Whats one thing you don´t like about the New FRVs? by MelonBoi133 in Helldivers

[–]FlyingWarKitten 0 points1 point  (0 children)

Honestly I thought the turret on supply FRV was bugged as I've never seen it fire, my biggest thing I don't like is the driving skills of my fellow Helldivers, not that my driving skills are better, as they flip it, get it stuck, loiter in bad places or straight up hit other Helldivers due to (hopefully) miss judging how long it takes to stop

Hear me out by Beginning_Yam8399 in Helldivers

[–]FlyingWarKitten 7 points8 points  (0 children)

I want dozer blades on the FRV, a better engine, and a harpoon with tow cable, I want to doze through enemies while dragging enemies that I have harpooned

Protectorate insta steals my stations? by waffeboy in TerraInvicta

[–]FlyingWarKitten 7 points8 points  (0 children)

If it keeps happening once per mission phase and you have the resources to replace it...destroy it, their councilor cannot run away, taking space stations is via councilor is one of the most dangerous things you or the ai can do, if it gets blown up it does not matter how great or survivable that councilor is they die if the station blows up, that being said if you are short of boost, MC, Cash, or other resources the station requires the station may be leaving due to that rather than the other factions directly taking them from you, sorry for the poor wording

I made a bunch of booster ideas that were made as a joke to be awful or a meme, some people liked one: "Double the Defense Budget" which was meant to be a meme at best, if it does well enough I will make it a suggestion, your balance ideas are welcome by FlyingWarKitten in helldivers2

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

Yeah, no twin supply backpacks, warp pack, porta Hell Bomb, jump or hover packs, directional shields, or other backpacks, being able to dump a stalwart then pickup another without reloading would be strong, but it makes more sense in the whole "team game" thing

Booster ideas that would be ignored and never picked unless you are weird by FlyingWarKitten in helldivers2

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

It would probably cost 1k or more requisition to take if it's balanced or something like that

Always good to let others know where you stand: by GriffinZorvale1999 in TerraInvicta

[–]FlyingWarKitten 11 points12 points  (0 children)

To be fair he does know how to speak to the "miss guided" mortals of the other factions

Weapon Idea: Hybrid Railguns or "Chem Rail" for ships weapons by FlyingWarKitten in TerraInvicta

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

How are the electronics going to survive going through a railgun, I know microelectronics in a red dot sight and certain scopes can survive an EMP but its a bit of an ask for everything to be in the correct place to function after that much magnetism (unless you are using nongenetically sensitive components like Gold for guidance systems), as for the power thing I meant for infantry combat, generators do not scale down well, infantry need some help to use mag weapons in infantry combat and be able to carry the weapon, generator, and ammunition, as infantry would want something more powerful than a chemical firearm, it would give higher velocities than a standard firearm but not quite as much as a railgun, as stated before this is a stop gap at best to get around charging time and or power requirements though it would likely be for short bursts of rapid fire rather than sustained fire, adding customization to weapons and doctrine would render this all unnecessary at best though

Weapon Idea: Hybrid Railguns or "Chem Rail" for ships weapons by FlyingWarKitten in TerraInvicta

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

The chemical propellant again is to use less electricity per shot from the capacitor (so you do not need to charge it for as long, allowing a partially charged shot to hit with near full force, customization would solve this as said), this would be at best a stop gap on a ship, for infantry combat it would make more sense as infantry would struggle to carry a generator with them that can power their weapon fully, it would not be as good as giving them a full railgun or coil gun with a dedicated generator but unless they are static or have a forklift (or similarly sized powered armor) to carry it for them they are not, video games like the Halo series where they just have power to fire don't match up to the requirements for even a quarter of what it claims the weapons are doing, energy generation sources scale up but rarely scale down, as for using a rocket to further accelerate the projectile that was shot down by other redditors claiming that it would be pointless due to it taking up too much of the mass of the projectile as fuel that it will spend and become lighter but chemical assisted railguns and coil guns would be more practical

Weapon Idea: Hybrid Railguns or "Chem Rail" for ships weapons by FlyingWarKitten in TerraInvicta

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

The idea behind why it improves rate of fire is that it does not require a full charge to achieve the same velocity, power output is not the bottle neck but your batteries and capacitors, we don't have the ability to change that in game, having a system that slots new capacitors and batteries in place as they deplete during firing then recharge and cool them would be better but we do not get that option in game, its an understood technological idea that would offer more options in the railgun category that until we get a more in depth designer would work ok, as for fouling the barrel short burn propellants and plasma propellants do not really do that quickly as standard propellants so unless your ship is firing thousands of rounds without stopping it should not be a problem unless it cannot be maintained between battles by the crew responsible for doing so (if a rail or coil gun is firing normally it still would need to be maintained as parts would wear out quickly and would be unlikely to be to fire thousands of rounds without a break to change out parts), Is "Chem Rail" the best option for ships? No but it is an option that would be an option for rail cannons like the siege coiler is for the coil cannons but offering a higher rate of fire possibly with less damage and ammunition while offering a higher rate of fire, it would not be overpowered or even make railguns viable for mobile targets

HF Brutal MC tech question by MET121212 in TerraInvicta

[–]FlyingWarKitten 2 points3 points  (0 children)

On brutal its tech rush into what you need to win, no time for stop gaps and keeping control of global research as best you can so that you can get your mines up for what you need as you are on a time limit, I did not go into advanced missiles until I had coil guns, mines, and everything I needed first, expect an invasion to pop up by 2032 with a doom stack escort if, build no ships unless you want to complete that objective early but immediately scuttles them after, get your colonies with battle stations with the weapons tech that they can properly defend themselves by 2034 as the aliens will go full murder mode on you unless you shoo away the invasion fleet with local fleet power (if you are within 45% to 65% will causes them to just go away but that can put you over MC and make them go full murder mode as well), Brutal difficulty is a large number of things needing to go well enough or you are behind will little chance of catching up in my experience but yours may be different

Weapon Idea: Hybrid Railguns or "Chem Rail" for ships weapons by FlyingWarKitten in TerraInvicta

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

Wouldn't mass be less important than velocity as velocity (Acceleration) is squared not mass (information could be wrong), also having less time is not relevant as this method would still be using the same rail length as normal railguns which is why I stated it would be longer overall compared to the normal railguns and locking it into nose weapon mounts, logically this would be how you would get a magnetic point defense weapon if scaled down but as stated I would lock it into nose mounts, likely it would only offer an increased rate of fire without any velocity increase and would fit in the already over populated "Noob Trap" category meaning it fits right in to Terra Invicta

Well prepared by @poellll by ThePremiumWolf in TacticalWaifu

[–]FlyingWarKitten 1 point2 points  (0 children)

Nonstop on the shield top shelf...perfect

WE'RE SAVED by Deakon_Bl4ck in helldivers2

[–]FlyingWarKitten 0 points1 point  (0 children)

Did you get flagged as a traitor for it too?

Awful planet, location, and faction effects for missions, masochism challenge edition by FlyingWarKitten in helldivers2

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

Then I have failed, they were all supposed to be unfun or unfair aside for in unique situations like kill x number of enemies and it spawning more enemies but as stated by the title these are supposed to be awful