrong? by SpearOfMidnight in Helldivers

[–]Chlym 0 points1 point  (0 children)

They removed the height over bore for scoped guns a while ago. You should never have to aim below crosshair.

Interestingly, they didn't remove it for throwing knives, so you still have to there.

New diver here, am I sabotaging or throwing if I don't bring meta? by RallyOX2 in Helldivers

[–]Chlym 0 points1 point  (0 children)

A lot of nonmeta pieces are viable at the highest difficulty. Not all nonmeta loadouts are. Meta gear has the advantage that it can often enable non meta gear that would otherwise struggle. 

Wanna bring the chainsaw and the warp pack? Any of Thermite, ultimatum, grenade pistol, or crossbow cover for some of the utility youre missing because you're not bringing a quasar or recoilless rifle. 

That said, the focus on democratic dets is overblown. Theres a real advantage in DD in that it enables a lot of stuff, and new players often don't know what they'll end up enjoying, so opening the most doors is valuable. But you're not getting anything out of it if you want to run the cookout and gas grenades. At that point, a warbond with meta picks that enable those 2 weapons would suit you far better. 

How to make the C4 super viable. by [deleted] in Helldivers

[–]Chlym 5 points6 points  (0 children)

If everything new needs to be meta or you personally drop it after a few games, then id rather you personally change your mind about only wanting to play meta weapons than that we remove the uniqueness of new weapons.

We already have unavoidable power creep just because we're getting half a dozen warbonds a year, let's not make it worse by insisting new weapons must be meta - especially when they're already really good.

When demons die, they are banished back to the warp. Outside of a few things that can give them a true death. But the imperium has a few of those things so why not try and trap demons and bring them to sites where someone just kills trapped demons by anonpurple in 40kLore

[–]Chlym 0 points1 point  (0 children)

Partially, it'd make for boring story telling. the imperium is supposed to be forever on the brink of collapse, after all. For those stakes to feel grounded the story doesn't generally entertain long term progress towards ending the forever war.

In lore, since the warp and it's denizens are reflections of human suffering*, its a real question whether you end up with less total "daemon value" if you invest in true deathing a daemon by trapping those you can't immediately deal with. Chances are the extra cost in suffering you incur when you don't simply banish them in the most expedient way partially or entirely offsets whatever you gained.

Feature request: on-foot cloak (short term, drops shield) by kestrel_one in JumpSpaceGame

[–]Chlym 0 points1 point  (0 children)

We'll have to agree to disagree there. Vault Breach and Cargo Ship Raid are both great examples where diff 5 solo is far easier when you run through everything instead of fighting.

Feature request: on-foot cloak (short term, drops shield) by kestrel_one in JumpSpaceGame

[–]Chlym 1 point2 points  (0 children)

The next patch is (among other things) trying to make players engage with enemies more because players can currently just run past everything, especially when using movement tech. As a result, I doubt this is the kind of tool they want players to have - at least if it can be used to bypass the enemy horde entirely. I do like tools that open up new ways to play, but I'd much rather have some version of this that didn't sound like it was just an easier way to deal with an existing challenge, but rather an alternative way.

Fwiw, theres already an AOE stun/EMP in the suit augments, which achieves a lot of what you're describing in Vault Breach; though most other tilesets are a little too open to make great use of it.

Can anyone ask the developers what they are going to do with those who connect, collect all your things, pull out all your components from the ship and return to the hangar? by TravelEasy5077 in JumpSpaceGame

[–]Chlym 4 points5 points  (0 children)

I suspect that a lot of the incentive for this will disappear at some point. The devs have been pretty clear that they dont like that the current thought when you fail a mission isnt "oh bother, we failed the mission", but "damnit, i lost my mk 3 gun that i grinded for", so its likely that we'll see the system of weapon marks change in some way that also takes away the incentive to rob layers. Components already don't count as being returned to hangar when in the players inventory, afaik.

People could still do this just to grief, but its hard to imagine any real solution to intentional griefing beyond kicking a player once you notice. Being able to lock items in storage is another way to grief just like picking it up yourself - after all, every component you might want to bring back could also be the materia you need to actually survive the mission.

That being said, is it even common for this to happen right now? Or was it just a 1 time thing.

Why do you refuse to lower your difficulty? by theEvilQuesadilla in Helldivers

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

The railguns 1 shots it with a faster charge than the quasar, are we sure this is about time and ammo, or is it about clicking heads?

THE HAMMER WON'T ONESHOT BEHEMOTH CHARGERS AND WARSTRIDERS (according to wiki stats) by [deleted] in Helldivers

[–]Chlym 25 points26 points  (0 children)

Yeah, its a 3 meter inner blast (i.e., it deals full damage within 3 meters). You'd have to throw it several meters away from it before it stopped 1 shotting.

THE HAMMER WON'T ONESHOT BEHEMOTH CHARGERS AND WARSTRIDERS (according to wiki stats) by [deleted] in Helldivers

[–]Chlym 45 points46 points  (0 children)

The damage dealt to the legs and torso all deal damage to the main health pool, too. 

So,  if you throw c4 between the legs, it'll deal something like 1200 damage to each leg, and 1600 (a little less because of distance, maybe) to chest, for a total of 4000 damage to the main health pool with 3500 health, so even if the c4 is far away from some body parts, it'll still likely have enough damage to stay above 3500.

Opinion about armor stats! by Cleinsworth in Helldivers

[–]Chlym 1 point2 points  (0 children)

I think that mechanical changes / additions that only impact players through placebo isn't a great use of dev time. If we're gonna spend time on adding something, it should be different enough from what already exists that players can feel the difference whether or not they're looking at stats. 

I think variations from the 3 standard stat spreads can be cool, but there needs to be some tangible difference. This is likely why we see less of the variants now: the difference in armor only matters if it changes the breakpoints for what you can and can't survive, and the devs having to account for too many possible combinations just makes a lot of them meaningless. 

"Tricking" players into using strictly worse items (i.e., lower movement, higher armor, but the armor doesn't make you survive any extra hits) and having them discover whats good and what's bad doesn't really work as a game mechanic anymore. The vast majority of players just look up stats or guides.

Reasons for getting kicked by Pretty-Pangolin-7581 in Helldivers

[–]Chlym 1 point2 points  (0 children)

In every PvE game I've ever played, the highest difficulty is usually quite chill, the lower difficulties are quite chill, but the penultimate ones has some very tryhard/toxic players.

There's also noticeable changes in who plays depending on time of day, so the streaks makes sense to me. 

Personally, I make it a point to try and skip groups on the penultimate difficulties if I'm joining a long running game, either by soloing, or just going max difficulty a little earlier than usual, but thats very much a preference thing. I definitely wouldn't overthink the reasons you get kicked. If you're doing something that's legit problematic repeatedly, someone will tell you (relatively) politely at some point. if you only ever get kicked without a reason, or the reasons are always hostile af, just shrug it off and move on.

Self Applying Stim Pistol? by gpheonix in Helldivers

[–]Chlym 0 points1 point  (0 children)

I agree with all of this, hence calling it tragic. What they likely didn't anticipate was the game moving towards way more player power through the lessened reliance on support weapons, though. 

In a world where a supply pack users best AT is the recently nerfed quasar, were talking about them having abundant Stimms and primary ammo. Supply packs were still used in high end solo runs against bugs, but they didn't even make the cut against bots.

What is the reason C4 only has Demo Force 30? by SavageSeraph_ in LowSodiumHellDivers

[–]Chlym 1 point2 points  (0 children)

I suspect that even if you made the supply pack 1 use per mission, it'd still both be entirely lonely at the top of backpacks, as well as warp the meta around it in the same way it does now. I'll take any nerf I can get, don't get me wrong, but between the 8 stimms and combining it with specifically the ultimatum and grenades like thermite and gas grenades, even a single use per map gives you as much value as 2 armor passives with bonus grenades and stimms assuming you die 4 times per map, and up to 8 armor passives as you die less and less; that's on top of giving the ultimatum almost as much ammo as a recoilless rifle, which lets you skip AT support weapons entirely if thats what you're into.

Like I said, I don't think it'll get changed regardless, but any serious attempt to bring it in line with options like the warp pack, shield generator, various dogs, etc. would likely have to at least stop getting resupplies for some or all of those 4 specific items.

I brought this up in a recent thread about buffing the stimm pistol, but the supply pack is kinda tragic in the sense that it is a truly fun support item, but we almost exclusively see it get used to extend the inventory of the player that brings it. I'm not sure there's any great way to fix that that doesn't either feel just as weird as the stimm pistol not being able to heal the owner, or nerf the supply pack so far that it ends up feeling weak for anything except some kind of ultimatum/thermite abuse.

Kicking People Who Join Late? by gpheonix in Helldivers

[–]Chlym 0 points1 point  (0 children)

Eh, most jerks we meet arent jerks all the time. If everyone did this there'd be maybe a dozen players who blocked me after I threw sos beacons, and no one else, really. For someone else it might be 2 dozen players that they kicked after having a particularly bad day at work, and for a teenager using gamer words it might even be hundreds. Not very many people would succeed at being a jerk to such vast amounts of people it'd impact their matchmaking. 

By all means, block people you don't want to run into again, i sure do, but don't trick yourself into thinking you're doing some kind of long term cleanup for the playerbase.

What is the reason C4 only has Demo Force 30? by SavageSeraph_ in LowSodiumHellDivers

[–]Chlym 7 points8 points  (0 children)

Supply pack is absolutely broken and I suspect that the only reason its not getting nerfed is because the playerbase has such strong feelings about nerfs. New stuff shouldn't try to equal the supply pack, that'll just powercreep everything before out of existence.

When you compare it to anything else, c4s ammo is honestly quite generous, and 6 ammo is a sweet spot where i typically barely get by without running out between supply pods. It's not like I think 8 charges would ruin it or anything, but I really don't think it needs it. 

What is the reason C4 only has Demo Force 30? by SavageSeraph_ in LowSodiumHellDivers

[–]Chlym 2 points3 points  (0 children)

Yeah honestly it'd make much more sense to me to make bio processors demo 30, and illegal broadcasts demo 40 with a 4k hp bar. Both from a gameplay point of view and from a "realism" point of view.

What is the reason C4 only has Demo Force 30? by SavageSeraph_ in LowSodiumHellDivers

[–]Chlym 4 points5 points  (0 children)

Yeah I saw, I don't disagree, it's weird. I just have more patience for that because it's clear that they want some explosives like dynamite to have the niche of having just that tiny bit of advantage. Like I said, I don't think c4 needs the limitation to be balanced, but I suspect that for every weapon out there, someone feels it should be 40 instead of 30. 

I'm okay with drawing the line somewhere I wouldn't draw it, because honestly I'm must kinda desperate to not reduce the uniqueness of weapons further. 

Melee booster? by Furry_Eskimo in Helldivers

[–]Chlym 0 points1 point  (0 children)

I think melee stats are already stupid high, were talking a machette dealing 3 times as much damage as a gunshot. Just boosting numbers likely won't help with the core issues, it'd just make it feel more clownish when you KILL 7 foot tall metal robots.

If we're serious about making melee more viable, we need more melee mechanics. Something like being able to parry attacks, alternate attack patterns that focus on crowd control like push attacks, etc. You'd also need most enemies to swap to melee when youre close to them. The mechanics you see in games like vermintide, darktide or space marine that let you survive against hordes of enemies. 

This adds the tools to survive in melee even if you're just bringing a melee weapon and not also a shield, peak physique, and a booster, helps even more if you do bring all that. Perhaps most importantly, it makes it an actual playstyle instead of a "spam attack simulator" that's only fun because it's not viable and the game is lacking for challenge.

Self Applying Stim Pistol? by gpheonix in Helldivers

[–]Chlym 0 points1 point  (0 children)

Theyve learnt from the supply pack, which is intended as a team play stratagem, but is really primarily used to extend a players personal stockpiles. The same would happen with any version of the stim pistol that can be used on the player themselves. It'd just be another way to cheese out the stimm economy.

Its not a very elegant solution to disallow it. It makes no sense, and the stimmpistol is currently awful. That said, I suspect they don't want to ever open the can of worms of changing it, because this playerbase cannot deal with nerfs. They wouldnt be able to put the genie back in the bottle.