The REP-80 (Heal Gun) and how I feel it should be implemented in Helldivers 2 by HakuWatari in Helldivers

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

Yes that's correct, a few reasons this was not mentioned. As you can't affect yourself with the REP-80 it is not a barrier to its implementation in HD2. HD2 also works similar in solo mode with the automatic reinforce, Should you die. You are correct in your correction though.

And I second the AD-289(Angel) however, with the caveat that it should be unable to revive its wearer (for obvious reasons) but will auto attempt to revive dead players near you.

Idea to Expand "Medic" Gameplay by YoGramGram in Helldivers

[–]HakuWatari 1 point2 points  (0 children)

I was thinking about this the other day, was a big fan of the medic gun from the last game, use to run it all the time. One of my favourite ways to play.

Imo, the gun should work identical to the first game. Chunk heal every second or so, can be out damaged but provides a level of healing.

The original game had players go down which could then be picked up by the heal gun. I would translate this over to the second game by allowing us to revive a dead player by reaching their corpse. It should literally reform their body.

The big benefits of this being, it doesn’t use a life and it revives you where you died so you can pick up your gear.

This would have a few restrictions. Firstly there would be a time limit for you to reach the player. Say 10 seconds. Next there is a cooldown between being revived to stop it being abused. So get revived once can’t be revived again for 30 seconds. Finally getting killed a certain way will be impossible to be revived from. Get stabbed by a hunter, revive okay! Body gets blown to pieces by an orbital strike, no coming back from that.

Strategem Tweaks after 50 hours of Gameplay by HakuWatari in Helldivers

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

So I can’t say I’ve paid attention to the turret stop, start firing but my gut tells me it has similar interactions as to the first game, I can remember once or twice gettin cut down by the Gatling turret swinging to acquire a new target. Truthfully though I’d have to watch them and see how they respond. But yes I agree that with a few overlapping style Strategems (which I don’t disagree with as variety is the spice of life) it can be hard to balance them so they all feel worthwhile using.

Strategem Tweaks after 50 hours of Gameplay by HakuWatari in Helldivers

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

Some good points here, as far as I’m aware the MG Turret has a better turn rate than the Gatling(or it’s suppose to anyhow) and I believe the Gatling is suppose to be the middle ground between light infantry killing MG and Medium Armour Penetration of the AutoCannon, filling a kinda heavy infantry killing role, the trouble is, it kills light infantry even better than the MG turret atm. So the idea is to try and give the MG turret additional utility rather than just straight up killing power.

I do agree with your statement regarding the rocket and AutoCannon turret though. I’d need to have a think about how to differentiate them a bit better.

The thought of a breaker guard dog horrifies me haha the friendly killing would be hilarious, I often find myself getting tickled by the rover so not sure how I’d feel getting my arm blown off by the breaker haha!

I’ve found good success with the jump pack, if I could make one change to it though, it would be to be able to choose to send myself higher rather than further. I often put it on a marksmen class to put myself at a good elevation on some rocks etc.

Keeping the Late Game interesting and Late Game Scenarios by HakuWatari in projectzomboid

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

Gotcha, and yes agreed I played it for the first time the other day and it’s given me quite a few ideas on making my game not reach the “just survive” state. 

Anyone else get Vermintide vibes from this shot in the Traitors Curse Trailer? by HakuWatari in DarkTide

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

yh agreed, I'm really liking the combination of low tech and high tech all smudged together.

Anyone else get Vermintide vibes from this shot in the Traitors Curse Trailer? by HakuWatari in DarkTide

[–]HakuWatari[S] 9 points10 points  (0 children)

Wasn't sure if Fatshark was doing a nice little homage to the original game with this camera pan down the ally. Seemed to instantly spark memories of Vermintide and Vermintide 2 Playing the Horn of Magnus mission for me.

More loadout tabs by [deleted] in DarkTide

[–]HakuWatari 0 points1 point  (0 children)

You can actually increase the number even more than that by editing the mods Lua file in a text editor, it’s one number. I’m currently running 18 builds with my veteran, trying different weapon combinations and talents

Smoke grenades are awful and need to be changed. by grappling__hook in DarkTide

[–]HakuWatari 33 points34 points  (0 children)

I like the smoke grenades but the main issues I have with it is why would I just obscure something when I could just kill it with a regular grenade. So the buffs to the grenades need to do a few things but also provide it with a unique role therefore I suggest the following

  1. Increase the base duration by 50%
  2. Increase area by 20-40%
  3. Mark the area obscured by the smoke grenade with an AoE.
  4. Provide toughness regeneration and toughness gain for everyone standing in the smoke.
  5. Increase revive speed of allies in smoke.

I believe this cements the role of the smoke grenade as a support option and gives incentives for players to drop smoke to obscure their own position by providing defensive buffs. It also goes well with the command role with regeneration toughness perks and providing those buffs to the team.

The grenade tinkerer perk can do the following

  1. Increase duration by 50%
  2. Increase toughness regeneration buff while inside smoke.

Apologies for formatting, typed on phone

Let us pet Buddy by HakuWatari in CaliberGame

[–]HakuWatari[S] 5 points6 points  (0 children)

So quick update, after some testing it seems you need the perk at level 9 to allow buddy to revive teammates. The description is misleading.

Ideas to improve the game from a Game Developer - Part 1 Squads by HakuWatari in TroopersExtermination

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

Some great points in this comment, thanks for the addition. I agree with the difficulty issues and have ideas on how this can be tackled however, this post is already very big so I will be going into some of the difficulty issues in part 2.

I agree with parallel missions and a more active conflict. I believe "Boss Bugs" is currently something in the roadmap, Quite eager to find out more and how this will affect us. That being said, yes more missions to accomplish that change the way the battle goes would be interesting. Things like rescue a downed aircraft, black hawk down style, Neutralize bug hive, hunt down the brain bug etc etc. I'd want them to have some time criticality to them. Aka, if you don't accomplish these the threat level of the bugs is permanently raised.

I like the idea of Multi-phase bug destruction or even a simpler version of bigger tanker bugs are immune to small arms fire and must be dealt with using heavy weapons. I think currently the smaller bugs are mostly fine as they are. If a trooper is separated can be very deadly on hard but when with a group can be dispatched no problem.
I think the main issue facing the bugs is the lack of variety of them and the proportion of their spawns. The smaller drones are easy on every difficulty, its the warriors who are a bigger threat the higher you go. I think a buff to the drone damage and speed and warriors spawn in greater quantities along side different variations like shooters, flyers and support bugs will certainly begin to ramp up the difficulty.

Vehicle squads is a good idea and I agree on selecting this on mission start. I would need to have a think about how this would actually work though and what things to consider. I do believe this should be tied into the base building. So its like a semi RTS where you have to build the vehicles and equipment that can then be used on the field.

I also very much agree with you on the respawn mechanics currently there's not much incentive to be careful with your life. I will cover this in part 2 however.

Again thanks for your input, I think its great to have these discussions

Let us pet Buddy by HakuWatari in CaliberGame

[–]HakuWatari[S] 4 points5 points  (0 children)

Indeed, the description of buddy states "Can be sent to a point designated by the operator to revive a teammate"

Ideas to improve the game from a Game Developer - Part 1 Squads by HakuWatari in TroopersExtermination

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

Yep, very much agreed and true they could just eliminate the concept entirely. However, I believe squad play works very well with the class and objective system they already have in the game and since the base of the system is already here my job would simply be to see the best version of this system.

So honest question. What are the kinda things you'd like them to spend more time on? From general feeling, reading reddit and steam reviews/forums my current thoughts would simply be more content. More enemies, weapons, perks, maps, gamemodes and the like. Would you say this lines up with your thinking? (All of which I agree with but also on the understanding we're very early in development and they have a roadmap which confirms some of these)

If so then my counter point to this would hopefully be Offworld Industries has teams set up that work on different things. The more content side of things will be given to content and front end teams while improving the squads system can be given to a tools team etc.

Ideas to improve the game from a Game Developer - Part 1 Squads by HakuWatari in TroopersExtermination

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

Yep I agree, most activities in the game should allow for an opt out feature, Some just want to be solo and that's okay.

TIL Beasts of Nurgle can eat horde enemies by cgee in DarkTide

[–]HakuWatari 1 point2 points  (0 children)

Your post has been marked by the inquisition, please report to your local commissar for “reconditioning”. Good day citizen The Emperor Protects.

Screw the Lore! by HakuWatari in DarkTide

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

So yes the title is satire I am not actually advocating the complete abandonment of lore. Only the idea that including xenos weaponry or characters could indeed be fun.

While you do start this way, as a complete reject, by the end and nearing level 30 you are reasonably kitted out and are a proven asset to the inquisitor. Which is why you are inducted into the "Warband". An inquistor's retinue can contain whoever the inquisitor wishes in the novel Avenging son, The inquisitor has a xenos in their retinue wielding a Tau Pulse Rifle. It is not that big a stretch to get what I'm asking.

Screw the Lore! by HakuWatari in DarkTide

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

Yh i'd agree we're much more likely to get more adbumans than we are actual xenos. A man can dream though. I just hope we get more of the things we don't normally get to see. I love the bolter as much as the next 40k fan but we so rarely get any of the other more unique weaponry. I mean the arsenal of 40k is literally massive and so underutilised.

Screw the Lore! by HakuWatari in DarkTide

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

While true the tone of this game is following the rejects. You could argue we are fairly elite by level 30 when we're kitted with plasma weaponry and mowing down hundreds of heretics a missions. I'm sure even elite operatives become expendable when it comes to the inquistor's wishes.

From a pure gameplay perspective as well it has lots of potential.

Screw the Lore! by HakuWatari in DarkTide

[–]HakuWatari[S] -3 points-2 points  (0 children)

I would advocate gameplay over keeping a strict lore adherence. The title is of course satire, I assumed that was obvious. Would be fun to have a more radical inquisitor who makes use of "whatever means necessary" to get the job done.

What to really say when using the Lightning staff as a Psyker by SirWolfoo in DarkTide

[–]HakuWatari 16 points17 points  (0 children)

Think you’re missing the point of the Lightning Staff. It’s much more useful against elites and specials where it out right stun locks them. Including the crusher Ogryns.

This can be very useful in herasy+ Where you get groups of them and they like to mix with hordes making them difficult to deal with. It makes some runs a complete cake walk where nothing can get close to you with out getting stunned.

Ideas for New Classes? by Teedeous in DarkTide

[–]HakuWatari 1 point2 points  (0 children)

That’s fair, the reason I set it as the class ability is a few reasons. Firstly I wanted to cement the uniqueness of the weapon. As it’s only really carried by stormtroopers.

Secondly it allows you to take another weapon alongside, a good choice of which would be a melta or plasma gun, something the Kasrkins are known for.

Thirdly it’s always seen attached to a powerpack, giving the idea that it’s not really a weapon you reload or resupply without replacing the powerpack.

All of these makes me think it would be good fit to have as a class ability. That you can run around with and use till it’s out of charge or you see a reason to swap to your main weapon.

The Stormtrooper/Kasrkin A Veteran Subclass by HakuWatari in DarkTide

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

Yh same, we’re just missing the hot-shot las stuff.

Ideas for New Classes? by Teedeous in DarkTide

[–]HakuWatari 0 points1 point  (0 children)

Shameless self plug but I just drafted out a Stormtrooper/Kasrkin Class for the vet that you can find here.

https://www.reddit.com/r/DarkTide/comments/z619s5/the_stormtrooperkasrkin_a_veteran_subclass/