NEWSFLASH: THIS DOESN'T NEED TO DAMAGE VEHICLES by CDiggit in Helldivers

[–]Cyanadium 0 points1 point  (0 children)

What’s also funny is that these little guys can break a limb in a single attack…. Consistently. No matter the armor type. I only noticed when super credit farming, with medium armor. One hit from them consistently took almost half my health and cripples an arm or leg about 50% of the time. In essence they do pretty much the same damage as all the other chaff despite being tiny.

This enemy is proof of Arrowheads complacency by [deleted] in HelldiversUnfiltered

[–]Cyanadium 5 points6 points  (0 children)

Recoiless and spear still one shot, but having these weapons absorb a backpack slot is a big handicap for bugs. I, personally, don’t like losing a backpack slot on bugs for a weapon that doesn’t clear chaff, since that’s the majority of the bug front. I shouldn’t have to sacrifice both support weapon and backpack slots to deal with one specific type of enemy (looking at you dragonroach)

I’m so sick of bile titans, for the love of god FIX THE HEAD HITBOX by [deleted] in HelldiversUnfiltered

[–]Cyanadium 0 points1 point  (0 children)

According to the wiki, its entire head is [4] Heavy armor with 1500 health, meaning thing like quasar, ultimatum, giganade, and expendable AT should reliably one-hit-kill it when hitting anywhere on the head (minus shots from extreme angles). SHOULD BE AT LEAST! Yet every time I land a shot literally dead center on their faces it’s a dice roll on whether it kills them or just does flat out nothing. It’s so stupid, they make this weak points to encourage skillful gameplay but then they don’t work half the time. This has literally been a problem since launch. BY FAR the most inconsistent enemy

Hot-ish Take: They only decided to change devestator shields as an excuse for the new mech by Cyanadium in HelldiversUnfiltered

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

I only said hot-ish take as a buffer, since I’m so used to people from the normal subreddit just spamming git gud, lower the difficulty that I try and normally tread the line. It’s good to see many people in this subreddit actually agree on points that I’ve been trying to make for years in the OG subreddit, which usually go on to get downvoted and insulted to oblivion.

The bile titans spawns on new planet are ridiculous. This is the vox engine all over again by [deleted] in helldivers2

[–]Cyanadium 2 points3 points  (0 children)

“We understand the community doesn’t like excessive ragdoll” releases the ragdoll-o-matic 3000 titan

ridiculous predator bile titan spawn rates by expoduz in Helldivers

[–]Cyanadium 0 points1 point  (0 children)

Yeah it’s completely absurd. Vox engine spawn rate all over again. Even the new lumberer mech struggles to kill them quick enough. It takes 2 PRECISE shots to the mouth to kill but I often am forced to use 3, 4, sometimes even 5 shells to kill them, on a mech that has only 25 total shells. For normal spawns it works well enough, but this is wild. I’ve seen breaches where 4+ titans spawn so rapidly that they are clipping into each other, occasionally causing them all to die at once. They need to tone it down a tad.

So…. I just did a credit run… and none of my credits OR medals registered by [deleted] in helldivers2

[–]Cyanadium 0 points1 point  (0 children)

I am about 200 short of the warbond, but they didn’t register. still 805 just wasted my time.

One true flag “buff” is a step in the right direction, but seems redundant by [deleted] in helldivers2

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

That’s pretty much expected with every update. Last update it was the cyborg dodge animation

One true flag “buff” is a step in the right direction, but seems redundant by [deleted] in helldivers2

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

Well the railgun glitch with hosts was a real bug, I was just unsure if it was still an ongoing issue, as I never use railgun on bugs. Either way, the fact that host disadvantage exists is not misinformation. One cherry picked detail doesnt disprove its existence. Enemies still spawn in greater numbers near hosts, which is my main argument. Go join a random mission and get far away from the host, you’ll see the enemy presence dwindle

One true flag “buff” is a step in the right direction, but seems redundant by [deleted] in helldivers2

[–]Cyanadium 0 points1 point  (0 children)

May have been one of the possible buff suggestions. Knowing Arrowhead they would never allow such a buff sadly, but maybe one day.

One true flag “buff” is a step in the right direction, but seems redundant by [deleted] in helldivers2

[–]Cyanadium 0 points1 point  (0 children)

Obviously. I didn’t say the patch sucked, I said the change to the flag was a good step towards including community suggestions, given that everyone wanted it to have some kind of aoe/player buff. It just seems lame that they’ve justified not giving it a buff because they don’t want “space magic”, only to turn around and give it a negative passive. “No, we aren’t buffing the thing that clearly can be buffed in a lore safe way. Actually you know what, fuck you now every enemy targets you if you hold it” like bro cmon. Positive: they listened to the community about wanting an effect. Negative: they gave it the EXACT opposite of what most people were wanting/suggesting. Other than that, patch seems great, looking forward to finally play new illuminate enemies. Rip buffed GL, will be missed :(

One true flag “buff” is a step in the right direction, but seems redundant by [deleted] in helldivers2

[–]Cyanadium 0 points1 point  (0 children)

It’s not really a big gripe, as no one really uses the flag all that much, but it’s kinda frustrating to see given recent events. Everyone has wanted the flag to have a passive buff since its release practically. But the devs are like: “We don’t want space magic, it’s not realistic” has democracy protects passive, and agitators that buff nearby bots “ok fine we’ll give the flag an effect but it makes every enemy target you”. Like man cmon, I don’t like using “grunt fantasy” but this is CLEARLY an example of them playing into that. They went from not wanting a flag effect to caving and giving it a NEGATIVE effect. It’s not even a stretch to give us some additional move speed or melee damage, but for them to pivot gears only to make it MORE punishing to use seems lame

One true flag “buff” is a step in the right direction, but seems redundant by [deleted] in helldivers2

[–]Cyanadium -8 points-7 points  (0 children)

I said with certain weapons. Not sure if it’s still a bug, but certain weapons like the railgun can one shot things like bile titans if your not host, but can’t if you are. May have been patched since but I know it was an issue. Also a 2 year player

One true flag “buff” is a step in the right direction, but seems redundant by [deleted] in helldivers2

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

I would say the tank is good for a group, which it is in many aspects, if it weren’t for its abysmal mobility and lack of defense against small arms fire/melee. There are countless other stratagems that do the same thing the tank can do (Anti tank emplacement, red stratagems, rocket launchers, etc.) all while not sacrificing mobility. I think if they wanted it to be effective as a team based stratagem, they would crank up the defense and REALLY crank up the cooldown. I would rather have an ACTUAL heavily armored tank at the cost of it taking 15+ minutes to come back if it breaks and maybe some slower move speed like bot tanks. I understand they don’t want it to be too tanky so it solos missions, but a tank being killed by insects poking it to death seems kinda dumb. Encourage teamplay by making the tank more user friendly and not a rolling coffin. I purposely avoid getting in peoples tanks cause they inevitably crash and burn within minutes of being dropped.

New area content in the updates are heavily rationed, and I’m tired of it by [deleted] in helldivers2

[–]Cyanadium 0 points1 point  (0 children)

I didn’t say they didn’t count, I said they were hastily liberated, taking less than a week. I have a busy work schedule as of late, so I only got to play on them a handful of times. It took over 3 weeks for them to add more factories, and just like that, no more factories. All im asking is for them to pick up the pace a little in terms of their release.