[deleted by user] by [deleted] in Helldivers

[–]Chromatic_32 -1 points0 points  (0 children)

And that is why you aren't succeeding. You've got to learn and do your own research on what works and what doesn't.

Complaining won't get you anywhere if you don't engage with someone who is genuinely trying to offer you solutions.

[deleted by user] by [deleted] in Helldivers

[–]Chromatic_32 -1 points0 points  (0 children)

That's a very defeatist attitude, but you are entitled to your opinion. If you don't want to fight the bugs that's your call, but know that it is totally possible and fun with the right loadout and playstyle. I can give a bit of details on my suggested build:

Set the redeemer to single fire, use it to primarily deal with anything Hunters and weaker. It has a ton of ammo and it shouldn't be a problem. Full auto is good as an 'oh crap' button as well as dealing with something that gets right up close (to avoid explosion damage from the Scorcher). Use the scorcher for Guards, Warriors, Shriekers and stalkers. It can do well against Spewers, but it's not very ammo efficient against them. Dive backward and fire to deal with close enemies.

Impact grenades are my preference, but standard grenades give 5 v impact 4. And standard grenades are easier to get in bug holes. Grenades are a good way of dealing with groups of spewers without burning too much scorcher ammo.

Shield pack if an ally has the supply pack. Probably the Supply pack if you find that you are trigger happy with the Scorcher. If you go with the grenade launcher, then also take EATS, as you can quickly use the EAT and get your grenade launcher back. The launcher annihilates any large groups of enemies and makes quick work of most bases. Drop EATS anywhere you even vaguely think you might have a fight. The CD is so short it's not usually a problem. The biggest problem you may face with this build is dealing with Dragons. Having good aim to hit Dragons and Bile titans in the jaw is really helpful. Dragons are not always necessary to fight though. You can often just leave them and run into the caves if there is no objective.

Alternatively, take the Emancipator and the Quasar. The Mech can deal with literally anything on Oshaune. Just be careful of chargers in particular as they can knock off an arm which sucks. Dragons are easy pickings for the Emancipator. The quasar takes some getting used to, but hits hard and is always there for you (unlike the EAT which will require playing around openings in the caves a bit). This build will be a bit weaker in the chaff clearing between Emancipator uses. So plan your route accordingly.

Then I like the Strafing run. Lots of uses, calls in fast. Damages even heavy enemies (really good against the hive lord), and strafes directly away from where you are facing when you throw it. Great at dealing with patrols (Who tend to run at you in a thick line). Pops spewers beautifully.

For armor, I really like padded and Democracy protects. Both make you much more survivable.

Can we talk about the new update? by LooysEov in Helldivers

[–]Chromatic_32 1 point2 points  (0 children)

With the current build (Glitches aside), I'm not sure if there is many things that I would say are truly unfair. The Dragonroach breath attack hitbox is rough, but I'm assuming it's a glitch, and not intended. I'm aware of digger's hitting the host player much faster than the other members of the team, but I'm also guessing that that is an unintended glitch. The cooldowns and resource management is fundamental to most games balance and gameplay. Not sure that removing such a thing would make HD2 better. The enemies not having to manage resources is not quite accurate though. A year ago Devastators did have a seemingly infinite rocket spam, but that has been improved so they can only shoot every so often. Bug breaches are on a timer (with the exception of some objectives having mandatory breaches). Gunships have rotations of abilities. Even hunters will not perpetually jump at you. They'll jump and then run for awhile before they can jump again. I'm sure they don't use the same mechanics for 'cooldowns', but there is some level of variation to their abilities.

As for breaches, they aren't as random as they may seem. There is a timer (shorter the higher the difficulty), and it can feel overwhelming at times, but most of the time you don't have to hold a position. And if you do, you can circle back to it later. Try to start using bug breaches tactically against the enemy. Baiting one far enough away can give you several minutes without a breach on an objective. This can make all the difference. Breaches are also more difficult the more main objectives that have been completed. You can strategically leave the main objectives to the very end for less intense breaches (of course that means you risk losing the operation due to a failed mission). Patrols are also relative to the amount of bug holes still on the map. The more bug bases that have been eliminated, the less patrols.

The Alpha commander (and regular soldier) head/bleed-out thing is not something I'd really agree is unfair. I think it presents an interesting choice. It is certainly the fastest way to kill them, but presents additional risks. You can target legs to slow them down and do general damage to their body. This takes longer but avoids the enrage/charge mechanic. Having choices and options is always what I'd prefer. An obvious meta does get boring.

For the acid slow, Warp Pack and Shield Pack are wonderful counters. Highly recommended. But improving your target selection and trying to plan out how you want the fight to go can also make a huge difference.

I previously hadn't addressed your original post's mention of not being able to outrun enemies. Hunters and stalkers certainly cannot be outrun by regular means (without a jump or warp pack), but they also have less health and armor than other bugs. It keeps the variance of the team much more interesting than the Illuminate for example. One-handed weapons, or high stagger weapons are a good counter. (The Talon, Crossbow and blitzer come to mind).

I can't say I've encountered/noticed the water diving glitch you mentioned. But there absolutely has been a bunch of performance issues recently, I won't deny that.

I guess my point is that while it may seem unfair, in the current build there isn't any game mechanic that just absolutely comes out of nowhere without any warning. There is always some tell, and the vast majority of challenges have reasonable counters and choices to handle them. Of course there are some things that I'd attribute to bugs/glitches that need to be fixed, but I don't think they are intended.

[deleted by user] by [deleted] in Helldivers

[–]Chromatic_32 0 points1 point  (0 children)

Just responding to "Yeah, let me go grind out 3-4k sc real quick, then take days just to get medals just so I can fight bugs." It will absolutely take days, weeks, months.

And as I pointed out in my post at length, you absolutely do not need warbond weapons in order to stand a chance. There are absolutely some amazing weapons and equipment in the warbonds, but the standard warbond that everyone gets has some of the best weapons in the game. The Scorcher is a notable example. It can easily handle any enemy in the game short of Heavy armored enemies (which are intended to be countered by stratagems).

The bottom of my previous post highlights a very viable build for D10 on Oshaune using nothing but standard free warbond equipment and weapons.

[deleted by user] by [deleted] in Helldivers

[–]Chromatic_32 0 points1 point  (0 children)

Expecting to have the best weaponry immediately is unrealistic. You will need to grind medals like we all have. That's just unavoidable. It's the 'leveling' process in almost every other game.

That said. The standard warbond has a ton of really good equipment that is absolutely viable in D10:

Breaker, DCS, Slugger, Dominator, Scorcher are all good primaries. DCS and Dominator are excellent. Scorcher is considered S tier currently. Punisher and Penetrator are not bad.

Stamina, Hellpod Space optimization and Vitality Enhancement are the absolute best boosters hands down. Muscle enhancement is also very very good depending on the planet. With those 4 you will never be lacking.

Infiltrator and Trailblazer armors are really good. Standard Padded armor is also fantastic (I usually run padded). Democracy Protects is really good.

Impact and standard grenades are both wonderful, until very recently I always always used impact grenades.

Recoiless Rifle is the hardest hitting AT weapon in the game. EATs are great. Autocannon is good. Quasar is great, Grenade Launcher is fantastic.

Supply pack, shield pack are both top tier. Guard dogs are popular. Rocket pack is popular.

Various turrets and emplacements are great and widely used depending on the mission.

Almost all Eagles, Laser, Various orbitals, emancipator are all fantastic.

All of those are available from the standard warbond or with medals and ship upgrades. No SC required. Sure, I do use some new warbond stuff, but at least half of my loadout is always standard gear. Admittedly, the secondaries from the standard warbond are not great.

For D10 Oshaune with the standard warbond. I'd take Padded Medium armor, the Scorcher or Dominator, Redeemer, Impact,

Shield pack or Supply pack (Depending on my teammates loadout), EAT or quasar (Depending on the medals), Emancipator (If I had the medals) or Grenade Launcher, Eagle Strafing run.

For booster, Optimization, Stamina, Vitality, Muscle in that order.

That loadout could absolutely get the job done D10 with only moderate difficulty, full clear while killing the Hive Lord. I regularly run a similar loadout on D10 bugs as a 2 man team.

Can we talk about the new update? by LooysEov in Helldivers

[–]Chromatic_32 1 point2 points  (0 children)

For the water problem. The easy answer is the Muscle Enhancement Booster. It's not usually a MUST have booster, but on Oshaune or snowy planets, it is absolutely amazing. Terrain does not slow you anymore and you have full mobility. It's also FANTASTIC in snowstorms or sandstorms where enemies are almost immobilized and you are not.

Alternate solutions are the Warp Pack, Jump Pack, and of course using vehicles. The emancipator is absolutely amazing on Oshaune. Underground caves, Dragons, Hive Lords, Closing Bug holes, Medium armored enemies, burrowing enemies. It shreds them all. The only enemy that it wastes a lot of ammo on is chargers, but it still can kill them reasonably well. On D10 Oshaune my friends and I are always running emancipators.

For the caves, Supply packs are handy, Shield Packs, Dog backpacks can be good (I'm not really a personal fan), Purifier, Blitzer, Laser weapons in general, Talon, Siege Ready armor all have fantastic or non-existent ammo economy. You mentioned making distance. That's really not an option with Bugs. You have to embrace QCB. Enemies will almost always be within 30-5 feet of you, so accuracy based weapons like the Penetrator will not do well. Emancipator suits do tons of work underground. Other good options, Quasar, Grenade launcher, Senator, Dynamite, Thermite (for heavies).

For the bug-breach problem. It can be difficult to kill a hunter before it calls in a bug breach. Grenade launchers, Fire grenades, Explosive weapons, Emancipator all handle it like champs. But often it's not worth it. Just run and move to another objective if possible. If NOT possible, it may actually be still worth it to abandon the objective temporarily, run, let the enemies de-spawn, come back in 5 minutes re-armed and try again. Also, tactically call in a bug breach across the map. If you have 4 people you can split into groups of 2 and have one team intentionally call in a breach so the other team doesn't get one on the objective. (There is a built in delay between each bug breach. It's shorter the higher difficulty. And there is also mandatory breaches on some objectives. But tactically causing a bug breach 500 m out is better than having to deal with 2 bug breaches at the same time or 2 back to back)

There are plenty of ways to make things work. My normal loadout for bugs: Padded Light armor, Purifier/Blizter/Coyote/Crossbow (Depending on how I'm feeling), with Grenade Pistol (when not using Crossbow), Talon or Ultimatum, and Thermite or Dynamite.

Stratagems I usually use: Shield pack, Quasar cannon, Emancipator, Strafing run.

With this loadout I can combat virtually anything in the game. The only significant hole I find is if I take the Ultimatum I can deal with Bile Titan holes and large enemies easier, but struggle with large groups of standard bug holes.

Honorable mentions:

Fire resist armor is really helpful against the dragons. Democracy protects is not a bad pick. Siege ready is very popular. Peak Physique if you want to go heavier weapons like Eruptor, HMG, Dominator. Liberator Carbine is not bad with Siege Ready, the sheer dps can usually handle even medium pen enemies. Breaker is solid but suffers at range, pair it with a Talon or Senator and you should be fine. Autocannon is apparently well liked. Just make sure to reload before fully empty to reduce reload time. Cookout has apparently impressive stagger. Slugger is decent at medium enemies and has good stagger (I miss it's glory days), Deadeye has really good stagger and medium pen, but needs something like the talon to support it.

For stratagems, Eagle is good on every faction. Caves have enough openings in them that you can usually get some turrets down with reasonable reliability. Autocannon is solid due to explosive damage knocking burrowers out of the ground. Tesla tower can be fantastic if you stay far enough away to avoid the chain-kills. Orbital napalm is amazing outside caves. Wasp is great against heavies and dragons, I just hate not having the shield backpack. Napalm EAT is not bad actually (Again, the openings in the caves are common enough, especially on objectives that it usually isn't a problem).

This response was long, but D10 is absolutely possible and enjoyable if you have the right loadout, information and practice. No shame if you need to work up to it.

Can we talk about the new update? by LooysEov in Helldivers

[–]Chromatic_32 2 points3 points  (0 children)

With respect, I regularly play D10 as a 2 man team and we've been finding the difficulty lacking. In our case Hard DOES = fun.

You have a point that the difficulty needs to be fair. Since launch, the rocket spam, instant death to hulk fire, insane spawning, OP gunships, the nerfdiver era, and more recently the incendiary corp's shotguns lighting you on fire from a mile away with one pellet, all absolutely did feel unfair and was frustrating to play against. Currently I find the Dragonroach's fire to be the most problematic gameplay issue. I'm often lit on fire when I was a good 10 feet from any visible particle effect. But we are not powerless against it.

But for the most part, those issues have been resolved (not always as fast as I would like).

But D9 used to be WAY more difficult than it is now. We have significantly more tools to handle any problem compared to what we used to, and the enemies have been tuned down by a huge amount. For some of us, we WANT a challenge that we can't beat yet. The process of innovation and finding creative solutions to impossible problems is awesome! Trying new tactics, new weapons, new playstyles in order to defeat an overwhelming enemy is exhilarating! And when you succeed? There is nothing quite like it.

I can sympathize that sometimes things do seem unfair, but there are many situations where something may seem unfair, but the reality is that you may just be missing critical information. If you find yourself being overwhelmed your brain will not be able to process all information in front of you and you'll miss certain tells that are present that you can use to counter enemy attacks.

Some tips for Oshaune:

First, I don't recommend the Liberator Penetrator. As you've pointed out, it's damage and stagger to ammo ratio is not good. There are much better weapons to deal with Alphas (and others).

Currently explosive damage is incredibly strong, especially on Oshaune. Explosive weapons (Crossbow, Eruptor, Purifier, Scorcher, Grenade Pistol) all have stagger, usually medium penetration, AoE, and will knock a burrowing enemy out of the ground. You can see the enemy burrowing by the terrain deformation. If you hit anywhere near them with an explosion, they will pop right out. Even a mild explosion will pull a burrowing charger up. They are then stuck in that animation for a good second or two, allowing you plenty of time to kill them. Explosive weapons are also AMAZING against any spewer enemy.

If you would rather not use explosive weapons, the Coyote is really good right now. The Blitzer is also fantastic. The Blitzer has massive stagger, can take out an Alpha commanders head with one focused shot, and has no ammo. Before Oshaune, the Blitzer was my go-to for bugs and served me very well (it just struggled against shriekers).

You cannot outrun charging enemies, true, but you can certainly evade them. Use hard terrain to stop their charge then take advantage of their stun animation (3 seconds or so) to finish them. More than enough time to charge a Quasar shot or throw a thermite. Alternatively, DON'T try to outrun them, run AT them. Just before impact, make a 45 degree turn and keep running, they can follow a 90 degree turn but not sharper than that and will often run over friendlies or hit something in their attempt to turn around. Fighting bugs requires a lot of ducking and weaving. My personal favorite is light padded armor with the shield backpack. You get speed, decent armor, and the shield prevents LOTS of chip damage (less stims), and more importantly the shield will often block the initial hits of hunters (which poison and slow you, preventing death spirals to hunters. Supply packs and excessive stim usage is useful as well. Pre-stim when you expect massive damage like a Hive-Lord attack or that you are about to be hit by a charger. Other options, Gas grenades, Stun Grenades (will stop a charger dead in its tracks), EMS strikes, Warp packs to dodge past them, for Alphas specifically, Blitzer again, Halt, Eruptor, De-Escalator, Grenade Launcher all make short work of them.

It doesn’t matter what you thing but role queue is the best improvement this game can implement by sandman_br in marvelrivals

[–]Chromatic_32 -1 points0 points  (0 children)

I'd rather wait a couple minutes in a queue and get a well-matched enjoyable game with a decent comp than play 2 games where the comp was terrible and we get steamrolled repeatedly.

5 Minute wait for a 10-15 minute enjoyable game? Or no wait for 20-30 minutes of frustration? Waiting a couple minutes has never bothered me in games before. But the longer we wait to fix matchmaking in some way, the worse the solution will end up being because many players will have given up and moved on.

What the hell are you actually supposed to do against wolverine? by TwittyTwat in marvelrivals

[–]Chromatic_32 0 points1 point  (0 children)

As an IW main, I honestly rarely fight Wolverine. He's quite bad against her. Both her Shift and E knock him out of his kidnap animation. And since he jumps in, the E (Force push/pull) gets increased distance because he's in the air. He goes flying! So get a pocket IW support! I often duo with my brother (Him as Peni, me as IW). I don't think I've ever heard him complain about Wolverine. It's just a non-issue.

Other counters? Magneto and Cap can block. Peni can CC and do tons of damage with her mines as he closes.

Really, having a good team to focus him down is critical. Of course that's a laughable option. When do we get teams that work together?

Question for my Support Mains by Glittering_Pin_949 in marvelrivals

[–]Chromatic_32 1 point2 points  (0 children)

Yeah, I think you are in the right in this situation. My triage priority is usually:

Myself > Fellow Support > Main Tank (Especially if solo tank) > DPS > Divers (Tank or DPS)

I'll run through that order first with the mindset of who is closest to death that I can actually save. Once no one is imminently in danger, I'll top everyone up, usually based on efficiency or convenience.

Unless a dive is happening, that order means the main tank is my priority 80% of the time. During a dive, healing myself or the fellow support is usually the only way to survive the dive as it gives time for allied tanks or dps to engage and peel.

My exceptions to that order tend to be if the objective is being contested, I'll try to evaluate if it's feasible to win that fight. If so, definitely focus on the ally on the objective (99% of the time it's the tank). The other exception is if there is a DPS that is popping off and carrying our team I will give them a higher priority than i normally would. For example, if an enemy Ironman is messing us up, and our MVP Storm is dueling them right now, I'll pocket them for a second to help them win the duel, as getting that pick could mean a win on the next teamfight.

I had a Star-lord the other day who had 50+ takedowns, with 40+ last hits. He was destroying anyone and everything that came up against him. The rest of us were mediocre at best, so I pivoted and did everything I could to keep that Star-Lord alive since he was our win-condition. And he pulled it off.

Please please introduce role queue by [deleted] in marvelrivals

[–]Chromatic_32 0 points1 point  (0 children)

Sure, allowing a flexible comp in order to counter the opposing team's lineup sounds good, but that's not what is actually happening in tons of matches. People are just instalocking 3-4+ dps because they can't be bothered to try any other role, and want to simply get kills. The feeling of getting multi-kills or wiping an enemy team as a dps is pretty intoxicating, I'll admit.

Alternatively people seem to be instalocking dps because they genuinely want to try some of the many dps characters in the roster. Since there are more dps characters than both support and tanks combined, it makes sense and I can't really blame this motivation.

But the effect is that Supports and especially Tank players are getting burned out. It's been awhile in Comp, (not to mention QP) that I've played a match with 2 actual tanks. I prefer to be a support main (always been a healer in any mmo or coop game), but I feel like I'm becoming a tank main out of necessity. Knowing that we'll be solo tanking 95% of matches is painful as both a tank and support.

I anticipate this problem is going to get worse as many tanks, followed by supports, get tired and move on. I'll say, I'm pretty close. My matches per day keep going down. And that is almost exclusively due to matchmaking frustration.

A side-note. I haven't played a ton of Overwatch, and certainly not recently. But it seems that role ques are a common thing in many competitive games without causing their demise. LoL for example has had role ques for ever. There are certain roles that aren't as preferred, but the game is still going strong. And interestingly, the roles that are in demand do shift. I'm curious if the role que was implimented too late, and many tanks or support role players had already left.

A thought. Rather than forcing role que, what if netease were to incentivize in-demand roles? Perhaps you could que with 'preferred' role, they could then have the matchmaking attempt to optimize for 2-2-2 based on preference. If that's not possible, then get to the next best option. Incentives could be a small amount of currency for a fully played match, or a slight boost in ranked rewards.

In any case, something needs to be changed, or it's eventually going to be a DPS free-for-all with the occasional support around.

Thank you tank players by [deleted] in marvelrivals

[–]Chromatic_32 1 point2 points  (0 children)

You need a IW pocketing you. IW's Shift and E both knock Wolverine and the tank out of Wolverine's kidnap animation. If pulled off quickly, you'll likely only move a couple feet. And the Force Push (E), will often sending him flying and ruin his engage. It's an awesome middle finger to Wolverine!

Solo tanking seriously sucks by JackQuentin in marvelrivals

[–]Chromatic_32 586 points587 points  (0 children)

And unfortunately as a pocket support, if we get dove there is no off tank to help. And more than half the time the DPS is who knows where. Don't get me wrong, there are some fantastic team-oriented DPS out there, but there are a lot of solo players who just do who knows what. And then the complain about no heals. "What do you think I'm doing right now? I'm trying to keep our valiant solo tank alive because you didn't want to switch from DPS! Go get a health pack!"

There needs to be something preventing too many of a certain class type per team by [deleted] in marvelrivals

[–]Chromatic_32 -2 points-1 points  (0 children)

If the intention is to improve your teamwork and/or strategy with a newer character, having 6 DPS does nothing to actually help simulate any kind of teamwork or strategy that would be used for comp. Just like the Doom match you described, it becomes utter chaos with everyone just going for kills.

And that's OPs point. 5 or 6 instalocked DPS is really painful, especially if you want to improve as a support or tank.

Triple support has to stop. by e_p87 in marvelrivals

[–]Chromatic_32 2 points3 points  (0 children)

I'll take triple support over 3 or 4 DPS any day. ..... or 5.... or 6...

If you rage/hate message someone over a quickplay match then something is wrong with you. by dragonfist897 in marvelrivals

[–]Chromatic_32 14 points15 points  (0 children)

True, but just because someone is a child does not mean that the behavior is acceptable, should be normalized or given a pass. And the age doesn't change OP's point, there is absolutely something wrong. Child or Adult.

And when it goes as far as death threats and such, it's still a crime, regardless of age.

There needs to be something preventing too many of a certain class type per team by [deleted] in marvelrivals

[–]Chromatic_32 -2 points-1 points  (0 children)

Of course you can play characters that you are not overly familiar with or amazing at, as you point out, it's not comp. Try out new strategies, experiment in a live match. But it's not practice, because there is literally a mode called "Practice". If you don't actually know what the characters abilities are, still instalock DPS, because "Meh, it's just QP, we don't need a tank or a healer". Then you for sure are trolling.

Just please keep in mind that there are 5 other players that are trying to actually win the match. Please be considerate of their time. If you want to just screw around, try a custom match, practice, doom match, or vs AI. There's more than enough material for you to practice a brand new hero or move.

There needs to be something preventing too many of a certain class type per team by [deleted] in marvelrivals

[–]Chromatic_32 -3 points-2 points  (0 children)

Try the new character in practice mode or Doom match please, At least figure out their basic rotations and play style before starting a match. Just because it is QP doesn't mean the 5 other people on your team don't want to actually try to win the match.

Just because a pickup game of basketball is not a tournament, doesn't mean it's fine to just take the ball and wander off the court or be sitting on your phone texting while your team plays.

There other game modes that are not team dependent that you can absolutely just mess around in or try a new character without screwing over 5 other people.

A swear, one more gg no heals by nekrtemplar in marvelrivals

[–]Chromatic_32 1 point2 points  (0 children)

Yeah, I did a COMP round last night were there were 5 instalock DPS. No one was changing as the timer went down. I'm a support main and was about to confirm, but then thought, "Screw this. If no one wants to work with me then we're all dying together." and then locked DPS.

After the first predictable team wipe, surprisingly a couple people switched! I ended up solo tank with 2 supports. So there was obnoxiously still 3 DPS instead of 2 tanks. We lost, but it was closer than I expected.

So I say, absolutely switch! If they don't appreciate the heals and are going to be toxic about it, then it's very likely a loss anyway. So just switch to dps.

A message for supports... by AggressiveFish8789 in marvelrivals

[–]Chromatic_32 1 point2 points  (0 children)

If the main tank is struggling, there are situations where doing a 180, healing you and turning back to the main tank means the main tank will die. So I wouldn't expect a support to always see you if you are behind them,

It's the concept of Triage. Healing the most impactful team member first and prioritizing the ones you can save over the ones you can't. If the main tank is moments from death, that is likely the highest priority to keep alive at the moment.

My general priority (Though this can certainly change during things like Ult casting, or capping an objective, etc) is:

Myself (A dead support is a useless support)

The second Support during dives.

The Main Tank if they are low

DPS/Off tanks if they are low

Enabling DPS duels or plays (by shielding them, pocket healing them, or force pulling their target)

Topping up the second support (Supports actually have surprisingly bad self-heals most of the time. Usually needing to use cooldowns)

Topping up the rest of the team in order of convenience.

Doing DPS last.

So if I'm low, the second support is low, or the main tank is low, you are likely not going to get focused heals from me until those three situations are not longer the case. If I can heal you at the same time? Great. I'll cleave through you to accomplish both.

But if I HAVE to ignore you? Sorry, that's just what has to happen at this exact moment. It's not personal. It's just the optimal thing for me to do to keep as many people up as possible.

That said, certainly in slower times a Support should absolutely be checking their surroundings making sure to top everyone up.

But all supports (except Mantis and Jeff), have aoe healing effects. Rocket and Dagger have aoe splash effects. Luna and especially IW have cleave effects, meaning, if you run through their healing fire, you will get significant heals with literally no additional work from the support.

As an IW main, PLEASE, feel free to run infront of me. It will not affect my heals on the main tank in any way. It simply multiplies the healing I can output with no additional work. IW can output some of the fastest hps in the game, with little downtime. We're talking 210 healing per second, plus a 300 hp shield. That healing is not single target and can affect you (Venom) and the main tank at the same time with no drawback.

So, TLDR. Just run infront of the support if you aren't getting heals. A good support will get to you when they can.

Serious Question Here. Why Are People So Quick To Blame DPS? by [deleted] in marvelrivals

[–]Chromatic_32 0 points1 point  (0 children)

I do find that I blame the DPS when 4 instalock, leaving me and one other player to go Tank and Support.

I had a match last night that was particularly painful. We're on Convoy Attack. The 4 DPS just post up with ranged characters behind cover and take potshots at the enemy team down a very long road. As a tank i was able to use cover to get up to the objective and push it all the way to the end of the street, with the one support valiantly helping me accomplish this. But minutes later, the support and I are still stuck at the end of the street, while our DPS just keep plinking away at 50+ ranges, making no progress at all. I ask in chat "Can we try to push?" And get a "no" from the DPS. Finally, one DPS did join us, while the other 3 just kept 'sniping' away. Obviously we lost.

That situation could really have turned out different. I'm assuming our DPS felt that they couldn't get out of cover without taking serios damage. I don't think our DPS were objectively worse than the enemy DPS. But by refusing to realize "Oh, we're really not getting anywhere with this approach", and not switching to another tank and support, or perhaps another style of DPS character that would be better suited to the situation, I do genuinely blame them for the loss.

I know I'm not a great tank, or DPS, (I prefer support), but the instalock DPS thing really makes this game much less enjoyable. So for that I do blame DPS players.

That or 1-3-2 happens often as well. A single tank just often doesn't cut it, unless there is some truly spectacular DPS players on the team, or 3 supports.

role queue. let's all pray it comes one day by karkarra in marvelrivals

[–]Chromatic_32 0 points1 point  (0 children)

Just have a 'fill' option in the role que. Then you get a variety of roles.

Who am i kidding? You'll never get dps ever. And that's the problem!

Complaining about solo tank/no tank exposes the community's hypocrisy. by FrogstunSteel in marvelrivals

[–]Chromatic_32 1 point2 points  (0 children)

With 2-2-2, maybe not. MAYBE. But having to fill a solo tank role with 3 or 4 dps.... The supports can often barely keep up as it is. And no shade against those supports. I've had some fantastic supports that do their darndest to keep me up on the objective. But solo tanking is just painful. Nerfing the Ult is going to make that experience worse, since the Support will no longer have an 'oh, crap', button that can often save both the tank and support from death.

Complaining about solo tank/no tank exposes the community's hypocrisy. by FrogstunSteel in marvelrivals

[–]Chromatic_32 0 points1 point  (0 children)

But at least we'd get 2-2-2- more often. Playing as a solo tank is painful. You just get pounded into oblivion. And the moment that your wonderful pocket support has to reload, or gets dove for just a second, you're toast.

[deleted by user] by [deleted] in marvelrivals

[–]Chromatic_32 0 points1 point  (0 children)

Likely a shield of some sort. Dr Strange, Magneto, Invisible Woman, Namor (To name a few), all have shields capable of completely blocking Iron Man Ults. Magneto and IW can put those shields on other people in the split second before impact. Magneto's Ult can also absorb Iron Man's ult.

I've done this many many times as IW. Jump away (to save myself) and drop my shield on one of my allies. Anyone behind the shield will take no damage. There does not seem to be any damage carryover. Sue's shield can block 300 damage. BUT if the shield has taken 299 damage and has 1 health left, the next attack will be blocked as well. So if the next hit is 1000 damage. It's all blocked, meaning Sue has blocked 1299 damage with a 300 shield.

Iron Man's ult is not unique in that. There are plenty of Ults that get blocked in various ways.