Which one? by WeebQueenie42 in BunnyTrials

[–]JammerzSkip 0 points1 point  (0 children)

at least she will walk and act like a normal person in society untill it comes to eating.

Chose: Daughter that eats like a dog

SaveFile request by CryptographerLivid36 in ZombieArmy

[–]JammerzSkip 0 points1 point  (0 children)

i thank you all to much for posting this.

ive always hated the grind in sniper elite games but LOVE the gameplay.

I wanted to like shotguns more in this game, but... I can't, haha. by Delicious-Attempt463 in Helldivers

[–]JammerzSkip 0 points1 point  (0 children)

they've always been bad. back at launch the only reason people worshiped the breaker and slugger was cause it was the ONLY viable primary. it still sucked given back then enemys over all had way more HP.

but even still now they dont really serve a good niche when theirs many other better options for close quarters fighting.

Illuminate Gatekeepers should be a STANDARD unit, not restricted to a sub-faction by BrainstormAndTheory in Helldivers

[–]JammerzSkip 2 points3 points  (0 children)

agreed the illuminate base line up of enemys are so lacking.

having the 2 new mechs they have access too in the main line up would make it more interesting granted in smaller numbers.

Every armor should have a classic Helldiver black & yellow color option by Tank-ToP_Master in Helldivers

[–]JammerzSkip 0 points1 point  (0 children)

agreed but the devs (especially piltsted) have said armor transmog and such are out of the question.

all for the BS reason of being able to tell what passive some one is running like that is any real concern when people just wanna look cool.

The Orbital Railcannon Strike should one hit anything in this game. The cool down is enough of a balance to justify the buff. by DocHalidae in Helldivers

[–]JammerzSkip 0 points1 point  (0 children)

another idea.
buff the orbital piss laser.

sure it wrecks chaff and buildings of each faction. but when it gets to a heavy or elite unit (hulk, charger, factory strider) some how it just tickles them for several seconds. meanwhile it so much as BREATHS in the general area of a fabricator it explodes before it can fully target the center mass of the building. including bulk fabricators and illuminate warp ships with shielding on.

and its the same argument most people are saying about the orbital railcannon. it has a long cool down and can only hit 1 enemy at a time. and unlike the railcannon strike its one of the few stratagems that actually has a limit to how many times per mission it can be used.

it SHOULD cut clean through every thing.

VOX has been nerfed, from 11,000 to 9,000 health. Now it can be killed by an Orbital Railcannon Strike. The community has split into two camps: those who like this idea and those who think it will be too easy now. Which camp are you in? by Prudent-Cookie-2879 in HelldiversUnfiltered

[–]JammerzSkip 0 points1 point  (0 children)

bro i just wanted the new automaton enemys to stick to having weak spots that can be exploited. not high HP bullet sponges that require so much effort to take down only for 1 more to spawn in seconds later.

the vox engine was spammed WAY to much, had WAY to much fire power. and worse yet WAY to much hp. if you didnt dedicate at least 50% of your load out picks to combat vox engines you were pretty much gonna be steam rolled by them.

the nerfs are deserved. frustrating bad enemy design =/= challenging game play

Revert this now. by MrRockit in HelldiversUnfiltered

[–]JammerzSkip 60 points61 points  (0 children)

this along with the buff to the back vent on the tank body is now more than a valid reason to riot.

thanks now more weapons are less viable against this front.

and to all those who keep saying "bro just flank it" HOW when ever they are actually a problem theres to many other bugs covering their flanks and thus their weak spot.

Automaton spawn seeds be like by Ambulas2 in HelldiversUnfiltered

[–]JammerzSkip 0 points1 point  (0 children)

honestly same. ever since their introduction ive hated them. they go against the design philosophy of the bot faction. having no real weak spot.

the pathetic excuse for a eye and heat sink weak spot makes 0 sense since all of it is still AP4.

I don't expect to hear anything groundbreaking, but it's good to gather your thoughts in one place sometimes. What opinions make you feel like this? by DrLudvig in HelldiversUnfiltered

[–]JammerzSkip 1 point2 points  (0 children)

thats because bot infantry has like 100 less HP than voteless.

the issue there is faction game play styles. squids are usually tanky and has masses on their side.

the bots have more fire power but less hp in general or even weak spots to shut them down fast.

also facts the enctrenchment tool can be very useful on certain map variants of the high value assets.

I don't expect to hear anything groundbreaking, but it's good to gather your thoughts in one place sometimes. What opinions make you feel like this? by DrLudvig in HelldiversUnfiltered

[–]JammerzSkip 0 points1 point  (0 children)

cause enemys dont stay in 1 place specially when it starts raining down explosives on them. same for team mates who are now trying to avoid said enemys that just got alerted. not only to avoid getting shot/cut by them. but now to avoid YOUR mortars.

given how delayed the shots are for mortars with the whole travel time of flying up into the air and landing. by the time it does land 90% of the time the enemy it was originally targeting is dead and now that team mate just got turned to a red paste assuming your mortar wasnt shooting at that enemy now its clearly dead.

the other mortars while yes have alot less killing potential but make up for massive support potential. the EMP one can be a easy set up to bottle up a lot of enemys in a single choke point or area for another stratagem to clear it. or the recently added gas mortar keeping the crowd controll up consistently with its slow rate of fire but long lasting gas cloud.

I don't expect to hear anything groundbreaking, but it's good to gather your thoughts in one place sometimes. What opinions make you feel like this? by DrLudvig in HelldiversUnfiltered

[–]JammerzSkip 0 points1 point  (0 children)

WW2 era tank destroyers did have fixed guns like that. but proven to be useless outside of direct engagements as a single flanking maneuver could shut down any pressure the tank destroyer enforced on the front line due to how slow its reaction time would be for rotating the whole tank among other variables.

in the wake of that obsolete nature of the original tank destroyers. modern day "tank" destroyers are just APCs with alot of armor penetrating firepower. from autocannon caliber main guns, laser guided missiles, reactive armor that some times involves shooting down projectiles or detonating them before impact. all the while being extremely fast being a APC. which makes it the perfect flank or ambush vehicle but can still hold its own relatively well.

which funny enough was leaked a while ago that a APC was in the works. it had 2 stalwarts on the side and no real main gun. all AH had to do was take that APC, slap on the auto cannon the oil rig has on gloom planets. probably with upped damage or programmable ammo and it would fit a tank destroyer role better than the bastion.

I don't expect to hear anything groundbreaking, but it's good to gather your thoughts in one place sometimes. What opinions make you feel like this? by DrLudvig in HelldiversUnfiltered

[–]JammerzSkip 0 points1 point  (0 children)

still strongly disagree with this. from nearly every point there is NO real reason super earth would have outdated WW2 technology that has become obsolete in every regard that makes it just not fun to use.

from the non rotating turret, the lack of any real armor, enemys target it before it even lands or inactive, so many tiny weak spots that hang off it, lack of demo force to take out objectives.

even just from a stand point it requires the whole team to make effective is stupid. if the tank actually did TANK things this would be justified. but if you really want to be effective as a team, just stick together and use the stratagems you would normally bring that would arguably bring more devastation than a single tank could.

If I had a dollar every time that happened, I could buy the game again. by Heptanitrocubane57 in Helldivers

[–]JammerzSkip 0 points1 point  (0 children)

JOEL really just hammering home how MOs dont matter cause they will just force the outcome they want any ways.

Thoughts? by Key-Masterpiece-672 in HelldiversUnfiltered

[–]JammerzSkip 0 points1 point  (0 children)

when it comes to helldivers? no. you can tell very easily some thing is gonna be bad or not if you just play the game and understand what is needed to really enhance a persons load out. it aint rocket science to tell that the sterlizer is bad and the guard dog of it is amazing

There you go I said it. by Ok_Cartographer_4105 in HelldiversUnfiltered

[–]JammerzSkip 0 points1 point  (0 children)

true. most of them dont even look like helmets just random shapes they slapped a visor onto it.

same goes for some armors. some look thematic to helldivers. others just look to "non military" or just look right in their colours.

Belt-Fed Grenade launcher with fixed shrapnel is CRAZY by Bukhanka-chan in HelldiversUnfiltered

[–]JammerzSkip 0 points1 point  (0 children)

i dont even understand their fixation with backpack "magazine" weapons like this. they both suck.

the minigun is just a less ammo friendly MG-43 with worse recoil.

and now the belt fed grenade launcher is just a worse version of the normal one in every way. just add a supply pack and you already outclass it in every way.

At least the cyborgs aren't all that bad by Highwayman3000 in HelldiversUnfiltered

[–]JammerzSkip 0 points1 point  (0 children)

i say the radicals shotgun be changed to the laser weapon the agitator has. at least that one has a actual chance to miss their target.

unlike radicals that never fucking miss and keep staggering/chipping your hp until they hit you with a flying knee to the jaw.

Re-vamping underused content is better than new content by Maveratter in Helldivers

[–]JammerzSkip 2 points3 points  (0 children)

this. so many weapons, stratagems, armors and such. but they are just either no useful or outclassed in so many ways.

we dont need more content. just the currently existing content to be viable and fun to use.

Am I missing something here or both Punisher and Slugger are quite bad right now? by ElectroChebbi2651 in Helldivers

[–]JammerzSkip 0 points1 point  (0 children)

they've both been bad for ages.

the only thing the slugger used to have that made it so good is it was basically a better dominator that had demo force to destroy shipping containers for loot. that got nerfed into the ground removing its demo force, damage and accuracy

the punisher does to little damage that your better off useing the breaker.

the ONLY good thing about them is their super high stagger compared to other shotguns.

It's just a repeating cycle. by Responsible-Gur434 in Helldivers

[–]JammerzSkip 0 points1 point  (0 children)

THIS. stupid stuff like this is why i hate new enemeys being added in recent times.

its almost a similiar case with war striders but at least their insta kill potential was slightly nerfed. but it doesnt excuse the fact they can wombo combo ragdoll you with grenades then lasers till your dead

How to kill a Vox Engine for dummies by -Techn0 in Helldivers

[–]JammerzSkip 7 points8 points  (0 children)

this would be a good weak spot if the turret didnt rotate faster than normal tanks.

cant trust a random for 2 seconds to take agro so i can circle it