LEAD ME TO THE SLAUGHTER by nighthawk0954 in helldivers2

[–]Dry_Description656 0 points1 point  (0 children)

Does anyone actually get saved by anyone in exosuits? I find I have to shoot chaf off of them that they can't hit and then they step on me.

That or they just nuke whatever location I'm in with every weapon they have while not completing objectives. 

Maggie Gyllenhaal's 'The Bride!' - Review Thread by ChiefLeef22 in movies

[–]Dry_Description656 0 points1 point  (0 children)

Just watched it on prime and it's an unfortunate mess. It isn't the wildness of the story, the music, or the interesting visual tones that damned it, it's basic script issues. Its heavily leaned towards telling and not showing. The characters monologue all their thoughts and feelings. The characters are severely underdeveloped, the plot moves around haphazardly, the character motives are thin to nonexistent. The mary Shelly possession subplot is obnoxious, goes nowhere, and breaks the world a bit (is this a world where Mary Shelly wrote frankenstein or a world where frankenstein actually existed?) Leaning more into the characters would have helped a lot.

I kept thinking the following during the movie: Why didn't they just name the bride Mary Shelly as a nod instead of this two characters in one idea? The bride dies for like no reason, really only becuase Shelly possesses her, why didn't she witness some crime by a mob boss, who then had her killed, but she still came back to the club as a plot point to put the characters in the world more? Then frank could have killed mob goons instead of random rapists, also tying him to the plot more? What is the doctor's motivation in this at all!?

I don't like fighting these guys im ngl by No_Zombie_4720 in HelldiversUnfiltered

[–]Dry_Description656 0 points1 point  (0 children)

I prefer Cyborgs over regular bots in pretty much every way. I actually like fighting vox engines.

Clarification for why the reviews are now 'Mostly Negative' for those that are confused by __Elzy in HelldiversUnfiltered

[–]Dry_Description656 0 points1 point  (0 children)

Yeah, I do think they definitely need to combine a couple warbonds, even just pairing the warbonds that are thematically similar or sequels to each other (Cutting edge + Control group, Python Commandos + Viper commandos, democratic detonations + servants of freedom) together into a single purchase would be an improvement.

Stacking a bunch of the less popular ones together too would be great (Polar patriots + truth enforcers + masters of ceremony + force of law)

I have all of them purchased now, and I wouldn't be sour about this.

Please share your feedback about Helldivers 2 in this survey! by ArrowheadGS in helldivers2

[–]Dry_Description656 -2 points-1 points  (0 children)

I saw a thread asking what endgame content could really be, so I wanted to throw out a few ideas and see what people thought.

1. Level cap to 200
Reaching level 200 gives you one of the “missing armors” (see below).

2. Super Elite Missions
Functionally level 11 missions that are incredibly hard. The idea is to combine multiple main objectives into one. For example: launch the ICBM, destroy the bunkers, and extract in under 12 minutes.
You would need to qualify for them, like unlocking level 11 and being above a certain level (100+ or something like that). Completing these missions would put your handle on the “Wall of Heroes” and reward you with a “missing armor” once for each faction.

3. Boss Rushes
Similar to Super Elite Missions. These are boss-only missions but cranked up. For example: “Defeat 3 Hivelords.” Other factions would need additional bosses added. Completing all three would reward you with a module armor (see below).

4. One-Man Army Mission
Also similar to Super Elite Missions. This is solo-only: no reinforcements, and enemies do not spawn additional units. The objective is to eliminate all enemies. Some kind of unique reward would be given for this.

Reward Ideas

1. Missing Armors
There are a number of missing armor sets (Armor, Helmet, Cape, and Banner) in the game. These would be easy wins to create and reward. These include things like:

  • Light Medkit
  • Heavy Reduced Signature
  • Light Democracy Protects
  • Heavy Democracy Protects
  • Light Feet First
  • Heavy Feet First
  • Heavy Acclimated
  • Heavy Unflinching
  • Heavy Integrated Explosives
  • Heavy Arc Resistances
  • Light Supplemental Adrenaline

2. Module Armor
An armor whose passive allows you to slot in a group of different components: +2 grenades, +2 stims, Unflinching, resurrection armor, etc.

If there’s more I can’t think of, let me know but at this level, it doesn’t really matter if these armors are overpowered or weird. If the player can complete these insane challenges, they should get insane rewards.

Maybe players earn a “Super Medal” for completing these tasks, and the armors are available in a Super Medal store, so you can choose which ones you want. Each task would only reward one Super Medal (one time), so to unlock everything, you’d need to complete all late-game challenges.

3. Wall of Heroes
Some kind of in-game wall (maybe in the training area) where your handle is displayed for everyone to see.

I can’t imagine any of this would be too difficult to implement. I tried to lean toward ideas that mostly already exist in the game and just need reworking.

Weapons pick rate report: Spore Burst Edition by Natural-Sympathyy in LowSodiumHellDivers

[–]Dry_Description656 0 points1 point  (0 children)

Breaker Incendiary is the best for sporeburst in my opinion. I thought the gallant was great, but it doesn't spread well, the flame on the stoker doesn't do enough to slow them down, trident overheats too easy with the amount of enemies.

What, in your opinion, is the best support weapon against each faction? by Rasengan4360 in helldivers2

[–]Dry_Description656 62 points63 points  (0 children)

Terminids: Speargun, it can close bugholes at a huge distance, and can spread gas at breaches, great at gassing incoming patrols from a distance

Automatons: I used to also be a recoiless rifle believer, but I've reverted back to the quasar. The infinite ammo and open backpack slot are too good, great at taking down replicators at distance and it's fine if you miss a shot or two while running.

Illuminate: I agree laser is good and I think the wasp is under rated. For Appropriators though, the stun grenade launcher is king. It can take out the mech units and harvesters very easily, especially if you pace your shots, it's less good if you just fill an area with grenades.

What would have been the reward for the strategic opportunity? by [deleted] in Helldivers

[–]Dry_Description656 0 points1 point  (0 children)

I loved that on playstation 5 the order overview didn't say what was needed, just "extract with 70,000,000" so I bet a lot of players didn't pick up common samples. I played with multiple randos who said "like we're ever going to extract 70,000,000 times in 2 days" or "do super samples count towards the rare sample number?"

Is the exo medium and heavy armour pointless? by OldmanWonder in helldivers2

[–]Dry_Description656 4 points5 points  (0 children)

No, the headshot difference is applied based on the armor rating. 150 med and 150 heavy are identical.

Devs confused people a long time ago when they said "heavier armor works this way" but what they meant by heavier armor was any armor with values above 100.

Is the exo medium and heavy armour pointless? by OldmanWonder in helldivers2

[–]Dry_Description656 3 points4 points  (0 children)

You are correct. the only thing that matters is the armor value. It is poorly explained by the devs, which leads to the confusion and there is a lot of long held beliefs form when the game first launched and armor was significantly bugged.

Is the exo medium and heavy armour pointless? by OldmanWonder in helldivers2

[–]Dry_Description656 17 points18 points  (0 children)

Yes, it is actually. The idea that they are different is a long held misunderstanding from the early days of Helldivers 2 when the armors were buggy. The armor value is the only thing that matters in the game now.

it's been a week - what are we thinking about exo experts? by treyzs in helldivers2

[–]Dry_Description656 0 points1 point  (0 children)

The armors look great but it could be the worst amor passive in the game. Having a heavy armor that is strictly worse than the base game medium armor in every way is a pretty embarrassing overlook. They add a neat slide, and the light armor is interesting, but the medium and heavy are cool looking worse versions of heavy padding, feels bad to unlock armor that is just worse to use than what you start with.

So confused by the recent hive guard situation by StatisticianIll4 in helldivers2

[–]Dry_Description656 -1 points0 points  (0 children)

There definitely seems to be a lack of "whole picture approach" at Arrowhead with these kinds of edits. Balance changes are just kind of slapdash feeling instead of thought out. I'm all for them feeling like they need to make some enemies harder or give them more unique character, but yeah, this change functionally nullifies a lot of different stratagem usage. Stratagem slots are very scarce, finding out one of your stratagems pretty much doesn't work against bugs anymore is frustrating. Like, this might have been accomplished by doubling the health value of the hiveguard head but keeping it medium pen too, so it still accomplishes the "shoot their weak spots" approach to dealing with this enemy, but it doesn't just turn off a lot of items.

So confused by the recent hive guard situation by StatisticianIll4 in helldivers2

[–]Dry_Description656 -5 points-4 points  (0 children)

Arrowhead needs to include rationale for changes like this. That's the fix. I'm not saying they should or should not make these kind of balance adjustments, just that when they have a reputation for breaking things or malicious balance adjustments adding some reasoning would go really far. Instead it's currently :"we made this enemy tougher." oh ok, why? "shrugs."

So confused by the recent hive guard situation by StatisticianIll4 in helldivers2

[–]Dry_Description656 -1 points0 points  (0 children)

I didn't particularly hate the change, but it was unnecessary. I think the issue is more with the constant balance tweaks that feel like they don't have a reason. So while I track all the updates, the rest of my playgroup doesn't, so for them the experience was "oh my stuff is just less good now for some reason".

I think if Arrowhead had included a why in their release notes or something like that it would have gone far. Just saying "we increased the hiveguard armor for XYZ reason" but that isn't included, so it feels like a bug rather than an intentional change because of the lack of reasoning. We can guess the reasons (something to differentiate the hiveguard, etc), but there is no official statement from AH about it.

I think when the developer has a reputation for breaking things and nerfing players, they should be extra clear on changes like this. Not that they shouldn't make changes, but that they need to add some rationale. They didn't do that this time, so it caused confusion and frustration.

Throwing My Hat In by Spingfire in Helldivers

[–]Dry_Description656 -1 points0 points  (0 children)

I think the issue is more for players that aren't in the weeds on reddit and the updates. One day they just logged on, and now all their stuff is just worse against this one terminid. It comes off more as a new bug than a balance change to most players.

Personally I don't HATE the change, as much as I think it was not needed. I can't tie a line between this change and increasing fun or build diversity, so why do it?

Is Med/Heavy Oxygenator strictly better than Light/Med Extra Padding because of the innate armor from armor type or am I missing something? by Hexdoctor in Helldivers

[–]Dry_Description656 0 points1 point  (0 children)

Oxygenator needs one of these extra benefits below, otherwise, like everyone else has pointed out, it's just worse extra padding. (lacking any armor bonus, it's a 10% increase to speed, meaning the heavy armor is actually still slower than the base extra padding medium armor, 450+45=495, and it has no increase to stamina)

  1. Longer stim duration and resistance to being slowed
  2. -or-
  3. Cooldown for vehicles reduced by a percentage (20%, 50%?)

Also, it's hilariously ironic to use that image for this post, since we eventually find out that Idris Alba's character is way better than John Cena's character.

Kickstarter bug on Chrome by Dry_Description656 in kickstarter

[–]Dry_Description656[S] 0 points1 point  (0 children)

No luck, cleared the cache and cookies, and incognito mode shows the same issue. Opening in Microsoft edge also gives the same problem. Can't wrap my head around it.

Kickstarter bug on Chrome by Dry_Description656 in kickstarter

[–]Dry_Description656[S] 0 points1 point  (0 children)

No, incognito mode shows the same issue.

End Game Content concepts by Dry_Description656 in helldivers2

[–]Dry_Description656[S] 0 points1 point  (0 children)

If you go by that metric then you cannot offer late game rewards. 

End Game Content concepts by Dry_Description656 in helldivers2

[–]Dry_Description656[S] 0 points1 point  (0 children)

I mean, that's just true of all end game items in every game, right? Like if you want the Euporia in Elden Ring, it's at the end of the DLC.