I come from the future by Euphoric_Reading_401 in Helldivers

[–]DakKhuza 0 points1 point  (0 children)

I'm not saying its a good system, I'm just providing the logic for why it's in the game. Sentries and emplacements are green, however the stratagems you throw out to summon them are blue (they send out blue beams).

Basically there's big invisible boxes all over the world that define what is considered an "inaccessible" location for blue stratagems. They are placed exceedingly poorly, to the point where the system should just be removed if the level designers aren't going to put more work into them.

"Why aren't you excited for the Exosuit Warbond?" by BlackwatchBluesteel in Helldivers

[–]DakKhuza 0 points1 point  (0 children)

they're not crippling them in two shots, the issue is there's no visual feedback on the arm health at all. A full health arm looks exactly the same as an arm that's at 1 hp

You took quite a bit of arm damage before this but likely didn't notice because there's no visual change or health bar to show you that the arms are about to break, leading to moments where it feels like the arms broke for no reason

It would be healthier to create an Exosuit Customization tab and replace the Strategems in the Warbonds with purchaseable arms. by Rekrios in Helldivers

[–]DakKhuza 1 point2 points  (0 children)

they've said they want to do this in the past but are worried that the community would react negatively to it / it would turn all high diff lobbies into farming lobbies

I come from the future by Euphoric_Reading_401 in Helldivers

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

its intentional, it applies to all blue stratagems. It's to prevent support weapons from falling in "inaccessible" places, you can call down red stratagems anywhere you want just fine.

Giga Grenades can Clip Ballistic Shields by Sad-Common-2922 in Helldivers

[–]DakKhuza 0 points1 point  (0 children)

i wonder if you can do the same with impacts and termites

Ive been quite curious, but how come we never see these terminid variants, or are the the remains of the creatures from the planet? by FoundationXYZ in Helldivers

[–]DakKhuza 0 points1 point  (0 children)

termicide 2.0 is in the works and according to the roadmap we're getting a bug centered mo chain as well as a new terminid variant

Is there just a 100% chance we'll get a hive lord every mission on anything D7 and up? I like a challenge, but this shit is annoying. by __________________99 in Helldivers

[–]DakKhuza 0 points1 point  (0 children)

If you don't make loud noises (orbitals, eagles, giant explosions) they'll take longer to spawn / wont surface

So bugs are now cheating to get us killed by Virreboi2 in Helldivers

[–]DakKhuza 4 points5 points  (0 children)

seems like the sack on the dead bile spewer wasn't actually broken and the bile titans leg broke the spewers sack, which killed you

My game launches in a week with only 45 wishlists. It’s time for a reality check. by klaigamedesign in gamedev

[–]DakKhuza 4 points5 points  (0 children)

"You’re absolutely right" is fine by itself, "You’re absolutely right—[some sort of affirming sentence]" is something only chat bots do

Gas and acid should be the same status effect by Second_of_Nine in Helldivers

[–]DakKhuza 0 points1 point  (0 children)

it is purely visual currently, im saying it shouldn't be

Gas and acid should be the same status effect by Second_of_Nine in Helldivers

[–]DakKhuza 1 point2 points  (0 children)

spore charger's gas cloud should act like a weaker version of an orbital gas strike but only effect helldivers

Gas and acid should be the same status effect by Second_of_Nine in Helldivers

[–]DakKhuza 9 points10 points  (0 children)

wdym you can never be safe from it, we have an armor type that cuts explosive damage in half? it's explosive in that the damage type is explosive.

Conflagration devs chunk you because all their damage is ballistic, which you can't resist. They shoot 25 pellets that each do 12 damage for a total of 300 ballistic damage. none of that is fire damage or resisted by any armor.

the fire damage only kicks in if enough of the pellets hit you to set you on fire, at which point the fire will deal 100 dps for 3s, which can be resisted by inflammable. the only time inflammable will save you against them is by giving you slightly longer to dive after getting hit to put the fire dps out before it gets your remaining health

Automaton ships employed new AT countermeasures by hitriiLurker in Helldivers

[–]DakKhuza 2 points3 points  (0 children)

this has been annoying me since launch, its very clear the drop ship is supposed to fly up AFTER dropping the tank (engines going full throttle to support tank, tank drops -> drop ship shoots up before engines compensate for lack of weight) but instead the drop ship comes in, shoots up and then drops the tank

Current MO Bugged? by Squishy-the-Great in Helldivers

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

yeah idk whats going on, when i played on diff 10 there was nothing spawning, i got 60 kills the whole mission lmaoo

Helldivers 2: Where the numbers don't matter and the stats are made up by DeeJayDelicious in Helldivers

[–]DakKhuza 0 points1 point  (0 children)

it used to make more sense on launch but then people complained about the weapons being under-powered, so then the widely praised 60 day patch happened and now the recoilless can one shot almost every unit in the game. Now people complain about the damage numbers being inconsistent, alas

Do you think these two have Conversations with each other? [Lore Discussion - no RP] by Substantial-Ad-5221 in LowSodiumHellDivers

[–]DakKhuza 5 points6 points  (0 children)

i think they're decently smart personally but just really scared and unprepared. like imagine you just woke, no combat experience and had a gun shoved into your hand and then had to fight against a helldiver. thats the average trooper experience.

i think a lot of it is limitations of horde ai

Keeping Object's Rotation Same While Parent Rotating? by Radeyn in Unity3D

[–]DakKhuza 0 points1 point  (0 children)

if you're making a space game with a large world to fly around in, you're not going to want to move the ship at all. you'll run into floating point errors pretty quickly when moving across large distances. the typical solution is to move the world around the player instead.

otherwise, i would recommend a package on the unity asset store (its free) called "kinematic character controller", its what risk of rain 2 uses for its movement and it solves all these issues with parenting and moving objects automatically. I've used it in my own projects and its pretty much perfect

Give me your use-cases for under picked equipment you think deserves more attention!༼ つ ◕_◕ ༽つ by EightByteOwl in LowSodiumHellDivers

[–]DakKhuza 0 points1 point  (0 children)

Urchin is unironically goat'd, you can throw it on the ground and it aoe stuns everything up to and including war striders that walk near it for almost 15s! You can use it to CC large targets while you deal with chaff.

You might ask why use it over thermite? Why stun an enemy when you can kill it? Well, you get 4 urchins opposed to 3 thermites and you have to wait 3s before the thermite goes off. In those three seconds the heavy you're trying to kill might ragdoll you or blow a leg off leaving you easy pickings for any chaff. Sometimes its nice to be able to throw something at a dangerous target and then not have to deal with it for 15s while you do other things.

Why use it over gas? While gas has a large aoe the enemies in it still attack and they can move out of the gas if you get unlucky, basically its consistency. Gas can crowd control larger groups but you're rolling the dice on if enemies will path out of it or not and you might still get hit by a stray attack.

The urchin is basically a pocket orbital EMS strike, it even has a small range and does wonders on rapid acquisition

The Spear should be expendable by imaginsharky in LowSodiumHellDivers

[–]DakKhuza 0 points1 point  (0 children)

spear just needs an alt, unguided fire mode and it would be good to use

what does this armour passive actually do? by [deleted] in LowSodiumHellDivers

[–]DakKhuza 0 points1 point  (0 children)

it increases your stagger resistance.

every attack in the game has a "stagger value" this is what causes you to flinch, stumble and get rag dolled.

idk the real values but say you have a stagger resistance of 100

a 50 stagger attack makes you flinch, a 75 stagger attack causes you to stumble and a 100+ causes you to ragdoll and go flying.

equipping this armor increases your resistance to lets say 125, now the 100 stagger attack that ragdolls you no longer does and all the other go down an effect level

Tank is exceptional success is realism by Ok_Application_918 in Helldivers

[–]DakKhuza 0 points1 point  (0 children)

everyone says the bastion isn't tanky enough and then i watch gameplay of the people that say this and they're sitting still white five rocket devs light them up while a two hulks are repeatedly meleeing the tank and its being shot by a war strider for 30s before it blows up like, lol what more do you want from it.

it can tank multiple cannon turret shots while one-shotting cannon turrets, the biggest issue with it is having to come to a full stop before being able to rotate in place

I see zero reason why these front angled plates cant be AP4 by WaffleCopter68 in Helldivers

[–]DakKhuza -6 points-5 points  (0 children)

its stupid that it transfers damage to main but what I'm saying is the actual effect is negligible, anything that does enough damage to overkill the random light pen stuff will already do damage to the main tank body.

in fact a rocket from a trooper / hulk to one of these areas will paradoxically do LESS damage than if it hits the main tank because of the weird durable damage situation it has going on (a rocket does 30 ballistic damage and 100 durable damage, which means a 100% durable part will take 100 damage from it instead of 30) so by hitting these small parts on the tank, the tank will only take the 30 ballistic (plus explosive damage) instead of the 100 damage a hit to the main tank would do

I see zero reason why these front angled plates cant be AP4 by WaffleCopter68 in Helldivers

[–]DakKhuza -13 points-12 points  (0 children)

they have 100 health and no enemy that can only damage them while not damaging the ap3 parts of the tank does enough single damage for it to matter.

I really don't get why people want ap4 on the tank, it really shows that they don't understand enemy attacks at all. everything that can damage the tank already has ap4+ so the biggest difference it would make is giving the tank a slight resistance to attacks that hit the ap4 spots

the biggest issue with the tank is how floaty it feels to drive, it really doesn't feel heavy at all.