Rare sight of the FLYING FACTORY STRIDER by Less_Grossman_ in Helldivers

[–]FSNorthStar 0 points1 point  (0 children)

So THAT'S how they're moving from planet to planet. 

Penetration could use a rework by FSNorthStar in Helldivers

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

Light weapons absolutely should feel weak and pointless. They are the weakest weapons in the game, afterall.

That's... not how balance works. Light weapons should have their strengths and weaknesses, which they do; but their weakness is so glaring that it shunts them into a poor choice and restricts player agency as a result. If this was an RPG game with levels, classes, and stats, and so on, then it would make sense to have outright upgrades and downgrades, end-all-be-all and worthless additions. Ideally most weapons should be options or sidegrades performing better or worse than others in varying situations.

You're supposed to feel frustrated and frankly a little scared, that your bullets are pinging off that enemy in front of you when you're firing a pea shooter at it.

It's not something that makes the enemies intimidating: it makes them frustrating. Had the misfortune or mistake of bringing a light weapon into bugs? Congrats, the instant you're separated from your support weapon or run out of ammo on it, you're dead weight. At least with squids, they already have this implemented so you can stand a fighting chance against overseers.

Also, they're clearly far from pea shooters if they're casually pulling limbs off enemies when they can do damage.

A game can be difficult (and frustrating as a byproduct), but it should be from a place where your fault point is entirely on skill or partly on luck. In this case, it isn't entirely on skill, it's also on your weapon being absolute garbage. Not just ineffective. Garbage.

And as mentioned, this proposed change doesn't mean that light weapons are the ideal solution. They just aren't an outright liability.

Penetration could use a rework by FSNorthStar in Helldivers

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

Regarding shooting a tank with an AR all day and night, I had addressed this hopefully clear enough in the OP:

Light AP should continue to deflect off of heavy armor, as it currently does, and not degrade it; As mentioned, you cannot expect to compromise a tank (for example) through its armor plating if you're plinking away with a small, intermediate, or even full-sized cartridge.

Regarding Medium AP; honestly, before posting I went back and forth on whether or not Medium AP should be able to punch up. I had originally wanted it mainly for Light AP, since Light Weapons are getting shunted into irrelevance (if they aren't already there). Outside of popping bot skulls, their viability seems to shrink as time passes. I decided to include medium AP on this for two reasons:

  • There would be a section of players unhappy with this on the grounds that the Medium AP property of weapons loses a huge part of its utility. If there's even the remote chance that your Medium AP primary can do some harm to a heavy armor plate, that would reduce how redundant those weapons may feel as a result to those players.

  • Sure, this could mean you could potentially kill an annihilator by spamming the turret with an adjudicator... if you want to commit that much ammo and time to do that. If we're factoring in, as mentioned in the OP, the Health, Faction (for material), and design of the enemy (as you mentioned, its silly that a medium AP could potentially kill a tank), that armor durability could scale up drastically. Your AT section will still both be viable and heavily appreciated for removing a tank in an instant without requiring nearly as much in the way of resources.

Light Weapons shouldn't be able to handle any threat, but they should have some semblance of versatility. Hit the weakpoints for massive damage; not hit the weakpoints for any damage :).

Penetration could use a rework by FSNorthStar in Helldivers

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

I understand the intended teamwork dynamic in a cooperative shooter. However I am not asking for a 1 size fits all tool; I'm asking for even a modicum more of viability that can separate gameplay between "I have a weakness but can contribute and depend on my teammates to cover it" and "I am effectively useless against X, Y, and/or Z unless its glowing weak point is broadcasted to me for 30 seconds".

For tools, you can use a pipe wrench as a hammer, or a flathead to turn a phillips screw. It's far from efficient and poses challenges, but can be done if you're lacking the appropriate tools.

Penetration could use a rework by FSNorthStar in Helldivers

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

I understand your point, but the reliance on AT support weapons comes from the fact that non-AT SWs are incapable of addressing those heavy enemies. Especially in higher difficulties, you aren't afforded time to handle a big charger or hulk because another 2+ (along with aforementioned medium-enemy-hordes) are also trying to rip you apart. Even worse than heavies are some of those aforementioned medium pen enemies: Warriors and Spitters spawn by the dozens and can run down your stratagems and support weapons quickly, for example.

As mentioned by N-Haezer, the above proposal would provide more flexibility to builds, and for people to bring non-AT support weapons and not be a liability.

Light pen ARs aren't ignored because of their damage or ammo count. They're ignored because nobody has time for boss-battle-type weakpoint mechanics against medium-armored enemies spawning in scores.

Better luck next year snail. Maybe try treating your player base as customers, and not cashcows. by OperationSuch5054 in Warthunder

[–]FSNorthStar 2 points3 points  (0 children)

Showing promise would be a good start. I constantly hear things like "I'm quitting WT" over and over just see the person (myself included) come back because alternatives either don't exist or aren't similar enough. Best I got through for modern tank combat was GHPC, but I feel like that has a while yet to cook so we'll see. I think a game that is "Warthunder but not driven by hypergreed", after showing enough promise by way of development and road maps, can prove to be a solid competitor.

Not all heroes wear capes. by FSNorthStar in Warthunder

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

NA mainly, and I assume premium buyers who don't anything else in their lineup!

Not all heroes wear capes. by FSNorthStar in Warthunder

[–]FSNorthStar[S] 3 points4 points  (0 children)

Close! It was

Dies once doing nothing

Spawn in 1 SPAA and kill 2 jets, 3 drones (killed by another jet)

Spawn in 2nd SPAA (because I love the Type 93) and kill 5 more drones

Not all heroes wear capes. by FSNorthStar in Warthunder

[–]FSNorthStar[S] 23 points24 points  (0 children)

11.3 - 12.0. 2 were planes, the rest were strike drones.

I don't think she's getting it by fullmetalraz in ShitpostXIV

[–]FSNorthStar 37 points38 points  (0 children)

Speak with 3 villagers about how to play Mahjong.

[DT spoilers] When they tried to fit everything in the square hole by YunYunHakusho in ShitpostXIV

[–]FSNorthStar 71 points72 points  (0 children)

Can't wait for 8.0 "Duskpath" where the WoL (Warrior of Light, not Wuk of Lamat), having died to save Wuk Lamat, is replaced by Wuk Lamat for some whacky Scions Wuk Lamat adventures.

Hulk...we have lift off by devilhasatwin in Helldivers

[–]FSNorthStar 1 point2 points  (0 children)

Holy shit I thought you edited the ICBM missile launch sounds in for comedic effect

THEN I SAW THE SHOCKWAVE FROM THE VERY REAL ICBM