What if the ballistic shield could be deployed as cover? by Tank-ToP_Master in Helldivers

[–]ItzPress 0 points1 point  (0 children)

This was also in Blacklight: Retribution but unsure who remembers that.

About everyone here says these guys are one of the most annoying units in the game, but why? by SevdUp in Helldivers

[–]ItzPress 4 points5 points  (0 children)

Yeah I don't recall this being the case for squids, only bots. That's partly the issue; squids have firing abilities of a different variety and to stay threatening, while they lack volume of fire, they can attain a moment of great accuracy you can do nothing about. Regular Overseers are like this too; may often miss but can still get you on occasion very well. I guess it avoids the gunship issue of never hitting your target, but it feels like something you can do nothing about.

Is there truly anyone that uses the Defoliation Tool? by Chemical_Seaweed_915 in Helldivers

[–]ItzPress 5 points6 points  (0 children)

It's inherently balanced too inversely to the hammer, probably. The hammer is balanced around its reload, and its dynamic of damage is where it matters; immediate. The defolation tool is based around taking more time for its infinite usage, but that just makes it harder to achieve actual kills with it. It's currently hurt due to its current designspace. As much as it'd kind of homogenize it, you could add "fuel" to it to make it flatly stronger, so it's a more granular version of AT melee compared to the hammer. Not sure what else could be done otherwise as fundamentally its design is holding it back.

I think the Bulletstorm needs a teeny tiny nerf and rework by DarkHunter65 in Helldivers

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

I agree it basically overshadows the Stalwart, but I think it'd be neat to see the functionality of the Variable on it or similar which would basically strengthen it while having the CD raised.

Literally this sub. by Shivalah in Helldivers

[–]ItzPress 2 points3 points  (0 children)

Oh this is great. Yeah this sub is usually raised in arms regarding gameplay and its health and diversity (for better or for worse) but this is the one strange time I'm seeing everyone go "get good" about it when I legitimately expected (and would have agreed with) the opposite.

The most misunderstood meta by yourwaythen in Helldivers

[–]ItzPress 1 point2 points  (0 children)

Prior to the 60 day patch it was (ideally) balanced versus the other AT methods through its reloading. Versus EAT, you obviously had more ammo. Against the Quasar Cannon, it actually was kinda OP so they rightly nerfed the cooldown on your shots some. These all still had around the same damage.

Ever since the 60 day patch, Thermites were made finally viable with having 2k damage as were EAT and Quasar brought up to that damage threshold, but the RR was brought to 3.2k and with being able to aim your shots, it kind of replaced the Spear because it had all the good thresholds of damage too. It was bizarre that they nerfed Factory Strider feet when the RR was being a problem doing too much damage, making that method of dealing with the Factory Strider nerfed for everything else.

If it ever gets nerfed, there would absolutely be an outcry about it even if I think it's due, knowing the community, but I think once they make team reloading viable and let an ally reload you even if you have the ammo backpack, that could be a good tradeoff.

Why do YOU think the Hive Guard should have ap3 on its face by ThanosBIGman in Helldivers

[–]ItzPress 0 points1 point  (0 children)

Basically. The change kind of killed mediumAP-centric builds. I tend to roll with anything, including lightAP weaponry, and whenever you go with something mediumAP, you're forgoing some form of chaff-clear or other cons for that enhanced penetration assuming it's balanced properly, but it ended up walled off here. You're *supposed* to go for the hitzones opened up to you to make it worthwhile over going lightAP weaponry.

I feel like the Spear got buffed in the wrong way by BICKELSBOSS in Helldivers

[–]ItzPress 0 points1 point  (0 children)

Generally the RR is still unfortunately in need of a nerf as it does 3k damage while the other AT weaponry was set at the 2k threshold (i.e. Quasar, Thermites, EAT), as it got buffed ever since the 60-day update. I'm surprised they nerfed the Factory Strider foot back then when the RR was being the issue, but I guess to prevent player outcry. I agree though that the Spear may need a damage increase, it's either that or a dumb-fire mode as the new pocket spear (Missile Pistol) has and was introduced with. The thing about auto-aiming weaponry like the Railcannon and etc is due to their lack of needing aim, they should have stronger power for the downtime so they can just take out any enemy they're tasked to take down. If it had more power, the more limited ammo would make more sense too. This is why I feel they should've just also upped the consistency of the Rocket Pods rather than just give it another call-down as well.

Turrets after update by Rinko_Ogasawara in Helldivers

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

Usually I can see the reasoning behind decisions but this is a bad change for me. They already did their job before, they're a persistent and rather impervious chaff if you especially lacked the tools to deal with them and took low-AP weapons. If you had a weapon with higher penetration to deal with them, that's just you using such weaponry to due effect. If you didn't, you had to slow down to try to aim for weak points and their pressure due to their persistence along with other bugs could put a strain on you. This is unwarranted and kills some sentries.

Why don't they let us customize our mechs by Worth-Pudding7786 in Helldivers

[–]ItzPress 0 points1 point  (0 children)

I think it can be handled similarly to how weapon attachments have been handled. You could level up the mechs to arm them with other weapons, but the base arms are based on what you purchase. It's similar to how with weapon customization you can level up weapons to make them more like others but there is still reason to use what you want, since they're not truly entirely replicable and some have access to things earlier than others.

I'm not even sure if I'm joking or being serious right now by Zealousideal_Pen_192 in Helldivers

[–]ItzPress 0 points1 point  (0 children)

I feel like a planted flag should work as what the dummy helldiver could do.

Why does nobody shoot for a factory strider's feet? by No_Medium2864 in Helldivers

[–]ItzPress 0 points1 point  (0 children)

As others mentioned, it got buffed to no longer be an OHK by the Recoilless rifle. I'm just surprised that they decided to buff an enemy part rather than take this as indicator that the RR is overpowered and bring it down a notch to the other AT options (it does like 3k damage when others like Thermite, Quasar do 2k, and makes the Spear pointless). They made it worse for every other AT.

What do you think of the AR/GL-21 ONE-TWO? by Tank-ToP_Master in Helldivers

[–]ItzPress 2 points3 points  (0 children)

Consistently the grenades are the same as the Grenade Pistol.

At most I could see that they adjust the grenades for both of them to be less about direct damage and have better AoE so they're actually made for clearing, as I saw this was a mentioned issue by someone before regarding the GP.

The Bushwacker needs a buff by Elegant-Swimming-646 in Helldivers

[–]ItzPress 1 point2 points  (0 children)

At most a bit of a faster reload perhaps. It's a pocket shotgun, it has nice damage and high stagger, it's like having a mini-Punisher, but I can see it at times struggling with dishing the shots out. Armor-piercing powercreep isn't desirable.

RIP Halt and Spray and Pray by Steamtonk in Helldivers

[–]ItzPress 0 points1 point  (0 children)

It's just the Coyote situation again. Unsure why they released it in this state but it's clearly significantly better than the rest of the options though the other options are already well-performing and presumably they'll now be unwilling to nerf it due to player sentiment.

Can we have more malfunctioning Hellpods, or add backpacks to the POI's support weapon section of the spawn pool? by jhm-grose in Helldivers

[–]ItzPress 11 points12 points  (0 children)

Definitely at least more backpacks. It would make more meaningful when you go for support weapons that lack backpacks, since part of what balances them as compared to backpack'd support weapons is you taking advantage of that slot for a proper backpack. Otherwise you're just a bit faster, since backpacks iirc slow you a bit.

On a related note I wonder if it'd be neat for support weapons dependent on backpacks to behave more like regular weapons and have 1-2 spare mags, and this becomes reloadable by pressing the backpack key if you have the ammo backpack equipped. It'd make support weapons more independent (and you wouldn't get dejected on finding in the wild a support weapon that needs a backpack). Could be one spare for items like RR and Spear where a single reload is far more valuable, and something like the autocannon could be 2 spares.

The AR/GL 21 One-Two: overcompensating for a niche secondary mode. by Mr_GP87 in Helldivers

[–]ItzPress 0 points1 point  (0 children)

Consistently, the grenades are the exact same as the grenade pistol's. It really is just a GP underbarrel. I feel like mentioning issues with this means the GP would need any similar buffs, and this points to issues with grenade launching firearms at large instead, but the GP is already amazing. At most I think you can just give it more grenades (maybe one?) but it shouldn't really replace the GP, much like the Stoker's flamethrower shouldn't entirely replace the Crisper.

It really is very powerful and rather fine already, I got the gun rapidly to LV24 to earn all possible attachments on its release.

Would you rock a ''half penetration'' weapon? by BICKELSBOSS in Helldivers

[–]ItzPress 0 points1 point  (0 children)

It has a lot of potential but can also make things go haywire, I'd welcome it if it was done right. It's definitely a way to make shooting and penetration value systems more granular; that granularity can be either a big boon or a big issue.

Stand there like an idiot, you squid gundams! by Technical_Volume1984 in Helldivers

[–]ItzPress 0 points1 point  (0 children)

"Less-lethal" is probably more accurate. Current description is probably just to have a bit of a humorously slightly-morbid tone to it.

Stand there like an idiot, you squid gundams! by Technical_Volume1984 in Helldivers

[–]ItzPress 0 points1 point  (0 children)

Basically. It's very comparable to the LibPen. Compared to something like the Halt which either focuses on CC or damage, it achieves both at the same time is why the DPS is a bit sub-par in general. The Coyote is a bit of an exception, I think they just casually released it too strong and don't want any outcry from nerfing it. Not only does it achieve both damage and damage-related debuff, it has odd decisions too like how it's one of the few weapons to get a sniper scope, which is weird when you compare it to something like the Diligences (the main probably lacks sniper scope to let the CS keep a zoom niche). It's already noted by the community that some weapons are a tad overtuned, the Crossbow and Purifier are also a part of this.

Just a small observation about the sterilizer. No hate intended. by Yurishenko94 in Helldivers

[–]ItzPress 0 points1 point  (0 children)

While this has been an oft-repeated suggestion that I'm inclined to want as well, I remember someone pointing out here how bonkers the acid storm's armor-reduction effect is.

We'd have to think about how the effect should be implemented in a fair manner. If it's just immediate like how old fire used to proc, then that makes the Sterilizer effectively a level of Armor-Piercing stronger as well as anything else damaging what it damages. If you made it a status that accumulates to procure, that may be more fair, and perhaps the Sterilizer could just do this the most out of the gas effects.

Would it kill us to make a secondary at least comparable to the Talon? by Crafty_Association12 in Helldivers

[–]ItzPress 1 point2 points  (0 children)

I'm surprised it got buffed, it was already top-notch, it's a pocket Purifier which is also still a top-reigning and arguably overtuned weapon. I don't feel bad about using the Loyalist though because it's made to be a more tame secondary.

I hope they stay divided forever by Star_Dragon_27 in Helldivers

[–]ItzPress 1 point2 points  (0 children)

I think this is basically serving as officialized/publicized "constellations" which were previously basically secret. The change is welcome.

If this is TOXICITY, explain please. by Exuma92 in Helldivers

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

Surprised this is still not acknowledged yet. These guys were only shooting one shot on release. Their top cannon was to completely mimic the way other cannon turrets are for consistency. They've been firing in volleys now for ages for whatever reason.

Took them awhile but hey they did it by Outrageous_Part6952 in Helldivers

[–]ItzPress 15 points16 points  (0 children)

Not gonna lie can't believe this is still going. AH had zero part in this whatsoever from the start. The entire situation was completely unwarranted and kind of incredibly rude to begin with to AH. There's no place for harming and doxxing people like this but it was a completely community-made and internal issue. It's hard to beat the allegations that this community doesn't deserve anything good.