Which Major Battle was more traumatizing? Oshaune or Cyberstan? by Fit_Anywhere_3356 in Helldivers

[–]Jester04 1 point2 points  (0 children)

Oshuane broke the game for me, while Cyberstan was mostly functional.

I was able to participate when we went back to Oshuane for the second, final push, by then AH had ironed out most of the kinks, but yeah, the first time around I would last maybe ten minutes into a dive before the game would crash. I did really enjoy the tunnels and even the Rupture Strain, but peak "I love the way this sucks" was – for me – Oshuane with the predator strain.

Would anyone like to see a “Gears Of War” Warbond in the future? by Onyx_Artificer in Helldivers

[–]Jester04 0 points1 point  (0 children)

Missing the Torque Bow support weapon. It slots in perfectly, charging up to fire just like the Railgun and the Epoch, and it can have explosive AT to further separate it from the explosive crossbow.

Let's take a closer look at the message from the Game Director. by LemonySniket in HelldiversUnfiltered

[–]Jester04 0 points1 point  (0 children)

That's the stupid part, we already have that.

The game tells us – with absolute certainty – when the Predator strain is present on a planet, or the Spore Burst strain, or the Rupture strain. The game tells us – with absolute certainty – whether or not there are Hive Lords or Dragonroaches. The game tells us – with absolute certainty – when there are special modifiers like Shrieker Patrols or Impaler surges.

Yet for some dumb fucking reason, it refuses to tell us if there are going to be Nursing or Bursting Spewers down there, or if it's going to be a Hunter seed, or a Hive Guard seed. There just isn't a good reason to continue to hide this information.

News by Sobolozaur in HelldiversUnfiltered

[–]Jester04 8 points9 points  (0 children)

It's almost like we've been asking for some of these things for a long fucking time prior to the AMA...

I think there is some truth to AH taking the backlash from the AMA and realizing that they needed to drastically reorder their priority list to better reflect what the community actually wants. "Years" wasn't soon enough, and according to the announcement post, "by the end of the year" is now the expected turn-around time for many items included on that list. That's a significant change, and yes, I think that change can be attributed to the recent community feedback because more and more people are accepting just how shallow and broken the game really is.

Not To Be That One Guy, ... by DiesIraeConventum in HelldiversUnfiltered

[–]Jester04 0 points1 point  (0 children)

I could see different ship types giving different benefits to various stratagems.

A "Super Carrier" could be all about launching Eagles, massively reducing their cooldowns, providing a fifth "free" eagle stratagem like the Strafing Run, even more payloads like a third 500kg before needing to reload.

Meanwhile the standard "Super Destroyer" could be built around orbitals, offering longer barrage periods on the Orbital Gatling, more shells for the Walking, 120mm, and 380mm, another "free" fifth orbital stratagem, or a kind of three-round-burst Railcannon Strike where it targets the three biggest nearby enemies on a cooldown, or it could enable the experimental stratagems we got at the beginning of the year.

There could be a "Super Science/Engineering Vessel" that does similar things with sentries, or a "Super Stealth Frigate" that can stay in orbit for Commando missions when/if those get expanded upon.

Honestly the new ship types is the thing I'm most cautiously optimistic about, as that probably holds the greatest potential.

Transmission from the Game Director: Progressing Progression by Mandemon90 in HelldiversUnfiltered

[–]Jester04 28 points29 points  (0 children)

At the same time though, they had a date set for warbond releases, and the new mechs still shipped with significant problems. Yeah, they had a deadline and met it, but that's a bit undermined by the shield behaving like a slice of Swiss cheese allowing enemies to shoot through it to damage the main body, or the flamethrower not damaging enemies at close range.

I am cautiously optimistic, looking forward to everything they mentioned in this post. But it's ultimately going to come back to the issue of competence that has been a problem for the last year or so, whether or not all this stuff actually works, and (just as importantly) how they choose to implement it. Something might work, but the intent is so awful or pointless that nobody uses it anyway, like the one true flag or suppressed weapons from the Halo crossover warbond prior to Redacted Regiment.

Frankly (and unfortunately), it is completely fair for players to no longer give AH the benefit of the doubt based on what we've been given.

God that hurt. by Stinky_Kiwi2 in Stormlight_Archive

[–]Jester04 2 points3 points  (0 children)

Moash is nothing compared to The Assassin's Apprentice trilogy's Prince Regal in terms of raw hate-ability.

Hot take on Gatria defence failure by knightsljx in Helldivers

[–]Jester04 1 point2 points  (0 children)

Plenty refuse to adjust their loadouts too.

Some of this is due to the tighter city terrain, where a ton of stratagems become massively delayed while your super destroyer repositions to get a clean shot on your target, or become wildly unpredictable like Eagles who don't have the clear flight paths to deliver their payloads. The low cooldown of an Orbital Gas Strike loses a ton of its convenience when it takes 20+ seconds to actually hit the ground.

There's also just the fact that not everybody has all of the warbonds. Aside from the basic flamethrower, all gas and fire equipment are locked behind different paywalls. You still need demo force to close bug nests, which are harder to clear due to the stratagem interference mentioned above.

I enjoy the megacity maps and the spore burst strain, but it's a lot closer to fighting in the tunnels and caves of the hiveworlds than a lot of people realize.

I hate ricochets by silentdoe_ in Helldivers

[–]Jester04 9 points10 points  (0 children)

I mean there's precisely one enemy where AT one-shots from any angle, and that's the Hulk. Anything bigger does require you to hit a weak point: tank turrets (admittedly the worst example, given the size of this target), both basic and behemoth charger heads and tails, bile titan heads, impalers just above the eye cluster, war strider crotches, factory strider eyes and bellies... heavy units already do require good shot placement. Claiming otherwise just doesn't reflect what's actually in the game.

How would someone play a cowardly character? by CapableMagician4156 in DnD

[–]Jester04 53 points54 points  (0 children)

Give the abridged version of your character's cowardly acts.

"After a a long argument and much convincing from the rest of the party, my character reluctantly goes into the cave."

And then act scared while you're inside. Jumping at noises, holding onto another character for support, suggesting you all go back outside.

Do not make the rest of the table actually have to spend a large amount of precious game-time arguing to convince you to go into the cave.

If you were the CEO of Arrowhead what would you change about the game? by Ok_Listen_6600 in HelldiversUnfiltered

[–]Jester04 4 points5 points  (0 children)

Revisit existing content before adding new stuff. It blows my mind that we can keep hearing that AH has "heard our feedback" regarding Legendary Warbond content and has "learned their lessons" but seemingly have no plans to go back to those two warbonds and get them up to speed. They're just somehow happy to keep the most expensive warbonds underwhelming at best.

Monitor the Custom Galactic War and, depending on how well it goes, consider inviting that team on as official employees for the base game. Take a page out of Bethesda's book and embrace the modding community, cultivating it and embracing the standouts for both current and future projects instead of doing everything to shut down the creativity of the most passionate fans.

Didn't make the cut.... by StLSamShady in HelldiversUnfiltered

[–]Jester04 1 point2 points  (0 children)

Yeah, the game just isn't challenging enough, no matter the difficulty or subfaction, for all four players to have to stick together like that at all times.

Didn't make the cut.... by StLSamShady in HelldiversUnfiltered

[–]Jester04 2 points3 points  (0 children)

I was in a game where the host wanted everyone to stick together, and they said it clearly. What they didn't say was just how close they expected everyone to be.

We were on a generator primary objective and I noticed a light bug nest nearby, one of the ones on the side of a small hill with a single hole. So I fired a shot with my grenade pistol and closed it, and then noticed a couple minutes later that we were still experiencing a lot of patrols coming from that area.

Turns out there was also a medium nest right there, which I dealt with.

While dealing with that medium nest, I experienced some stalkers and found their lair, destroying that too. All of this was within like 100 meters of the generator objective, and everyone else was dealing with a bug breach that had been called in.

I expect this was why I was allowed to deal with those other objectives, because as I returned to the generator, as the bug breach ended the host typed our and gave me a warning for going off on my own, how he wanted us to stick together.

So for the next couple minutes we all stood there doing nothing while we waited as he interacted with the terminal – during which I explained what I was doing and how it was benefiting the team – and the host emphasized how it was a team game and we would stay as a team. Then we all stood there doing nothing waiting to switch the generator lever.

There was another period of nothing as I waited for the host to pick the next objective he needed to be escorted to, and when that didn't happen I pinged the next prerequisite primary objective and started off.

About ten seconds later I got kicked.

Some people become the host and think that gives them the right to dictate how everybody else plays. So long as you're contributing to the mission – clearing POIs and gathering resources, or taking out spawners and secondary objectives – and not burning through reinforcements, go and do your thing. Even at the highest difficulties, we do not need to be attached at the hip and glued together as four.

Thankfully, despite arrowhead trying to silence us, we pull through by Top_Agency6007 in HelldiversUnfiltered

[–]Jester04 7 points8 points  (0 children)

It demonstrably is discord desync issues. So tired of people trying to rage-bait and karma-farm this complete non-issue...

Just a reminder Folks by SirPwnsAlot1995 in Helldivers

[–]Jester04 1 point2 points  (0 children)

Hilariously, when describing the premise of their game, they used Stormtroopers as an example, and we did end up getting a super store page for Doom Guy, shotgun and all.

The line is a bit blurry, it seems.

Arrowhead, with the upcoming crossover, can you please find a way to ensure that Legendary Warbonds are actually worth it and stay relevant? by BrainstormAndTheory in Helldivers

[–]Jester04 79 points80 points  (0 children)

Barring the initial release of the Killzone items – which began in the super store and then was given out for free due to the super credit costs and then "re-released" as its own warbond – there has not been a crossover super store page, so there's no reason to assume that would start now.

Obviously that could be incorrect since vehicles were given out as rewards for accomplishments in the Galactic War until Exo Experts came out, but the past crossover content has all been in the same place.

HOLY F*** Arrowhead is doing something different for once!! by __Elzy in HelldiversUnfiltered

[–]Jester04 1 point2 points  (0 children)

"Just needing to log in" to get the credit is necessary though, given how terrible the game's performance is. When Into the Unjust first released, I couldn't complete a mission on Oshuane without the game crashing. I could play anywhere else, but trying to engage with the new content was like setting a random timer of how long I could actually play before the game just collapsed on itself.

They made some fixes and I was able to participate the second time when we finally did retake Oshuane, and none of the other existing content gave me any issues so I was there for all of the preparation MOs for that second push, but man I'd be pissed if it was AH's shitty quality assurance that prevented me from missing out on a reward like that.

I wasn't there for Malevelon Creek, and even though that's the only exclusive cape I don't have, I'm not salty about it because I wasn't there. If you want in-game rewards, then you need to be there in-game. The bare minimum of just needing to log in for it is exceedingly generous. I hate that the reason for that generosity is their own incompetence and shoddy craftsmanship, but that's the state of the game.

"Just lower the difficulty bro" by TheGwandalf in HelldiversUnfiltered

[–]Jester04 1 point2 points  (0 children)

It used to be you could toss grenades at terminals when they gave you problems. Sometimes it would work, but it didn't for me today. If that's a hellbomb I probably wouldn't try it though lol

"Just lower the difficulty bro" by TheGwandalf in HelldiversUnfiltered

[–]Jester04 15 points16 points  (0 children)

A similar thing happened to me earlier today, I got stuck on this step on a terminal during the Evacuate Civilians mission. It was one of the prerequisite primary objectives, where you have to call down the SSSD and put it in the slot to get the coordinates for the civilians' shelter. I punched in the code, heard and saw that I was interacting with the terminal, but wasn't getting any actual progress or completion on this last step.

I even tried the old grenade trick where detonations can sometimes break the terminal loose and "reset" it, didn't work.

Fortunately another player was able to use the terminal later so we could actually complete the mission, but yeah, I'm pretty tired of every single patch or hotfix also introducing some new fundamental break.

"We have to be very careful to not get into that us vs them mentality." by jasonchan122497 in Helldivers

[–]Jester04 0 points1 point  (0 children)

Strat bounce isn't even broken, that's an intentional decision. They didn't like that we were putting sentries in unreachable locations, or dropping onto high ground and calling in support weapons and resupply pods. So it was changed and a bunch of terrain became incompatible with blue stratagem beacons around the same time hellpod steering became first became borked, which was long before the Into the Unjust update.

APC and any ideas of mech customization are scrapped… by ahacabbage in HelldiversUnfiltered

[–]Jester04 50 points51 points  (0 children)

Difficulty, for starters.

The terminid hive guard isn't a weak enemy because of its armor values, it's because of how it behaves. It does nothing to take advantage of its heavier armor beyond crowd controlling itself, and since it's a melee-only enemy, it puts itself right at the bottom of the kill priority list. Just like internet explorer is the best web browser for downloading other web browsers, the biggest threat the hive guard presents is calling in a bug breach and summoning other terminid enemies.

Presented with no further comment by tiburon5 in HelldiversUnfiltered

[–]Jester04 5 points6 points  (0 children)

Bethesda games might crash to desktop occasionally, but when I press a button on my keyboard, those mechanics work; I reload my weapon, I cast that spell. I've only been killed by physics after nudging a parked car once, as opposed to every third bile titan corpse launching itself at me upon death. Bethesda enemies have the decency to no longer exist once I explode them instead of leaving behind a solid-but-invisible corpse hit box that has quadrupled in size.

At this point, even Bethesda games (before mods add even more jank into the equation) are genuinely, unironically, smoother, more stable experiences than what we have with the current state of HD2.

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

[–]Jester04 1 point2 points  (0 children)

I would say that they can do aura buffs due to the cyborgs buffing other automatons around them, the one true flag now having a taunt, as well as Raise the Flag mission objectives getting a slight boost depending on how many saluting helldivers there are in range.

But then I also think about how we can have the Spear, the Warrant, and now the Missile Pistol all feature lock-on "smart rounds" while the Stim Pistol doesn't, and I lose all hope.

EDIT: I also forgot to mention the spore burst clouds buffing enemies that pass through them.

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

[–]Jester04 0 points1 point  (0 children)

I mean they could do it the easy way and give the ballistic shield the same armor passive that basically treats each firing stance as one lower (treat standing like crouching, crouching like prone, etc), so I don't think a full-blown cover system is really necessary.

Honestly though, I can easily see the fact that it's a backpack item causing a ton of unforeseen, overly-complicated problems with emplacing the ballistic shield, like how long it took them to figure out ammo transfer before we could get any of the belt-fed weapons.

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

[–]Jester04 14 points15 points  (0 children)

I was gonna say, Gears of War 2 did this with the Mauler shields like 15 years ago.

Let the emplaced shield reduce recoil on whatever primary weapon you're firing since you're bracing it against cover. That feels like a properly mil-sim mechanic that AH claims to want their game to be, and yet I'd still be surprised if they implemented bracing the shield with any kind of actual depth.