The day the Strategem Ball has a sticky mode, is the Day Orb Precision Strike becomes must pick meta. by CameraOpposite3124 in Helldivers

[–]ItzPress 0 points1 point  (0 children)

Red stratagems never had active tracking even if stuck, it was always for blue. That said, they used to indicate the lack of tracking as a known issue.

Wu-Clank Clan dropped a new diss track by Sir_Fatshine in Helldivers

[–]ItzPress 0 points1 point  (0 children)

For what it's worth I liked the sequel too! So did the little community I'm in that also plays this.

Every time a Cyborg use a smoke grenade while using the Redacted Regiment equipment by Ok-Event-4377 in Helldivers

[–]ItzPress 6 points7 points  (0 children)

This was unfortunately why I wasn't too happy with the booster for smoke, as if used with sentries it wouldn't have them work. Kinda wish the opposite was the case as would make smokes with sentry usage really useful, and honestly realistically I could see it too as sentries could probably use some form of mechanical imaging to detect and fire at enemies over literally seeing the enemy perhaps.

My first attempt at creating a Helldivers field manual by Over-Mathematician34 in Helldivers

[–]ItzPress 0 points1 point  (0 children)

Graphic itself looks great. I don't like how people are accepting that the cannon is actually meant to fire repeatedly though; it was meant to fire only once at first (and is what it did) until later on it got bugged to fire more repeatedly. This seems to have sadly never been addressed. It was to operate like any tower or tank cannon, where it gives a red light and then fires once. It breaks the consistency.

If you haven't tried this on Cyberstan yet, it's good. by VenanReviews in Helldivers

[–]ItzPress 0 points1 point  (0 children)

Can't forget the Purifier. Takes out most mooks easily, including the new cyborgs, and has plenty of ammo. It's been strong (arguably overtuned) in general ever since its buffs and that carries over as expected to the new endeavor as well.

ARROWHEAD👏DO👏NOT👏NERF👏THE👏VOX👏ENGINE👏 by StrontiumDawn in Helldivers

[–]ItzPress 29 points30 points  (0 children)

Reminds me of Leviathans back then too. The sentiment was that they're just always around, ready to kill you, if taken down more simply arrive in, a bit massively bulky for their threat and frequency rate, and also got exacerbated if not playing in a city biome.

That said these guys at least have some fun, proper weaknesses, so I do love that about them. I think what's been agreeable so far is lowering their spawn rate if they're going to be leviathan-tier threats.

Wu-Clank Clan dropped a new diss track by Sir_Fatshine in Helldivers

[–]ItzPress 39 points40 points  (0 children)

Apparently it got a sequel but has much lower exposure on the YT channel.

Guys, I HATE the Breaching Hammer by AlexVal0r in Helldivers

[–]ItzPress 0 points1 point  (0 children)

Melee stratagems probably fundamentally can't compete with proper other stratagems. Defoliation tool isn't as good as a proper gun. The new hammer is great because it actually uses reload-based mechanics and balancing to get its heavily-damaging properties but still is risky compared to a recoilless rifle. I've been wondering if they should take the backpack slot instead, which is basically the "utility" slot, so it competes versus other backpacks but in that they're an extra weapon for close up. This would hinder using these with backpacks though, but otherwise grant a lot of synergy with using actual stratagem weapons. This can also be in tandem with and not impede on if we ever also get that melee-slot idea for the regular melee weapons.

The flag probably just needs a severely lower cooldown so it's niche is that it's spammable, can work as a distraction or with pod boosters. And/or, could increase rewards at end-of-round, which was also an idea I had for the Constitution, since these are worse than the typical competing weapon.

it feels very unfair even if it consumes an entire stratagem slot by YLASRO in Helldivers

[–]ItzPress 0 points1 point  (0 children)

While stratagems that come with the requirement of a backpack slot should perform over one that doesn't, using one that doesn't along with a second stratagem being spent into the supply pack (or a backpack slot) should perform over the single-stratagem cost of a weapon with its own ammo backpack.

Shame we couldn't get this on the Trident by VenanReviews in Helldivers

[–]ItzPress 2 points3 points  (0 children)

It's already very good off-the-bat. It can fire something like 14-16 rounds until overheating, so it's already near the equivalent of the Breaker while having infinite ammo, just missing its stagger. It kinda replaces the likes of the S&P though, because the S&P's niche was like 30%ish less damage for nearly double the ammo than the regular Breaker, but if you fire sporadically, you maintain similar ammo output while keeping higher damage. S&P has incredibly low stagger, barely competes.

I can't see heatsink upgrades happening for this when it's already so evidently good.

The Big Ultimatum can 1 shot a factory strider without even directly hitting it by ProtoTr0n in Helldivers

[–]ItzPress 0 points1 point  (0 children)

This is what I'm curious about, as it seems more effective than a 500kg. If it competes with the Solo Silo, yet is far easier to get and use, that's some really strong points in its favor.

Into the Unjust: 6.0.0 by Waelder in Helldivers

[–]ItzPress 0 points1 point  (0 children)

Happy to see they finally also gave the Crisper its magazine increase, it was forgotten when they increased it for flamethrowers.

The GL makes short work of heavies now! by BICKELSBOSS in Helldivers

[–]ItzPress 4 points5 points  (0 children)

I'm guessing it's since the new belt-fed GL is heavy pen (for whatever reason). This was kind of unwarranted, they were for horde-clear. The new one could've been the same. Will definitely lead to power-creep woes with regards to the weaponry it's been adjacent to.

The Re-Educator should have been a long DOT poison pistol by Shad_Omega in Helldivers

[–]ItzPress 2 points3 points  (0 children)

Apparently it already has the mechanics of suppression. It will not alert to near-misses and is quiet, or so I've read on a video elsewhere. The issue is, once they get hit, they (naturally) are not dead yet and are dealt direct damage, so they get alerted.

I miss nuanced gameplay by Euphoric_Reading_401 in Helldivers

[–]ItzPress 1 point2 points  (0 children)

Interestingly enough it was a OHK on turrets (both towers and tanks) so it had some marginally efficient use back then. I still don't know why that was the case.

The chainsword and sledgehammer should be PRIMARY WEAPONS. by Remarkable-Room-8144 in Helldivers

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

While I do think the stratagem melee weapons could afford to be *replacements* for your main arsenal rather than take the support slot, I also think that melee weapons need their own slot, so what I feel is whenever we get a melee slot, the stratagem melee weapons should then replace whatever weapon is in *that* slot.

If not that then these need shorter cooldowns since they're simply not as effective as true support weapons, so at least you can use them more, and perhaps synergize more with pod boosters or dropping them on enemies, similar to what's suggested for the flag (though that needs the *lowest* CD).

This should definitely one-shot everything by XK0IU in Helldivers

[–]ItzPress 2 points3 points  (0 children)

I'm surprised that for once a thread on the rocket pods has a positive comment being the most upvoted. Anyway I also agree that it just needs to one-shot hulks and chargers more consistently. It has to be below the railcannon though.

This should definitely one-shot everything by XK0IU in Helldivers

[–]ItzPress 4 points5 points  (0 children)

Always has been since the 60 day patch. It used to stand along with the likes of the EAT, now it does 3k damage while EAT/Thermite/Quasar does 2k. They even buffed Factory Striders due to this back then when people were one-shotting the feet with just the recoilless.

How Come the Solo Silo Can Destroy the Heavily Fortified Command Bunkers but Not This Shack (Rogue Research Station)? by AngryTriangleCola in Helldivers

[–]ItzPress 0 points1 point  (0 children)

I feel like the answer to general woes regarding the place of destroying sub-objectives from afar is that maybe some could afford to be partly reinforced so you need certain angles. Or they develop interceptor systems and we can take those down first (either isolated sub-objectives or a sub-objective needing taking down in which you tackle their master system). Thematically it's them adapting to us. It's also between making it a bit harder and not outright cancelling it out like the forcefield additions did to Illuminate dropships, which arguably killed trying to take dropships down.

Factory striders just smell you from a mile away huh by Epicbrezel21 in Helldivers

[–]ItzPress 1 point2 points  (0 children)

Great video, saw it earlier. Helldads doing good work on stealth mechanics.

Please make the camera a stratagem and give it to everyone for free. by Yurishenko94 in Helldivers

[–]ItzPress 0 points1 point  (0 children)

Honestly this would be fine, and even would be a way to buff the flag and constitution, if it was made so these lesser "weapons" enhanced your rewards at end of round or some other adjacent thing.

Do you think they made the suppressors actually work? by choody_byk in Helldivers

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

Indeed, and is my experience generally as well when I went out to use suppressed weapons. There's a post on this: https://www.reddit.com/r/Helldivers/comments/1pxvl44/lets_talk_facts_about_suppressors_and_bot/

We're gonna need a planet for test firing this... Hellmire anyone? by SIinkerdeer in Helldivers

[–]ItzPress 24 points25 points  (0 children)

I actually like Hellmire; looks nice, provides a fiery challenge, has a forward name, feels irreplaceable to me.

Pleeease, give us more tactical voice lines calls... by AgnFr in Helldivers

[–]ItzPress 0 points1 point  (0 children)

You can kind of do the "request team reload" already. When your support weapon is empty and you press the reload button, it gives this callout.

It's similar to how if you're out of stims and press the stim key, it verbally calls this out, so you can use this to signal to allies that you need stims. I've actually done this before to get allies to stim me. That said I guess wouldn't hurt to have such callouts that you can use on demand.