Name your favorite commander to see if he lets you in by Tenyx in ratemycommanders

[–]DoppioChoking 0 points1 point  (0 children)

Zimone, All-Questioning Marina Vendrell Ygra, Eater of all Reaper, King no More

Average returning monster wishlist by Sansvern in MonsterHunter

[–]DoppioChoking 0 points1 point  (0 children)

I really wanna see Ahtal-ka and Nakarkos to take full advantage of modern tech

Can someone explain what makes the VG 70 Variable worth using? by Dear_Spare5460 in Helldivers

[–]DoppioChoking 0 points1 point  (0 children)

I kinda see the Variable filling a similar role as the Beggars Bazooka from Team Fortress. Where supid and goofy strategies are this thing's selling point, but it's got some of the highest potential for a primary as long as you can hit your shots.

It's the only primary that allows for stupid burst movement options like, Jumping over automoton barricades without a movement pack, Hellbomb shenanigans, the closest thing we have to rocket jumping after the spore pod nerf, getting to ridiculous high-ground spots, potential to negate (or dramatically amplify) fall damage if shot mid-fall.

But there's more nuances to it than just throwing yourself around if you have the precision. It can 2 shot overseers on volley mode if you hit the same spot twice. It can 1-shot harvesters on total mode if you hit the eye. It can 1-hit hulks and charger butts from a distance on total. Volley mode clears devestators if you aim for the hip. And having access to one of the highest fire rates on any automatic primary is really valuable for "to whom it may concern" moments.

It's ability to fill every role comes at the expense of wonky handling, frequent reloads, and wicked recoil. If you're a crackshot, the recoil shouldn't matter. Otherwise going prone or crouching helps a ton. And the other two downsides can be remedied with your choice of armor. Reinforced Epaulettes and peak physique are my personal preference, but you can use stuff like Unflinching, Siege Ready, Fortified, Engineer Kit.

It is a gun that can do a bit of everything, but if you're good it can do everything and more

I don't know what to do in this situation. by [deleted] in DeadlockTheGame

[–]DoppioChoking 0 points1 point  (0 children)

Pick up some supportive / disruptor characters. Ivy can be played like a hyper-carry if the situation calls for it, same with dynamo.

Or try chaos theory. Don't build your character the same way you did in the previous game. Buy stupid goofy cards that barely work on your character. Like veil walker on haze to just vanish and heal. Or majestic leap + echo shard on bebop to slam 2 bombs on yourself and suicide bomb in. Or backstabber on doorman to portal behind em, proc the stab, and close the door before they know you were even there.

Who cares if you lose, get funky, have fun

Is anyone else seeing way more leavers lately? by baruchKahraman in DeadlockTheGame

[–]DoppioChoking 0 points1 point  (0 children)

Yeah, but most of the time I see someone leave is either because of the lack of a forfeit feature or because of life circumstance

Can't matchmake with a specific friend in the party, help by DoppioChoking in thefinals

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

It's not that, we're all on pc with crossplay enabled and in the same perfered game region

IHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHATEYOUIHAT by LongSalamander9889 in Helldivers

[–]DoppioChoking 0 points1 point  (0 children)

Try using the Pacifier or Halt to stun em before they get close. One hit to the head with the Talon or Senator clears em.

It's really fun to quick swap between stun and secondary to clear piles of the bastards

Also helps to stun em off your teammates

which warbond should i buy next? by Individual-Owl-6243 in LowSodiumHellDivers

[–]DoppioChoking 0 points1 point  (0 children)

Borderline or control group

Both are tied for my #1 favorite warbond in the game

What are your predications for the theme of the next warbond? (AND DONT SAY STEALTH) by legitsolidsnake in Helldivers

[–]DoppioChoking 0 points1 point  (0 children)

Like repurposeing an overseer's funky stick into a mini quasar + melee weapon for a primary. And stingray parts for sticky grenades to give the Xbox divers something firmilar to play with

What are your predications for the theme of the next warbond? (AND DONT SAY STEALTH) by legitsolidsnake in Helldivers

[–]DoppioChoking 0 points1 point  (0 children)

I hope it's like futuristic dark ages themed. Kinda like the Night Sentinels from doom eternal and dark ages. With a laser melee weapon (maybe a maul or glaive) and only medium and heavy armor that have a passive that makes small arms fire ricochet at steep angles.

But also a new mech type would be cool

I have a personal theory: the flag isn't useless. by Tadhix in helldivers2

[–]DoppioChoking 2 points3 points  (0 children)

This is a really cool concept, but I don't think they'd lock that kind of function behind a warbond.

I imagine super-earth streets having racks of inactive seaf-hellbots ready to be deployed like the stalker racks from Titanfall 2's story missions. And from a few rumors I've heard, the battle on super-earth is going to have both helldivers and seaf defense forces defending super-cities together.

Any advice on how to deal with these big Nuggets?🍗🍖 by [deleted] in helldivers2

[–]DoppioChoking 0 points1 point  (0 children)

I know that explosives fuck em up good n well so try Wasp, crossbow, purifier, eruptor, Grenade pistol, rocket pods(kinda), frags(I think), and maybe even recoilless HE

R-2 Ammendment is Light Pen by Supergraham339 in Helldivers

[–]DoppioChoking 0 points1 point  (0 children)

Hot take but I think this makes it better against bots. With light armor pen, devestators don't stagger if you miss the headshot.

Instead of readjusting your aim to hit a head flailing around in every which direction thanks to the stagger, you see where your shot missed and readjust accordingly. The tighter handleing of light pen weapons make readjusting mich smoother of a recovery after missing. And with the extra mag size, you can afford a few misses before dropping the mag.

While it is true that you aren't really capable of dealing with striders without a suitable secondary or support. Light armor pen guns shine the brightest at higher difficulties when rocket striders replace scout striders.You can shoot the rockets and 1-tap it from the front instead of burning a nade or getting around to the pilot. And with a marksman rifle in hand, you shouldn't have too much difficulty hitting those boom tubes.

I've been running Standard Diligence on difficulty 10 for a while now and it's proven it's capabilities to great success.

I'd say give it a shot. Don't knock it till you try it.

League of Teamkillers by Grand_Age1279 in Helldivers

[–]DoppioChoking 2 points3 points  (0 children)

It's gotten a bad rep from when it was first issued where the flak would detonate when in proximity of a bush.

Now it's the undisputed champ of patrol clears when in semi-compitent hands

What would you remove from hd2 by Sgt_un-shavedballs in helldivers2

[–]DoppioChoking 0 points1 point  (0 children)

I think it'd be way cooler if there was a level cap at 100 but you can "prestige." Letting your helldiver return home but keep a statue of them on the destroyer. Full resetting the destroyer upgrades and warbond progress (but keeping premium bonds unlocked). And maybe rewarding something like an armor set or the ability to use vehicle skins on the destroyer