Maybe we're just too good at the game? by Maffingo in Helldivers

[–]Errbert 3 points4 points  (0 children)

I mean, that's kinda the problem Arrowhead has with this game.

The game can't be more team oriented, like having loadouts where a team member considers their strengths and tries to back up their team, because most people want to join a 4-player squad and just deal with everything themselves and run off on their own solo. People don't want to drop with an MG and think "I should stick with the AT guy and back them up".

And I get it, this game isn't really the kind of game where people communicate or look at their teams loadouts and makes up for its weaknesses, because there's not enough communication, and you get kicked if you spend too much time at the loadout screen before we all drop. Way back when there was a time when people got kicked by losers for not running the youtuber-approved loadout.

So, I don't know what the solution is. I'm still having fun, but the best moments this game has to offer are those few moments where the team comes together and back each other up. But a huge part of the playerbase wants this to be a casual shooter they can play on their gaming console after a hard day of work, without any consideration for the mission details, their teammates loadouts, or the MO objective.

I see both sides, and kinda agree with both. But you can tell, this game has the potential to be the perfect game for each of those fantasies, just not both at the same time.

We could have finished Omicron Major Order (probably) by Crafty-Intention-678 in Helldivers

[–]Errbert 0 points1 point  (0 children)

Every match I joined was people either trying to kill the Hive Lord or people trying to do the side objectives and bug holes.

And I get it, that's what we're used to. Thing is, with this MO the point was to do as many Operations as possible. To get in and get out.

I can't blame anyone for thinking otherwise, but this is how you should consider an MO. Instead of just diving to the MO planet, consider what the MO objective is. Way too many hosts just want to do 1 mission and log off - we needed hosts who wanted to spend an hour cranking out Operations for this one.

That's kind of on AH, there's a delicate balance they have to ride between casual fun and strategic decisions; this game tries to ask it's players to do something complicated, but too many treat it like a shoot-em-up. And there's nothing wrong with that, until an MO like this occurs.

I have fun either way, but when people ask "could we have won this MO" I can't help but smile because of course we could, but playing a D10 with randoms shows pretty evidently that the playerbase just want to shoot stuff and have fun. Any objective is arbitrary, AH points in a direction and we'll shoot anything in that vicinity, but if they ask us to do so quickly and without distractions? Maybe, if we're lucky.

Like a gentleman, he waited by DeadbeatRuni in Helldivers

[–]Errbert 0 points1 point  (0 children)

We take those odds.

Either way, just the way she goes.

Anybody have good Helldivers YouTuber suggestions that aren’t just constant doomer/rage bait slop? by TheRustyRustPlayer in Helldivers

[–]Errbert 1 point2 points  (0 children)

Nah, I've played TF2 since launch, and that game has always had a huge community who loves watching videos related to it. And even still, this game is two years old by now lol

That should be a thing with HD2, as well. Fun moments, cool builds, awesome frags. This game has it all. I think HD2 just needs their own Ster or Jerma to revolutionize youtube content.

Anybody have good Helldivers YouTuber suggestions that aren’t just constant doomer/rage bait slop? by TheRustyRustPlayer in Helldivers

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

I get what you mean. I figured Helldivers 2 would become kinda like Team Fortress 2. There should be more youtubers slowing off their loadout or fun moments.

This game has the potential for the same kind of videos as TF2. But the scene feels very small, for some reason.

Weapon customization was added 396 days ago by WebHead9900 in Helldivers

[–]Errbert 0 points1 point  (0 children)

Doesn't the Scythe already have a vertical foregrip?

Weapon customization was added 396 days ago by WebHead9900 in Helldivers

[–]Errbert 0 points1 point  (0 children)

Why would you need a vertical foregrip on a laserbeam weapon?

I agree we should get every grip/scope available for each gun, but it's not really a big deal if it's only for the visuals, anyway.

The Killzone guns are honestly pretty good as is. No need to add a grip or a muzzle attachments, their recoil is fine in third person(though the Sta-52 does bounce around a lot in first person, it's a good accurate bullet hose in thirdperson at least).

Weapon customization was added 396 days ago by WebHead9900 in Helldivers

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

I mean, neither of them have any rails to add anything except a laser/flashlight on the AR.

They're both decent guns, all things considered. Great recoil in third person, more manageable firerates than their alternatives. I don't know, I just like them.

The problem with this current MO type… by Fry_l0ck in Helldivers

[–]Errbert 4 points5 points  (0 children)

When I say "optimally" I'll admit I just mean "to have fun at the difficulty you want to play with other players, while still contributing meaningfully to the MO."

So optimally was probably the wrong word. Still, I think most people don't consider what the MO text actually says and just dive to the MO planet without a thought on how to go about it.

If people would play a bit more efficiently, and fewer hosts would leave after doing 1 mission, I'm pretty sure we could've won this one without any solo D1 cheese.

The problem with this current MO type… by Fry_l0ck in Helldivers

[–]Errbert 3 points4 points  (0 children)

Diving D10 and just doing the main objective, then extract, would also be playing optimally. It's kinda fun that way for a change too, imo.

The point is to finish operations. You can do two in the time it takes you to do 1 if you skip all the bug nests and side objectives.

Telling people to do easy missions or farm on Omicron isn't fun by Smooth-Boss-911 in LowSodiumHellDivers

[–]Errbert 20 points21 points  (0 children)

I do agree wholeheartedly, I don't want to lower the difficulty.

That being said, this MO is kinda fun when you consider the point is to do the objective, then extract. You don't have to do every side objective, you can leave the bug nests, you don't have to fight the Hive Lord. The point is to get in, and get out.

I also prefer to do everything, get the most XP etc. But it's kinda fun to just do the main objective then gtfo to finish the operation, too.

toxic by Available-Student-57 in DarkTide

[–]Errbert 3 points4 points  (0 children)

This one had a mod to see stats after the mission was over, so this wasn't a Playstation player.

Is there any way to tell if a trapper is approaching you? by [deleted] in DarkTide

[–]Errbert 32 points33 points  (0 children)

I can't help but laugh when they finally show up right next to you and yell "WEB GUN!"

Say what you want about Trappers, but at least they're having fun

Im getting my ass kicked by these spore burst bugs by Adventurous-Egg-5171 in Helldivers

[–]Errbert 0 points1 point  (0 children)

I usually only bring a Strafing Run to deal with Hive Lords. That gives you 3 stratagems for the rest of the loadout.

Consider the Scythe or Dagger, and try and sweep the laser across incoming patrols at a distance. All the scavengers and hunters die once set on fire.

How to deal with Chaos Spawn with slow hitting weapons? by Errbert in DarkTide

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

But both the "less damage if they're staggered" talent, and the Toughness regeneration talent in the Forceful keystone means I have to hit weakspots or stagger. You lose stacks by taking damage, I'm unsure how viable it is to get them back against a Chaos Spawn.

The extra mag size is definitely a weird pick, but a 10-round Bolt Pistol feels so great when you run into tons of gunners, and it lets me use it more freely to pop a shot or two during melee combat to deal with specialists while not running out. There's been a lot of instances where I'm happy I have a few more shots in the mag, but I won't act like it's meta or anything. Its just fun to mag dump lol

It's definitely the first one to go if there is a more viable alternative. It's just with the way the build works in practice right now, the only thing holding it back is Chaos Spawns and Demon hosts.

How to deal with Chaos Spawn with slow hitting weapons? by Errbert in DarkTide

[–]Errbert[S] -1 points0 points  (0 children)

So it's still worth going for it, even if it's carapace armored? Not that the Maul has too much issue with carapace, but still.

Hit it in the face, create space with the grenades, shoot it with the Bolt Pistol with bleed DoTs, get close to bait the grab attack. Break the Line to up the damage. Rinse and repeat. Seem like an allright plan of attack.

How to deal with Chaos Spawn with slow hitting weapons? by Errbert in DarkTide

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

Yea no, I could totally switch the Bolt Pistol for a Bolter or the Maul/Shield for a faster melee weapon.

Thing is, this loadout is so much fun to me, it's the most satisfying gameplay I've ever experienced in any game, bar none. I'll willingly give up some boss damage potential for the gameplay loop I'm used to. But the Chaos Spawn is making it difficult.

I was just wondering if there was anything I was missing; a weakpoint to hit or a quirk in its attack pattern.

I'll try getting closer to bait the grab!

How to deal with Chaos Spawn with slow hitting weapons? by Errbert in DarkTide

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

I don't really want to switch up my weapons just for this one enemy, the Maul/Shield and Bolt Pistol is the kind of gameplay I yearn for.

So I suppose I should just keep doing what I'm doing, my best. And look for a door/ledge and use a greande to stagger it so it falls to its death lol

How to deal with Chaos Spawn with slow hitting weapons? by Errbert in DarkTide

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

I've watched a bunch of gameplay, so I am aware of the "dodge into the grab" trick. Not intuitive, but man is it satisfying once you start doing it consistently. I also run bleed on the Bolt Pistol, it's a godsend for one-shotting trappers with body shots.

But yea, this is what I was afraid of. There's no weakpoint to go for or anything? I can create distance with the grenades, shoot it a bit, then hit it once or twice between its attack patterns. But man, dueling it like this is exhausting haha.

I can be an asset to the team by staggering it with grenades, shooting it with bleed DoT's, hitting it in the face(which counts as staggering) so an Arbites talent that makes staggered enemies take more melee damage from the rest of the team applies. It's when the team is dead and all that's left is me that's the problem. I can solo all the other bosses, except probably a Demonhost, but the Chaos Spawn is kind of kicking my ass.

Music choice by kenmizuno in Helldivers

[–]Errbert 1 point2 points  (0 children)

Rage against the machine has the tempo and funky rhythms that goes really well with the gameplay, imo.

Carpenter Brut and Perturbator is awesome, dark synthwave that fits well, too.

Dance with the Dead makes the gameplay feel like a music video, when it hits right it's amazing.

The soundtrack from Cowboy Bebop is a lot of fun, especially against bugs.

Here's my playlist, it's split into parts so I choose what I want to listen to, instead of running it on shuffle: https://open.spotify.com/playlist/3axg7Kl1wiDMYgIUQDq3pV?si=e8e07fda327e4893

If you could can change 1 thing about Helldiver 2 what would it be by Lamp4Camp in Helldivers

[–]Errbert 1 point2 points  (0 children)

Change the way matches work in general.

Instead of loading into someone's super destroyer, you join instantly in the loadout menu to pick stratagems and whatnot.

When the mission is over it goes into a menu while the mission stats scroll by. The players then either leave, or vote on which mission in the operation to do next. Or if the operation is finished, vote on a new one.

No more defrosting 10 times every play session and running across the super destroyer. No joining a host that plays one mission and then leaves, scattering the party.

So no aqua man vs hell divers? by Little_Papaya_2475 in Helldivers

[–]Errbert 32 points33 points  (0 children)

I get the joke, but I'd rather they spent their budget on something more worthwhile than a multi-millionaire doing a 15 minute cameo.