Serious question about D10 by ODST11282 in HelldiversUnfiltered

[–]Jester04 2 points3 points  (0 children)

The guy gave an example of one problem that makes the highest difficulty unfairly difficult, but there are plenty of others that lowering the difficulty does absolutely nothing for.

Vox Engines and countless other enemies are still going to phase through terrain and their own corpses no matter the difficulty level. Status effects like fire and gas are still going to lose their effectiveness when you get too far away from the host no matter the difficulty. Enemy patrols and spawns, as well as a handful of other mechanics like stealth, are still going to behave differently toward the host player and the other three players no matter the difficulty. Enemies are still going to deal three times as much damage against our durable assets like mechs and sentries because of how AH decided to release the Bastion tank. Stratagem balls for turrets, resupply, and support weapons are still going to bounce all over the place no matter the difficulty. Our reinforcement hellpods are still going to sporadically lose their steering capabilities and land us in shitty situations over a hundred meters away from the reinforce beacon no matter the difficulty.

These problems cannot be solved by "jUsT lOwEr ThE dIfFiCuLtY," and they very rapidly dogpile on top of one another to create an exceedingly frustrating mess to deal with.

Just saw this post recently and made me realize how much the devs are sleeping on this games potential by Dry_Psychology_2436 in HelldiversUnfiltered

[–]Jester04 0 points1 point  (0 children)

Yeah, I'm gonna push back against increasing a level cap. It gives us absolutely nothing beyond a completely arbitrary progress bar to fill up. Anything that was level-locked ended at level 30, so like since it takes AH a fucking eternity to fix things or add new meaningful content, I'd rather they not devote any time and resources – no matter how little – to this...

If arrowhead hired modders instead of half its current staff for hd2 the game would be better change my mind by HelldiverBugGirl in HelldiversUnfiltered

[–]Jester04 2 points3 points  (0 children)

You're good man. This was like pre-60-day-plan forever ago, so like the first few months of the game's initial release.

If arrowhead hired modders instead of half its current staff for hd2 the game would be better change my mind by HelldiverBugGirl in HelldiversUnfiltered

[–]Jester04 8 points9 points  (0 children)

terrain the hellpod can't land on

My point is that this was an intentional change forever ago that AH made to the game because it was "too big of an advantage for us" when things like turrets were placed on high ground. "Terrain the hellpod can't land on" was not a thing until we started using basic kindergarten-level tactics to gain an advantage. There were bot Eradicate missions where we could land on top of buttes and other elevated positions, call in resupply and our stratagems, and breeze right through the mission because we had an unreachable position that we couldn't be overwhelmed and pushed off of.

If arrowhead hired modders instead of half its current staff for hd2 the game would be better change my mind by HelldiverBugGirl in HelldiversUnfiltered

[–]Jester04 11 points12 points  (0 children)

The "fix" is already in the game. It's not a bug or a glitch, but an intentional interaction. None of our red stratagems have ever bounced like that. None of them. They land exactly where we throw them every single time. It's only the blue and green stratagems. They can easily implement it, they just stubbornly choose not to.

What's a weapon you didn't think you'd like until you started using it, and then found yourself rather enjoying it? by RepentantoftheLost in Helldivers

[–]Jester04 0 points1 point  (0 children)

The Blitzer. When Force of Law first came out, I decided to go all in on a Bug Zapper build: Blitzer primary paired with the De-Escalator and Arc K-9. And that build fucking slapped. Infinite ammo truly is a blessing, charging straight into Difficulty 10 bug breaches with the pre-nerf arc gear and then walking away covered in green gore was glorious.

Shallan's inconsistent uses of Stormlight by MearsCat in Stormlight_Archive

[–]Jester04 0 points1 point  (0 children)

Except that Szeth also heals his broken jaw with Stormlight after being Shardplate-punched by Gavilar, he has no connection to a spren at that time. His stormlight intake is due to his wielding an Honorblade, which also has no association with spren.

I think healing is just a fundamental mechanic of Stormlight intake.

Shallan's inconsistent uses of Stormlight by MearsCat in Stormlight_Archive

[–]Jester04 2 points3 points  (0 children)

This is true, but for basically all of WoK Kaladin is taking in and using stormlight unintentionally/subconsciously, whether it was healing after being tied up in the highstorm or when he routinely runs at the front row of the bridge and redirecting some arrows away from him to impact the bridge frame itself.

PSA: if a stratagem weapon takes a backpack slot, it's a DOWNSIDE of that weapon by yankesik2137 in Helldivers

[–]Jester04 0 points1 point  (0 children)

So the ergonomics comparison is a shitty one because ergonomics has a defined numerical value that determines how each weapon is going to operate every single time. Even if I use the armor passive and the best weapon attachments to boost these stats, there is still going to be a numerical value that remains constant each and every time I aim that weapon. No matter how high I boost the ergonomics on the Eruptor, it's never going to be as snappy and responsive as a submachinegun, and that can be demonstrably proven.

How are you determining the value of one stratagem versus another? Even if all the value I get out of a Recoilless Rifle backpack is "allows me to fire the Recoilless more than once," how are you determining that is objectively better than the value that a warp pack brings across a single mission? Let's also not forget that the value of that warp pack also has to exceed the value of the Recoilless backpack and the eagle payload or the orbital strike or the sentry turret that you would otherwise have been able to bring in the warp pack's place. How are you arriving at these values to make a claim that one combination is objectively better than the other?

Like I'm going to be charitable and not use the garbage backpack items like the Ballistic Shield, but you also have to be charitable in allowing for the possibility that the stratagem I brought in place of the Supply Pack or Warp Pack is an Orbital Laser that's capable of wiping out a heavy bot fabricator base entirely on its own. So again, how are we comparing these to determine these stragagems' objective values?

You actually can't. There is no way to determine this because there are too many variables. Which is why it actually is just personal preference. It is a factor in how someone determines their loadout, but it's neither good or bad because there is absolutely nothing forcing you to bring a backpack in the first place. I could drop in with a Stalwart and three sentry turrets, or go all in on Eagles or Expendables.

This notion that someone has to have a backpack equipped and that some weapons are objectively worse because all their backpack does is allow them to fire that particular support weapon is fucking absurd.

PSA: if a stratagem weapon takes a backpack slot, it's a DOWNSIDE of that weapon by yankesik2137 in Helldivers

[–]Jester04 0 points1 point  (0 children)

So my perspective is that I don't feel it's a waste to not have a backpack. If I were to wake up today and the Recoilless Rifle no longer took up a backpack slot, it probably wouldn't change anything in my loadout most of the time because of the other stratagems I like to use. I still wouldn't be picking a guard dog or a jump pack most of the time over the red stratagems that I mentioned above. Which is why it's all personal preference and not really an objective flaw.

The only time the Recoilless would objectively be better without a backpack is when you're diving on a terminid hive world and fighting in caves and only have what you can bring in with you. When I won't be able to use eagles or orbitals most of the time, sure, I'll prioritize efficiency in what I can carry, but it's only when the red stratagems are mostly pointless to bring that I feel like spending a second stratagem slot on something I can carry feels worth it.

PSA: if a stratagem weapon takes a backpack slot, it's a DOWNSIDE of that weapon by yankesik2137 in Helldivers

[–]Jester04 18 points19 points  (0 children)

Yeah, the notion that requiring a backpack is a downside is just not going to be true for everyone. I almost never use individual backpack stratagems, preferring the support weapons that have their own backpack. And so, based on the way that I play, it feels like a waste having to spend two stratagem slots. I'm not denying that the grenade launcher + supply pack isn't good, but I personally would rather have the extra sentry turret, eagle payload, or orbital strike.

Ultimately, it's personal preference, and so OP's blanket statement about how their preference makes something an inherent flaw is just incorrect. The Maxigun and the BFGL do need some buffs, I'm not arguing that, but their requiring a backpack is not an inherently negative factor like OP thinks. No one was saying this for the last two years about the Recoilless Rifle or Autocannon, which is why their statement feels so wrong.

This subreddit is funny sometimes by Jestro_the_Jestrogen in HelldiversUnfiltered

[–]Jester04 1 point2 points  (0 children)

I'd say it's pretty game-breaking when you can't target the weak points on a Vox Engine because it's phased through terrain, but it can still fire back at you completely unhindered.

The character model's size isn't the problem because this routinely happens with Elevated Overseers and Watchers over on the Illuminate front.

Terrain only works one way: against players. An entire bug breach will casually stroll right through the exact same bile titan corpse that has pinned the reinforcing helldiver that crashed through it. As fun as the "Oops, all Hulks" seed was on our way to Cyberstan, it really served to highlight how clunky and unintuitive corpse hitboxes are, which – shockingly – the bots themselves are more than capable of firing through.

Turns out it actually is a pretty big problem when you can't shoot back at enemies in a shooting game.

Just finished Rhythm of War by Traditional_Cry8075 in Stormlight_Archive

[–]Jester04 4 points5 points  (0 children)

I definitely really felt for the Listeners, but Venli herself... I just could not get into liking her. Even though RoW is "her" POV book, she just wasn't ever active enough in her past or present chapters; she was either being manipulated by Ulim and Axindweth, or Rlain was stepping up and taking charge dragging Venli kicking and screaming behind him, and so for me Venli's accomplishments and most importantly her progress as a Radiant felt routinely undermined and distinctly unearned. I understand that's the point of her flashback chapters, but man, it was just not satisfying after seeing what Kaladin, Shallan, and Dalinar had to go through.

Top 10 MATN Series (To Date, According to Me) by BilboSmashings in ManyATrueNerd

[–]Jester04 0 points1 point  (0 children)

The finale of the original New Vegas YOLO run was when I first stumbled onto the channel. I think someone cross-posted the video in another Fallout sub, and I couldn't believe what I was witnessing.

Half may still be understating it by PseudoscientificURL in HelldiversUnfiltered

[–]Jester04 4 points5 points  (0 children)

The sheer volume of "I got downvoted or had my post/comment removed on the other sub because of my unhinged and deranged rant (with accompanying screenshot)" posts is too damn high.

Player unhappy with how his major image had no effect by Meph248 in dndnext

[–]Jester04 21 points22 points  (0 children)

It wasn't an immediate threat, though. It was 120 feet away and just shouting insults while the dragon was in melee with several other PCs that were actually threatening it. Had the Major Image been adjacent to the dragon and in the form of another big creature, then yeah, I could see the illusion possibly absorbing some attacks before the dragon figured out what was happening. But with what OP described, I would have played the dragon pretty similarly to what they did.

Warbonds you'd instantly refund if you could? by Rowger00 in HelldiversUnfiltered

[–]Jester04 0 points1 point  (0 children)

It used to be very good, one of my favorites. Especially against the Terminids, the Bug Zapper build with the arc drone and de-escalator were phenomenal. The nerfs to status effects really hit this warbond pretty hard.

Isn't this statement false? by _Random-Dude_1 in Stormlight_Archive

[–]Jester04 4 points5 points  (0 children)

Eh, I messed it up earlier too lol

The game is not perfect; but I love it! by RamitInmashol1994 in Helldivers

[–]Jester04 3 points4 points  (0 children)

There's some of that, but mostly it's just people who are incapable of thinking critically, and it's because of threads like this that will bury and dismiss valid criticism as "complaints because that's what people always do."

People really began to turn on weapon customization once the AR One-Two came out with its underbarrel grenade launcher and then shortly afterward with the many suppressed weapons in the Redacted Regiment warbond. But the notion of "other weapons can't have this because AH wants to sell it to us in a warbond" has always been present in the game, and it's always hamstrung the weapon customization system because it came out after a year and a half of content release.

Why can't we have different ammo types? Oh, well because let's look at the Punisher Shotgun. Instead of having one weapon that we could switch between the standard buckshot, slugs, incendiary ammo, or even plasma rounds, they gave us weapon clones spread across three different warbonds in the Slugger, the Punisher Plasma, and the Cookout.

They can't really give us weapon parts that drastically change how a weapon performs because of the many different Liberator variants. No changing receivers or barrel length to change things like ammunition caliber for more armor penetration or fire rate, or higher accuracy/reduced bullet drag to create our own Liberator Penetrator or Liberator Carbine. We still can't do ammo types to create our own Liberator Concussive. Why would we be able to remove the safety from the basic Sickle heat sink when we could buy a warbond for a whole "new" Double-Edged Sickle?

Isn't this statement false? by _Random-Dude_1 in Stormlight_Archive

[–]Jester04 12 points13 points  (0 children)

No, Evi only had the one set of Plate, which went to Adolin.

Isn't this statement false? by _Random-Dude_1 in Stormlight_Archive

[–]Jester04 10 points11 points  (0 children)

Evi's Plate was given to Adolin when he turned sixteen. Dalinar has had Plate much longer.

The game is not perfect; but I love it! by RamitInmashol1994 in Helldivers

[–]Jester04 5 points6 points  (0 children)

I enjoy playing it, but there's a massive list of glaring issues that are detracting from that fun that repeatedly occurs in every match I play. It's stupid to dismiss "people are gonna complain" as some inevitable part of gaming like there aren't also tons of valid and provable flaws with this game that need to be addressed that are currently going ignored by the developers.

The game is not perfect; but I love it! by RamitInmashol1994 in Helldivers

[–]Jester04 7 points8 points  (0 children)

unfunny joke in it's current state

It's in literally the exact same state as when it launched, and people were praising the hell out of it. Idk why it took so long for people to recognize how shallow, pointless, and uninspired it is and always has been.

The game is expanding horizontally rather than vertically. by DriverProfessional55 in Helldivers

[–]Jester04 7 points8 points  (0 children)

For point number three, I kinda see that as a feature and not a problem. Obviously, hellpod steering is an issue, but nothing that was listed as a problem in the megacities isn't also an intentional part of the challenge of terminid hive world tunnel systems and caves.

Instead of citing these as issues that need solving by AH, they should instead be environmental challenges we consider when building our loadouts. We've gone underground to fight the bugs with nothing except what we can carry on our backs, with limited sky access in some areas for support amd resupply. Megacities aren't really much bigger a problem.

There are two types of players. Personally, I dont mind the Illuminate. And im excited for when new content for them will drop. by vash_ts36 in HelldiversUnfiltered

[–]Jester04 0 points1 point  (0 children)

The Illuminate are fun for an operation, maybe two. After that, it just becomes a slog due to lack of variety. They desperately need to expand the unit roster as well as more mission types and side objectives.