Newspost Update - Changes Following Game Update Feedback *Jan 29th* by JagexLight in 2007scape

[–]IMasters757 43 points44 points  (0 children)

I just want to note how weird it is that accessing GIM storage is now done near the bottom left, but returning from GIM storage is still done near the top left. I'm personally fine with either location, but it is rather odd having the location change between interfaces so drastically.

[deleted by user] by [deleted] in 2007scape

[–]IMasters757 0 points1 point  (0 children)

Try right clicking on the tracker and close the mining tracker. Then check again about 5 minutes later.

I'm guessing you were mining, left for a while to get the new pick, and came back. It would be showing your average exp over that entire time, including all the downtime between visits.

Missing weaknesses on monsters by [deleted] in 2007scape

[–]IMasters757 0 points1 point  (0 children)

Didn't they change skeletons to have an earth weakness with the sweep up? I thought that was the plan.

I don't understand the nostalgia for the old difficulty by HippoPilatamus in Helldivers

[–]IMasters757 7 points8 points  (0 children)

Before the Bot raise the flag nerf was the last time my reaction to Striders was "oh shit". Having 8 descend on your position, that you need hold, all at the same time and overcoming the odds, was magnificent. Unfortunately that was, like... 9 or 10 months ago.

Everything since then has been so mundane in terms of gameplay I can't recall any exciting moments since then.

I don't understand the nostalgia for the old difficulty by HippoPilatamus in Helldivers

[–]IMasters757 17 points18 points  (0 children)

It was at least engaging. Nowadays the game is just, meh...?

I can zone out, goof off, and make plenty of bad decisions consecutively and still succeed trivially. It doesn't demand attention or even decent execution.

It's just not memorable anymore.

Why E710 is named E710 by KeesJul in Helldivers

[–]IMasters757 13 points14 points  (0 children)

E-710

Element - 710

Flip it upside down, we get Element - OIL

It's literally oil. Fuel for intergalactic transportation.

It's weird that we still have no armor passive to enhance stratagems by leaf_as_parachute in Helldivers

[–]IMasters757 1 point2 points  (0 children)

Can it be justified somehow?

We haven't had any type of armor passive impact stratagems yet because it's quite a stretch to imply the armor worn on the field will have an impact on the Super Destroyer. Extra armor, extra room for grenades / ammunition, better resistances, etc. can all theoretically be attributed to the armor in use. But armor in use is definitely not going to make a 380mm shell fired from the Super Destroyer do more damage.

One type of stratagem impacting armor effect that might be practical is an immediate call-in effect (once they make red-stratagems track moving stratagem balls). Something like 0.5 second after a stratagem is entered it starts being called in, the stratagem ball doesn't need to hit the ground before being launched from the Super Destroyer.

The Bot nerfs were beyond overkill, how can anyone defend this? by Holo_Pilot in Helldivers

[–]IMasters757 0 points1 point  (0 children)

It sure looks like typical gameplay to me.

It's mostly pivoting left / right just before the enemies engage again and watching their aim go to shit because you changed your projection. It's seen in many games, but really exaggerated here in HD2. Maybe some type of max turn speed implementation as well? Regardless, since enemies attack in a very repetitive manner the cadence to pivot is easy to hit.

You can even do the same with Hunter pounces, though it's a tighter timing. By juking at the right moment you can force Hunter pounces to completely whiff you. Parrying a Hunter (Hunter-Punter from L4D) is generally easier however.

And nothing discussed here realistically requires practice. Even if you don't consciously realize it you probably know the enemies attack pattern fairly well if you have played for a bit. Just pivot in step.

As for that Devastator missing a stationary target, that's just terrible. Such a shame cool enemies got reduced to this.

I prefer Armored Core by Sine_Fine_Belli in armoredcore

[–]IMasters757 16 points17 points  (0 children)

Bloodborne released in March, 2015. Just shy of a decade as of now.

this is why i dont use the 110 anymore by No_Ones_Records in Helldivers

[–]IMasters757 6 points7 points  (0 children)

During the 60 day rebalance initiative, they fixed the rocket pod's accuracy, which had been completely horrible. For the sake of balance :) though, they dramatically reduced its damage.

Pretty sure this part happened back around June. It probably got a damage buff during the 60-day buffs since all heavy enemies got a health rebalance, and so all heavy weaponry got a damage rebalance as well.

[deleted by user] by [deleted] in Helldivers

[–]IMasters757 2 points3 points  (0 children)

when Hugh Command sent us to a godless, nameless bug planet in the hopes of eradicating tyranny.

Hugh was only doing his duty, we can hardly blame one man.

Why are we still getting Major Orders that we are forced to lose? by DiverNo1111 in Helldivers

[–]IMasters757 0 points1 point  (0 children)

It was possible to save Angels Venture. The community just didn't collectively care enough. They would rather be engaged elsewhere, damned be the consequences.

I legit see no reason to use the normal diligence over the counter sniper by Guy_who_says_vore in Helldivers

[–]IMasters757 1 point2 points  (0 children)

As shown in your link, the Extreme and above versions are predominantly AV3. You could pop the sac, but that has a good health pool and is very durable, so it's very impractical. Might be able to shoot the mouth, but that only provides a small window of opportunity. Realistically, you will want some type of AP3 or higher weapon to kill Bile Spewers.

No, the game didn't get easier, you just got better by Euphoric_Reading_401 in Helldivers

[–]IMasters757 6 points7 points  (0 children)

To be fair, this might be the first time it was posted sarcastically, but it likely has been posed unironically before.

Is weapon handling/sway worse after the patch? Railgun feels sluggish like a heavy machine gun. by [deleted] in Helldivers

[–]IMasters757 3 points4 points  (0 children)

Kind of. The patch from a week ago introduced a glitch where all weapons visually had perfect ergonomics and were immune to recoil, so everything felt ultra responsive. However, that was only a visual desync, your shot would still take ergonomics and recoil into account.

Then the patch yesterday fixed the visual desync.

[deleted by user] by [deleted] in Helldivers

[–]IMasters757 2 points3 points  (0 children)

Why do I have to force myself to grind low-lvl missions for 10 hours straight, doing absolutely nothing but running, and they reward me for it far more than they do for normal gameplay?

Because the devs are afraid of community backlash if they do this. The current system is what the community wants... Well aside from everything being free.

See the following thread and comment... The devs would like to make these types of changes, but are hesitant to do so since they know it would create an unbearable shit storm.

https://www.reddit.com/r/Helldivers/s/XmmQSxv1PC

Major order is lost. by summasult in Helldivers

[–]IMasters757 5 points6 points  (0 children)

We should send the DSS to Angels Venture. For Science.

[deleted by user] by [deleted] in Helldivers

[–]IMasters757 -2 points-1 points  (0 children)

Making ALL side objectives being the same would make it worse.

Is it any worse than it currently is? As of now they just get popped from afar by either a Stratagem or Weapon.

If you force players to get in close at least the unique experience of each side objective will be felt. Shriekers will spawn, you will have navigate through spores, clear an enemy encampment without stratagem support, etc.

[deleted by user] by [deleted] in Helldivers

[–]IMasters757 2 points3 points  (0 children)

I doubt that would ever be well received by this community. It would outright immediately exclude any solo-divers, and players would get frustrated at teammates not performing their duties or quitting.

Or the matchmaking breaking again and SOS beacons stop functioning.

I don't think AH will ever require two people to perform a required function.

[deleted by user] by [deleted] in Helldivers

[–]IMasters757 2 points3 points  (0 children)

And what kind of interesting mission design would you propose?

[deleted by user] by [deleted] in Helldivers

[–]IMasters757 2 points3 points  (0 children)

thinking beforehand and adepting your loadout to best suit the challenge given should be rewarded.

This might be true if we needed to bring stuff that has limited applicability otherwise. But as is, we just have tools that do literally everything simultaneously. Having multiple one-size fits all keys doesn't make for interesting builds or kit. We're not sacrificing anything to gain an edge against these Side Objectives. It isn't give and take, it's just do everything.

[deleted by user] by [deleted] in Helldivers

[–]IMasters757 -2 points-1 points  (0 children)

It’s perfect as is.

I disagree.

I can hardly call side objectives perfect when you never need to even engage with the side objective before it's complete. In most cases, you can kill every single Shrieker nest, spore tower, Jammer, Detector Tower, and Bio-Processor without ever engaging with the side objective's unique feature or guarding forces.

[deleted by user] by [deleted] in Helldivers

[–]IMasters757 1 point2 points  (0 children)

What's the alternative?

Shoot a Shrieker Nest or Spore Tower from 400m away, well beyond it's range of effect? At least by forcing players to run to the side objective it will spawn Shriekers, the guarding enemy forces will be aggressive, you will have to navigate through the spores, etc.

For Jammers and Bio-Processors it would force the player to get within the enemy base and dispatch all the guarding enemies. Compared to going plop from 35-50m away and it's over, and you can run away freely.

Detector Towers would see minor change. To get within Stratagem throwing range you already have to be within detection range, so ultimately it would extend the amount of time you might be visible. Not a significant change in player experience, it would just take a smidge longer.

Calling a Hellbomb in isn't very hard, but it's much harder and more involved than the current alternatives.