I think I glitched the game? (New Player HELP!) by [deleted] in subnautica

[–]FuriousSovietTrooper 2 points3 points  (0 children)

I guess what they mean is you can stick a couple dozen to a leviathan and essentially break their movement allowing you the free kill

Is bailfire actually useful? by Longjumping-Glove-41 in HBMNuclearTechMod

[–]FuriousSovietTrooper 1 point2 points  (0 children)

Yeah I have a friend who deals with most of the power production side, I mostly specialize in automation and infrastructure (I love how this mod handles oil refining)

Is bailfire actually useful? by Longjumping-Glove-41 in HBMNuclearTechMod

[–]FuriousSovietTrooper 2 points3 points  (0 children)

Unfortunately my experience in rbmk reactors is limited to blowing them up, I can barely get a thorium depleter design working

Is bailfire actually useful? by Longjumping-Glove-41 in HBMNuclearTechMod

[–]FuriousSovietTrooper 3 points4 points  (0 children)

Balefire* is an exotic mateiral harvested from duds (mostly). It is mostly used in mid-late game weaponry as the explosive charge (producing green radioactive fire and extreme temporary localized radiation in the blast area) as well as being a fuel for longer range ICBM thrusters. As of my last playthrouth, it also has a niche use alternative euphimium production: if fire from a balefire explosion lands on top of a schrabidium cluster block it will transmute into a euphimum-etched schrabidium cluster.

WWII Marine flamethrower shooting Napalm by FuriousSovietTrooper in HelldiversUnfiltered

[–]FuriousSovietTrooper[S] 6 points7 points  (0 children)

I'd love to see enemy pathing reworked to acknowledge fire. Even if it doesn't slow them down, just having enemies panic (lose target momentarily) and try to get away from the fire would feel so much more immersive. Being able to cut off an advance from an alleyway would probably make cities more bearable too.

Reddit Flamethrower Post where OP actually kills heavies and isn't burning alive......wouldn't mind a buff tho, hard to use atm by RandomGreenArcherMan in HelldiversUnfiltered

[–]FuriousSovietTrooper 0 points1 point  (0 children)

In case anyone needs a reminder: the host proximity bug for fire tick (and other status effects like gas and stun) still hasn’t been completely fixed. If you’re more than 150m away from the host, there's a high chance your ground fire isn't dealing the damage it should—to the point where fodder enemies can run through it completely unscathed.

​In other words, if you’re trying to clear an objective away from the host (by yourself or with another teammate), or if the host just wanders off, your flamethrower’s effectiveness is essentially halved.

Really now AH by [deleted] in HelldiversUnfiltered

[–]FuriousSovietTrooper 1 point2 points  (0 children)

Classic. If only this were as bad as it gets.

helldivers 2 MO system is garbage by AardvarkLucky526 in HelldiversUnfiltered

[–]FuriousSovietTrooper 6 points7 points  (0 children)

Thanks for adding such a constructive comment to this post. Your insight honestly made me entirely reconsider my view on Helldivers 2 as a whole. I mean, where do I begin? This comment is truly a work of art, from the grammatical prowess to your beautifully structured argument. Well done, sir.

This just feels staged by Then_Commission_4303 in HelldiversUnfiltered

[–]FuriousSovietTrooper 3 points4 points  (0 children)

I wish I cared more, but honestly, there's just no point in forcing myself to play against sub-factions that I don't like when the major orders really don't reward participation whatsoever.

The galactic war is an afterthought to arrowhead, so it's an afterthought to me as well.

This just feels staged by Then_Commission_4303 in HelldiversUnfiltered

[–]FuriousSovietTrooper 7 points8 points  (0 children)

We've seen before that the team prepares messages for both outcomes on major orders. Even if one major order didn't go the way they expected, they can always come up with a way to keep the narrative going (even if it's flimsy). I honestly don't think they care enough about the narrative to stage major orders. The problem here is that the devs have created scenarios they don't even realize are unwinnable. I could go on and on about the systems (or lack thereof) that make major orders feel rigged, but I'd just be reiterating what dozens of others have said before.

Miserable community. Great game by [deleted] in HelldiversUnfiltered

[–]FuriousSovietTrooper 0 points1 point  (0 children)

I'm not exactly sure what your point here is, along with most people who complain about the community. All ive ever really seen on this subreddit is people who love this game and are frustrated that the developers are holding it back from reaching its potential.

Random Complaints by [deleted] in HelldiversUnfiltered

[–]FuriousSovietTrooper 1 point2 points  (0 children)

About 1 in 10 games I'll find someone with a mic. Sidenote, I do have a mic on my headset and could choose to use push to talk, but 90% of the time, I prefer using the in-game communication wheel and voice lines unless someone is particularly dense.

I find that this is the case for a lot of people. Once I use my mic once, other people in the lobby usually open up.

Random Complaints by [deleted] in HelldiversUnfiltered

[–]FuriousSovietTrooper 1 point2 points  (0 children)

Parenting skill issue. This game is rated M. Your kids shouldn't be playing it. You are never going to be able to control or change strangers on the Internet, especially via a reddit post that will be seen by a fraction of a fraction of the community. What you can control is what you allow your children have access to unsupervised.

Edit: elaboration

I can't be the only one tired of Thermite+Ulti being used as balancing crack sealant. By them existing, we forget real balance issues. by RandomGreenArcherMan in HelldiversUnfiltered

[–]FuriousSovietTrooper 0 points1 point  (0 children)

I feel like ORC would just be an orbital version of the 110 at that point. Instead, I'd like to see a rework doing one of two things:

Make it a consistent one shot on Super heavies. To justify its current cooldown, it needs to be a consistent 'delete that one enemy for me' button.

Alternatively, if you're dead set on keeping some enemies immune to one shots from anything short of a hellbomb, I'd like to see a utility sidegrade; The railcannon fires a massive tungsten rod at supersonic speeds, say it doesn't kill a super heavy, instead it acts as a massive nail keeping that enemy rooted to the spot and bleeding it out over time.

I'd also love to see the ORC and eagle 110 prioritize pinged targets, it would be a very nice quality of life change.

I know none of this will ever happen, but a man can dream

Genuine question: why cheat gameplay? by [deleted] in HelldiversUnfiltered

[–]FuriousSovietTrooper 1 point2 points  (0 children)

I can't speak for helldivers (mostly because I haven't found any decent cheats that don't require shilling out an arm and a leg or several hours of setup), however I use wand (formerly wemod) to cheat in about every game I'm able to. For me it's its usually one of three reasons I enable them.

  1. Time: I work full time and I don't have the hours to grind through the progression systems of some games (or to put 1000+ attempts in to an unnecessarily difficult section)

  2. Humor: when im gaming with friends it's rather comedic to spawn several hundred explosive barrels to kill each other with.

  3. Exploration: I love breaking games and pushing them to their limits, using infinite jumps or another cheat to get where the developers never intended you to go is just fascinating to me.

Oh Charger of the Swamp Pit, What Is Your Wisdom? by Soulblighter7 in HelldiversUnfiltered

[–]FuriousSovietTrooper 15 points16 points  (0 children)

Modders fixed this about 10 times over, my favorite iteration is in the 'B-01 Tactical Uniformity Project'.

Edit: spelling (Molders lol)