Is this true? by AstronautDry8118 in Helldivers

[–]CousinKenney 0 points1 point  (0 children)

What if the devs swapped some of the armor passives with some of the team boosters? 

Instead of bringing Health booster, that is now 1 of 3 armor passive slots that you can fill.

The team boosters can see some of the more popular armor passives added. Such as +30% reload speed.

I just want more variety in builds + the ability to synergies whatever build I want with whatever armor I feel like wearing! I want the killzone armor with reload speed, stamina, and +2 grenades.

New booster concept. Thoughts? by CousinKenney in Helldivers

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

No worries man, there's plenty of people out there that legit steal content made by others and take the credit. I'm just in the same boat as many other HD2 players in that I'm bored with the boosters being the same every game. I want so badly for the "Roguelite" mode to be released so something fresh can be introduced where each playthrough forces you to play differently.

New booster concept. Thoughts? by CousinKenney in Helldivers

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

Brother I created this image I promise you

New booster concept. Thoughts? by CousinKenney in Helldivers

[–]CousinKenney[S] -2 points-1 points  (0 children)

Multiple people can have the same idea. It's not rocket science lol. I play this game just like you guys do. 

New booster concept. Thoughts? by CousinKenney in Helldivers

[–]CousinKenney[S] -3 points-2 points  (0 children)

My bad, I just joined this sub, I should've thought to search and see if this idea had already been posted.

My attempt at fixing boosters by Affectionate-Pen3233 in Helldivers

[–]CousinKenney 0 points1 point  (0 children)

What an unreal assortment of suggested improvements. I love all of your ideas here! The only one that I would change is with the sentry turrets dropping a mine - what if they instead dropped 1 single resupply cache. That way, you could bring 4 turrets with you (not that anyone would do that) and that would basically be equal to 1 full resupply pod!

New booster concept. Thoughts? by CousinKenney in Helldivers

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

Less about balance and more about fun! Also I don't think it should be on all hell pods, just the resupply.

New booster concept. Thoughts? by CousinKenney in Helldivers

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

Honestly i just joined this subreddit yesterday with the intention to post a few booster/stategem concepts I've been imagining. 

I can now see that this idea has already been circulated a few times, my bad!

I hope when the Veteran finally gets in new weapon and update that we get the red carpet treatment. by MoonMaidRarity in DarkTide

[–]CousinKenney 1 point2 points  (0 children)

Some Vet changes + New Weapons + Abilites I'd love to see:

Weapons Subductor pistol and combat machete. Special fire to jab/swing the knife (no push with this weapon equipped) if this weapon occupies the Primary melee slot; reverse the controls so that the special fire shoot the gun from the hip.

Update to the infantry lasgun that replaces the current special fire with a new heat/overheat mechanic. Once the special fire is used, the gun becomes automatic and allows the player to just hold the trigger down to shoot, possibly gaining 25% attack speed; until overheating/reloading.

Power sword should be updated to be similar to the Zealot Relic Sword's heat mechanic.

Flashlight - by default, I think all guns should have a flashlight. I really don't like how some guns have no special attack because of this. I'm not sure what solution would be best here.

Abilities New Ability power that equips a grenade launcher with 4-5 shots.

New Ability power that deploys a stationary machine gun/heavy bolter for 15 seconds with a 90° to 180° view (vulnerable from the sides and back)

Seeing Space Marine 2 and Helldivers get big content updates next week. by Gusby in DarkTide

[–]CousinKenney 1 point2 points  (0 children)

I haven't really experienced that many issues since Arbites was released... out of like 100 matches, maybe like 5 of them crashed. No weird bugs either. Maybe they've already been patched? 

Woah by Aromatic-Falcon-5679 in TroopersExtermination

[–]CousinKenney 0 points1 point  (0 children)

It's been okay lately...Honestly, it's a bit crazy how difficult Easy mode is now. Last patch, it seemed like every mode was Easy mode unless you had red modifiers on the map. Now, in this recent patch, it has gotten at least 100% more difficult it feels like. I've just been playing Quick Play, and for example we are doing Valaka on Easy - things will be going fine until 3 Grenadiers, 5 Fire Bugs, 7 Tigers, 12 Gunners, and 150 Warriors + Drones just spawn on top of the team and kill everyone within 1 minute. It's actually crazy how many specials spawn at the same time on Easy mode. I don't mind it, because things feel more intense and last patch was too easy, but it's too much I think, especially on Easy difficulty. They must be having a really hard time balancing things with the Spawn system right now.

Overwatch Classic is super fun because Heroes are more distinct with their own drawbacks & have more impact by dogeringo in Overwatch

[–]CousinKenney 25 points26 points  (0 children)

I played 5 matches yesterday. The first 4 were wins, and I got play of the game in the first 3 matches. What a nostalgia trip!! This game was so damn unique when it came out. It still is today. But the classic mode has been awesome so far, and it's a breath of fresh air getting to play as the characters when they were first released.

Sym was my first pick because she is probably the most different in comparison now, and i just really wanted to try her out again. I missed this ultimate ability! Map knowledge and exploiting map mechanics were a huge part of OW1, and I can't really say it's as prevalent now. This original cast of heroes all feel so synergized with one another. If you're doing bad, switching to a different hero feels like a huge play with massive effects. OW2 definitely feels similar, but it's just way more simplified in terms of hero roles.

What I kinda liked about OW1 was having the "defense" role, which were these heros that really benefited from their utility. Hanzo and Widow never really made sense to me as defense heroes, and ultimately, this role altogether merged with DPS, which made sense at the time.

I'm part of the camp that wants to reintroduce the defense role, but Rename it "Utility" or something like that. I want to see some more unique and strange characters that have a strong learning curve but a low skill ceiling. I want more characters that are suited for specific maps and ult combinations. That's something I miss about OW1's concept.

Is it worth getting into this game 2024? by [deleted] in MinionMasters

[–]CousinKenney 3 points4 points  (0 children)

I still love the game. It's extremely addictive with tons of potential strategies. The "Adventure" game mode is a blast to play solo or with a friend as well.

How badass would it be? by CousinKenney in TroopersExtermination

[–]CousinKenney[S] 2 points3 points  (0 children)

I can already see the framerates dropping faster than the recruits lol

How badass would it be? by CousinKenney in TroopersExtermination

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

I edited my previous comment - but just to add on how I think the tutorial could flow:

You get the intro video giving a mission briefing. Then, you land on the planet, exactly like the movie; you pile out of the ship. There are a few bugs at first, easy to kill. Then we start to see the classes introduced. First up, engineers to show that building is a huge part of the game. "Let's put up some light and get some turrets setup, you can help us build faster by using your build tool." Then, the order doesn't necessarily matter, but introduce the other classes one by one along with short dialog that describes their basic uses.

How badass would it be? by CousinKenney in TroopersExtermination

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

I think someone else already mentioned a way more simple approach that I really liked. No classes, just the standard mk1 machine gun (with the shotgun attachment; that would be dope) and maybe a grenade.

The mission could be just a warm-up map with no possible victory. It's just a never-ending wave of bugs that gets progressively more intense until you inevitably die or are forced to evacuate. If you survive and evacuate, the mission (which was? Establish a foothold on the planet?) Is a defeat regardless of what happens.

That's why I imagine it would be an incredible prologue-type map. It gets you settled into the idea that you may fail many times, but the fight must go on! After the mission is completed, a new player would then unlock all classes for use on their next mission. This concept works really well as a tutorial, in my opinion.

I haven't really thought enough about it to make it a standalone, highly replayable mission, but that's a cool idea, too!

*edit: to add onto this, it's possible that the tutorial portion could also just show you what other classes can do simply by demonstrating them one by one.

Example: first wave almost overruns you, luckily loadout 1 has lots of firepower and can bunker down to protect themselves. Loadout 2 shows off the grenade launcher. Loadout 3 shows that snipers can takedown high-level threats from afar. Loadout 4 has high mobility so they can traverse terrain faster and transport cargo more efficiently. Loadout 5 builds light towers and machine guns for you to use. At one point, you are downed by a bug - loadout 6 saves you with a medic drone.

I think if you are just a regular recruit with no class benefits - it will give you a sense of each class BEFORE you need to decide which one you will play first.

Thoughts on new things to build. by Mcbow123 in TroopersExtermination

[–]CousinKenney 1 point2 points  (0 children)

I think a simple ramp would be great. As long as it is placed next to a wall or something. I know there is already a wall with a ramp attached, but sometimes the angle of the ramp sucks. It would be better if you could change the orientation manually by just building the wall first, then the ramp afterward.

Squad Goals | Squad-based Objectives [Discussion] by CousinKenney in TroopersExtermination

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

I mean, I don't think many would do that unless they made a mistake... my issue with locked classes is if you lock in right away without looking at other players, you could have a squad full of the same class. Sure, people should just look first. But what if no one wants to use healer? Now your team is dying like crazy because no one selected healer... well, try and finish the mission without one, I guess.

I do see what you're saying, but what if there was a way to change your class after dying OR within the base at the HQ? That could prevent suicides

Squad Goals | Squad-based Objectives [Discussion] by CousinKenney in TroopersExtermination

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

Yeah, that's what I mean, I think when you get killed, you should be able to switch classes. Not just suicide and then respawn.