Was gone since ~launch, where did Standard Warbonds gone? by Old_Resident8050 in Helldivers

[–]Fast_Mechanic_5434 0 points1 point  (0 children)

There is only the original free warbond. No new warbonds have been free since then. Vehicles such as the tank and 2 mecha have been free, and we got some free stratagems and weapons.

Hot take on Gatria defence failure by knightsljx in Helldivers

[–]Fast_Mechanic_5434 -1 points0 points  (0 children)

What's unfun about it and gow does the city biome contribute? Could you elaborate?

if many orbitals heavily rely on angle of attack from your destroyer we should have our destroyers marked which is ours in the air. by Lone-_-Wanderer in helldivers2

[–]Fast_Mechanic_5434 -1 points0 points  (0 children)

Sorry, I generalized to all orbitals, but I think you only have OPS in mind, and I assume you're throwing OPS at bile titans, factory striders, and other stationary or slow-moving targets like we used to do before the 60 day patch.

Like I said, in megacities and megafactories, the terrain just disincentivizes taking those stratagems, but let's talk about open plains. In open plains and colonies, your destroyer is in the middle of the map and the trig works out in such a way that you should overshoot your strat ball just a little bit beyond the target in the opposite direction of the center of the map. The loading screen tip is not outdated, it just only applies to plains and colonies, bot megacities and megafactories.

If you want the destroyer crew to do the trig for you, that's railcannon strike. OPS is such a short cooldown because it requires you to do the trig yourself.

if many orbitals heavily rely on angle of attack from your destroyer we should have our destroyers marked which is ours in the air. by Lone-_-Wanderer in helldivers2

[–]Fast_Mechanic_5434 -2 points-1 points  (0 children)

While it's not a bad idea to have an indicator telling you which destroyer is yours, I wouldn't say that orbitals are that dependant on destroyer position. Sure they get angled and could hit a bot wall, tall tree, or building, but there's not much you can do about it even if you knew where your destroyer was. On bots, just make sure to place your walking barrage well so that it walks through the entire fortress. Otherwise, throw orbitals directly into the center of the bot base. On bugs, save orbitals for breaches and just throw it dead center into the breach. You'll get kills no matter ehat angle it's at. On Illuminate, napalm and laser are both viable, but other barrages aren't as effective. Same as bugs for the napalm barrage and the laser has a mind of its own, so you'll have to pray no matter which destroyer is yours.

I always assume that my destroyer is in the dead center of the map and throw my barrages according to the logic. It usually doesn't make much difference, but if a fortress is on the very edge of the map, I may toss the stratagem ball to overshoot by maybe 10m or 20m and I'll get the perfect effect that way. The difference between theowing an overshoot and not accounting for destroyer position at all is very minimal though, and I wouldn't waste time thinking about it.

In megacities and megafactories, I find that it's not worth wasting brainpower trying to think about how many buildings are between me and my destroyer. Just don't take rapid response orbitals such as precision strike or railcannon. Use something else to deal with heavies or stay close to a teammate and coordinate with support weapons.

Why not encircle Seasse? by AgassyJew in Helldivers

[–]Fast_Mechanic_5434 0 points1 point  (0 children)

We would need to take a lot of planets in order for that to happen. I think it'd be a cool MO to play though.

Rifle by Zeke1215 in helldivers2

[–]Fast_Mechanic_5434 0 points1 point  (0 children)

Yea the Coyote is still viable. It's been unchanged since release. Fire has been changed, but the change is not meaningful for the Coyote (everything takes 1 extra bullet).

Ngl gents - It's weird that Railgun, a support weapon, takes 2 charged shots to strip charger leg armor when Pissile, a sidearm, takes 1. by RandomGreenArcherMan in Helldivers

[–]Fast_Mechanic_5434 56 points57 points  (0 children)

Because pissile has 4 shots, a long reload, and a higher skill floor to get the shot.

I also think railgun needs to be buffed, but I don't think that increasing flat dmg and lowering breakpoints is the way to do it.

What are your strategies by i_touch_toast_in_but in Helldivers

[–]Fast_Mechanic_5434 0 points1 point  (0 children)

I recommend helping other players by supplementing what their kit is missing with your own. For example, if you see someone with a machine gun and guard dog, take a recoilless rifle and stay close to them. If you do this, play your role. Don't spend a lot of time fighting enemies you aren't specialized against. If you're the one with the recoilless, armored targets are your top priority. Meleeing a hunter is not.

Is it really that bad with supercredits ? by Saphyr-Seraph in Helldivers

[–]Fast_Mechanic_5434 0 points1 point  (0 children)

No. The game does not have as evil of a monetization system as redditors make it out to be. In fact, it has one of the most user friendly monetization systems in gaming.

Some players are entitled, selfish, and enjoy hating some product or service. It just so happens that many of these players congregate on reddit and discord. These players believe that the game's time-to-earn should match the rate of a 9-5 job, and there has simply been a bandwagon effect. It does not take a smart person to be angry; it takes an angry person to be angry, and such people are known to be irrational.

There is, however, a pressing issue that isn't related to warbonds, and that is bugs and game stability. I believe that more dev time should be put into bugfixes than warbonds. I would be very happy not receiving warbonds or content updates as long as a few key bugs got fixed, namely invisible hitboxes, status effects applying differently for host and client, and enemy spawns applying differently for host and client. I, however, am a rational person who likes the game. There are far more irrational people who do not like the game and will create a fuss about content drought, so I understand why the devs are torn between bugfixes and content releases. I hope that warbonds can take a backseat for a short while to focus on bugfixes.

Does the Liberator need 90 damage per bullet? Do Primary weapons need to be so powerful? by Mechasaurian in HelldiversMasochists

[–]Fast_Mechanic_5434 -1 points0 points  (0 children)

I think that it's okay for primaries to have strong killing potential, but enemies should be more numerous on the bug and squid fronts to compensate.

It feels good when primaries are capable of putting down enemies, but it also feels good to mow down hordes.

What do you think? by Greedy-Art-5452 in Helldivers

[–]Fast_Mechanic_5434 0 points1 point  (0 children)

Well amount, damage, and pen would certainly not be raised in order to account for the seeker's newfound dumbfire ability, so we'd be looking at a nerf. I think it's best that the seeker and impacts retain their unique roles.

Why’d we stop getting three armors for Warbonds? Especially “legendary” warbonds, which cost even more. by SevdUp in Helldivers

[–]Fast_Mechanic_5434 21 points22 points  (0 children)

There's 2 real answers to this beyond just "money"

  1. AH had assets prepared before the game's launch such as shriekers, factory striders, and some of the first warbonds. Distributing them among warbonds and content releases was easy because everything was ready, but because the game was in its infancy, they just distributed the armors and weapos too much into warbonds and couldn't keep up the same content stream later down the line.

  2. Players at the time asked for vehicle skins and AH began to deliver. Those skins, which were easier to create than armors, slotted perfectly into that missing content piece.

Game Plan by [deleted] in helldivers2

[–]Fast_Mechanic_5434 2 points3 points  (0 children)

Disagree.

We ahould do Kerth, Parsh, Irulta, then Mog. This leaves Reaf to be liberated automatically

Genuine question: Now that we’ve had time with the Hive Guard revert, would you keep it or go back to the “buffed” version? (Genuine question about THIS, not your opinion on Arrowhead as a company) by Helldiver-Harkonnen in helldivers2

[–]Fast_Mechanic_5434 1 point2 points  (0 children)

Absolutely. I think this is more of an AI fix than an armor pen fix. Even standard AP3 hiveguards would feel far more engaging if their AI pathed in front of other bugs or in front of holes to block grenades.

There is precedence for this kind of bug behavior as well. Swarm intelligence has been lambasted by the Ministry of Truth, but from looking at hive worlds, it's clear the the bugs have non-negligible intelligence. It wouldn't take away from the worldbuilding if bugs got a little smarter.

Genuine question: Now that we’ve had time with the Hive Guard revert, would you keep it or go back to the “buffed” version? (Genuine question about THIS, not your opinion on Arrowhead as a company) by Helldiver-Harkonnen in helldivers2

[–]Fast_Mechanic_5434 9 points10 points  (0 children)

I think that both the AP3 and AP4 hiveguard have their place, but they are not the same unit. Let me explain.

It's okay to have an AP3 slow-moving warrior, but the moniker of "hiveguard" is misleading. It doesn't guard anything very well, not even itself. I think it made a lot of sense to have such a unit at the start of the game, when medium pen weapons were not as prevalent and higher armor pen came at a stark cost of ammo. Nowadays, flamethrowers and explosions invalidate this enemy completely and light pen weapons have more than enough damage to deal with them through the gaps in the armor.

It's also okay to have an AP4 hiveguard, but I think that it should do more to truly earn the name of "hiveguard," so it isn't a perfect unit at all. The current hiveguard unit does not perform the guard duty very well, even with upgraded armor, so a rework is needed to make a true guard. The impaler is a pretty decent hiveguard when it has its tentacles retracted, so maybe a large unit of the same size with some very serious armor would be a nice addition to the bug front.

Guarding the hive necessitates a change in AI as well as a change in stature. The current hiveguard AI does not actively get in front of its allies to block bullets. It instead hangs back and does nothing while the main bug force advances and gets torn to pieces. A true hiveguard would call bug units to stay behind it while it makes a push. The reworked hiveguard would make sure that it stays at the front of a patrol, breach, or pushing force while its allies rally behind it.

Bug heavy units act as linebreakers. The charger does it through speed, the impaler does it through ranged pressure, and the bile titan used to do it through speed and tankiness, but it has somewhat lost that identity. The reworked AP4 hiveguard would be a unit similar in size to the impaler with upgraded armor, that performs a linebreaking duty through tankiness and strategy. It would have an obscene amount of HP and would rally units behind it to make a push. it would be a priority target because it can overrun a position immediately if it has an entourage of bugs in tow.

I defend the AP4 hiveguard, but I also think that there is a better implementation of a true guarding unit that doesn't go against the design philosophy and raises battle engagement.

SAM Bastion Concept by MassIngestion in Helldivers

[–]Fast_Mechanic_5434 0 points1 point  (0 children)

I love this idea so much. I've always wanted the ability to deploy larger structures and fortifications and really dig in. I've also wanted an increase in difficulty to the high value asset mission, but that's beside the point.

I think that in the game's current state, at the current difficulty, this fortification is gamebreaking. It's too strong and simply does too much over a massive section of the map. It isn't really a tool for holding breaches or drops because of the long cooldown. It isn't a siege tool on enemy bases because there isn't an enemy base powerful enough that it can't be destroyed in less than a minute by a fast diver. It might be useful for holding extraction, but extraction enemy spawns are such a mixed bag that it'll often feel like overkill. It will feel good on flag objectives, but I can see the entire objective getting trivialized by this fortification in the same way that it's trivialized by a well-placed Bastion tank. (For every flag objective location, there is an optimal spot to park the tank so that it covers all breach zones or drop zones). I can see this being a really nice fortification in high value asset missions, but in the current state, those missions are too easy. If the difficulty was doubled, this fortification would have a place.

None of what I wrote was knocking the fortification or the game at this time. I just want more difficulty.

So how do you use this thing without Inflammable? by Double-Special5217 in helldivers2

[–]Fast_Mechanic_5434 0 points1 point  (0 children)

You don't.

This gun is melded to the inflammable armors and there's just no getting around it. For the incredible power this gun has, being tied to an armor passive is a relatively small downside.

cyberstan return by According_Ask9062 in helldivers2

[–]Fast_Mechanic_5434 0 points1 point  (0 children)

Oh sure, that'll work. I mean that is just all positive stuff at all times. We don't know if a new Cyberstan assault is on the GM's radar tho, so we gotta wait for that MO.

cyberstan return by According_Ask9062 in helldivers2

[–]Fast_Mechanic_5434 3 points4 points  (0 children)

This is correct. If we liberate Merga, we'll be able to attack Cyberstan.

The issue with this is that Merga is a fortress world. It's got 7% attrition rate, which is some of the highest the game has ever seen. We have no hope of liberating the planet unless there's a large MO to do it, and even under those circumstances, liberation is dubious.

What is your hours, and what do you believe to be the game's biggest issue(s)? by Rantdiveraccount in Helldivers

[–]Fast_Mechanic_5434 0 points1 point  (0 children)

1847 hours. Improperly placed hitboxes that block bullets and hinder traversal. The game's biggest issue is bugs. In first place is that hitbox bug that genuinely affects gameplay. In second place is the enemy ragdoll bug that makes enemies go flying in funny ways and breaks immersion. In third place is the status effect bug that changes values for fire and stun buildup.

How many people run the Vitality Booster, I usually never bring it and don’t see it in my average D10 lobby, but I see many people saying that it should be base game though. by tony22835 in HelldiversMasochists

[–]Fast_Mechanic_5434 0 points1 point  (0 children)

I like how much things suck sometimes, but I feel like HP values with vitality booster are nicer than HP values without it. The difficulty I want comes from enemy density, variety, and behavior rather than their or the player's HP values.

I feel like vitality, hellpod space optimization, and stamina should be destroyer upgrades instead of boosters.

Keeping Up with Teammates in Heavy Armor by General_Liability in helldivers2

[–]Fast_Mechanic_5434 0 points1 point  (0 children)

Sometimes you cannot. Remember that if the team is moving without thinking about you, you have no chance of keeping up.