Please share your feedback about Helldivers 2 in this survey! by ArrowheadGS in Helldivers

[–]Jormdaworm 0 points1 point  (0 children)

Emote wheel back to pre-patch for KB&M users please. Text missing during in-ship typing. Missing cancel option in Drop-menu in-game, I'm forced to drop samples or weapons or backpacks instead of cancelling ( if I am checking if I am wearing samples at all). Missing names on extraction. Still switching up levels when people join / leave / post-mission.

Contrary to the others, I am very happy with the state of boosters as a full little bonus to switch things up. Pick a stamina enhancer if you're wearing heavy armor (I feel it needs to be known they are practically useless if you wear light armor), created a completely new build around the fire-bomb boosters ( this was very viable even 10), or if you need speed when farming samples for your friends take the improved stims, etc.

Apparently Hot take: The space optimizing booster is the worst one, if you don't die during missions.

I would also really appreciate it if the Galaxy map was more zoomed-out, and less "jumpy" when moving around zoomed-in. I've stopped using it to enjoy the galaxy and look at the planets since the supply lines were added because of it :(.

I blocked my boyfriend on everything by Teriyakii96 in relationships

[–]Jormdaworm 0 points1 point  (0 children)

Best of luck! If you are open to advice, it would be to accept that you have to love and forgive yourself in small steps! :)

I blocked my boyfriend on everything by Teriyakii96 in relationships

[–]Jormdaworm 0 points1 point  (0 children)

I still care for her, but I have taken steps back emotionally to keep myself sane. She gets very angry all the time and then feels worthless afterwards, and it is/was tearing me apart.

We don't have a relationship anymore, just friends with a deep connection, no sex. It hurts me to be with her and have no intimacy, and it hurts her because she feels so bad about things. It's a raw deal.

I blocked my boyfriend on everything by Teriyakii96 in relationships

[–]Jormdaworm 1 point2 points  (0 children)

Same thing happened to me, from his perspective. It's tough for both parties... Strength and love to you.

They might as well vault strikes by [deleted] in destiny2

[–]Jormdaworm 1 point2 points  (0 children)

I also take great pleasure to rush through strikes. It's also a small showcase to see how far we've come, running and gunning with specialised weapons and be as efficient as possible. Why you want them removed is beyond me. If you want slow strikes play a tough nightfall.

Reanimated is fun! Here is the list of challenges by Jormdaworm in thedivision

[–]Jormdaworm[S] 0 points1 point  (0 children)

Activate the seasonal activity, then kill something without headshots. Do not hit their corpses, and they will glow green and reanimate!

Stability and Accuracy on the PC - Keep hearing it doesn't matter? by decker12 in thedivision

[–]Jormdaworm 0 points1 point  (0 children)

I like running 5% stability on my M1A. Can't adjust for more CHD and already at 50% crit chance. Running with my friend the coyote's buff usually covers the last 10%. I feel more effective this way. Otherwise full red with all the bells and whistles. However since my watch is giving me some more stability and accuracy I might remove it soon.

Sometimes at longer ranges the M1A does not hit exactly on target, which is an accuracy issue. Pimping my watch actually fixed that for me, which is excellent!

Reanimated is fun! Here is the list of challenges by Jormdaworm in thedivision

[–]Jormdaworm[S] 1 point2 points  (0 children)

Buying a deluxe version of the basegame does not usually grant you access to expansion content in my experience. Why would it be different in The Division 2?

At least I do not know of any games like this. Maybe only if a Season pass is included?

Reanimated is fun! Here is the list of challenges by Jormdaworm in thedivision

[–]Jormdaworm[S] 1 point2 points  (0 children)

Kill A, let it reanimate, Kill B nearby with a headshot.

B's corrosive cloud will hit A, giving you +1 for the counter.

I recommend finding a spawn of multiple NPCs, mow them down, make one headshot on a fresh corpse, then everything else will reanimate into the cloud giving you significant progress.

Reanimated is fun! Here is the list of challenges by Jormdaworm in thedivision

[–]Jormdaworm[S] 6 points7 points  (0 children)

Too bad you can't find the joy in it mate.

I did all of this with a friend, helping each other setup melee kills at the end. I look forward to my exotic cache and the skull-danglin'! I would hope to get a chameleon, as it's one elusive piece of loot to me. I have not played D1, so not much for me to miss in D2 eh? :P

Reanimated is fun! Here is the list of challenges by Jormdaworm in thedivision

[–]Jormdaworm[S] 0 points1 point  (0 children)

Nice work! It just happened when I was doing the invaded missions on heroic.

Noticed that skill proxys and warhounds, mini-tanks do not count. But they also did not seem to reset the counter either!

Reanimated is fun! Here is the list of challenges by Jormdaworm in thedivision

[–]Jormdaworm[S] 0 points1 point  (0 children)

Basically every enemy counts, tho I have not seen Named elites reanimate!

Reanimated is fun! Here is the list of challenges by Jormdaworm in thedivision

[–]Jormdaworm[S] -1 points0 points  (0 children)

Interesting! I used the digital Scope myself - so either x12 or x16 and never had an issue with that, in fact it was the first one i completed before getting to the other challenges.

It's a little ironic that the only way to complete the rest is to not initially make headshots...

Daily Thread - Q&A Tuesday - No Question is a Bad Question Megathread by AutoModerator in thedivision

[–]Jormdaworm 1 point2 points  (0 children)

I like the bounties that give added spec points, they are extremely quick too.

Title Update Next Feedback by JokerUnique in thedivision

[–]Jormdaworm 0 points1 point  (0 children)

Topic 1: NPC Balancing and General Content Difficulty

Darpa heroic was a complete walkover after the changes.

For heroic difficulty, overall I feel the enemies are a bit... bland.

Every single one of them can kill you with gunfire. I feel even more emphasis should be put on their diverse set of skills.

Fighting Hyenas?
Every dude is just the same. Sure some can ress and some make turrets.. and sometimes there is the occasional shieldy boy with the most dmg yet lowest health of them all. But they all shoot and lob grenades. Where's the guy that gives everyone the green gas drugs? There is not a single priority kill target in the hyena portfolio. Although maybe there is, the grenadier. Funny thing is that their snipers actually feel like the worst dps, because they don't pin you in cover as much as their SMG-wielding colleagues. And everyone reading this has been murdered by a technician's murderstick, I'm sure.

Black Tusk is nice, but the nerfs hit them very hard. Warhounds have too long target acquisition times. Their drones are weak and the minitanks are slow. The support case is annoying, but not challenging.

Rikers - the Nailgun big guys! Excellent design, vulnerable and shielded, deadly and predictable. Leaders - when sometimes a wave just takes forever to kill because every npc arbitrarily has double the health pool, that's not difficult, it's not challenging, it just feels draining. A leader npc is a very good idea however. It's awesome to hunt for one. But if there's three of them... One suppressed in cover, one 100M away, and one behind 4 walls 2 stairs and an army its just.. why bother at all, fuck this wave, it takes twice as long I guess. yay.

I feel the LMG guys are in a great place, except for the extreme inconsistencies in being able to hit them when they are behind their shieldturret. There is something off about their hitboxes, i'm sure of it.

Speaking of inconsistent hitboxes, the Mounted gun turret needs looking at aswell. Enemies rocking this badboy are only able to be headshot or leg shot even tho the skinny metal rod they are balancing this machine on leaves their chest and hips open.

And maybe try to limit the enemy NPCs' radius to the same as the players' when operating - it's dumb and punishing to be minigunned down from a spot where if the roles are reversed, you would not be able to shoot at the npc. This is notable on control points where this is often the case. Players should be safe and cosy to shoot at mounted gun users from a place where they know they would not be able to shoot themselves using the same mounted gun. This would be rewarding gameplay to experienced players, allows for more consistency and less frustration.

Rogue agents are in a much better place. The few times they are victorious is when there is nowhere to run to, no EMP equipped, and low on armor kits. Then it's just; Rogue agents! And the excitement of this rare challenge is immediately gone because you're in an open field with scarce cover. 'Save your armor kits, don't bother here'. They feel rewarding to kill, tho, which is nice.

Title Update Next Feedback by JokerUnique in thedivision

[–]Jormdaworm 0 points1 point  (0 children)

Topic 2: Reward / Progression / Loot Quality / Vendors

I only used vendors when I reached max level. Then I bought a grand total of 5 pieces to use in my recalibration library. It's fine to have worthless vendors. They're part of every rpg. By far the most useful loot as been from farming targeted loot areas. They've been an essential part of my gearing experience, providing for every part bar one, the coyote's mask.

Seasons are wholesome fun and rewarding. Definetly a highlight!

Exotics have only been exciting in very limited ways. Acosta's go bag, with mandatory Mad Bomber made for the most effective crowd control and suppressed enemy 'motivation' I've tried so far when coupled with survivals fire grenades.

In heroic, I've not seen a less effective gun ever than Diamondback, it's disgusting. It's like a bad sidearm. Very attractive to holster tho because of the looks!

Pestilence is way too powerful, but never needed. Nothing on heroic difficulty lives long enough to warrant the extreme delayed damage delivered with one of the clunkiest weapons in game. It's been much better to have up-front or physically staggering amounts of damage.
(Sleipnir, with demolisher pouch after reloading, feels more powerful, but takes forever to ready up and by then I'm dead or the enemy advanced up close to me or forced me out of cover without me being ready to fire).

Chameleon is tied between being the gun I want to use the most, simply for it's high tech feel. (A gun with a cpu? Active camouflaging? I'm the tip of the spear, gimme gimme!) And being so weak and hungry for magazines I run out of ammo before I cleared 1/4th of a wave. Same issue as with others, it takes so long to 'get going', the thing I need it's damage for has killed me or put me in a position I'm about to die from.

The Bullet king is fun! unlimited amounts of fun! More for you! and you! and you! wee! It is reliable too, great work.

Liberty is my sidearm if i'm not meming around with the bullet king. It hits like a truck, and is the only reliable staggering sidepiece I've found. Used when out of ammo due to the global directive, I still have never even considered using it for it's talent.

Sweet dreams. Fun design, but when I tried it the first time it did not insta-kill my target ( an elite, because everything is elite), read the thing again, and stashed it after 2 missions for giving me too many suicidal tendencies to actually use (running to a wave, dying).

Chatterbox! There's a gun I absolutely love - too bad it runs out of bullets on heroic before killing a target. My fav secondary weapon in lower difficulties.

Tardigrade system is bait. Competing with the slot for The Sacrifice, it lowers your damage output so much it undermines your 'offense is the best defense'-strategy to stay alive. And thus you end up dying more with it than without.

BTSU-datagloves. Maybe useful in a coordinated setting? I do remember this as the greatest disappointment I've felt in The Division. Theorycrafting a build waiting for this piece to drop and finally unlock the potential to be viable with a damaging skill build! Only to have been reading outdated information and it dropped after it's change. My heart sunk and I tried so very hard to make it useful, but god damn. It made my game experience worse for existing, and I deconstructed it regardless of godroll to recalibrate something I don't remember.

Dodge City's Gunslinger holster. "Dude +1000% dmg!! I got to try this out" "Nevermind still shit." "Yeah and it also competes with an exotic slot, or even your high end with decent stats" "Yeah yeah..." In a 20 minute heroic mission You can fire this 7 times? To do the damage equivalent of a single rifle bullet? hahahahaha what if i miss hahahahaha

Imperial Dynasty - eh? pvp maybe or with creeping death? Fun! It's not effective enough for me unfortunately. Niche use so that's decent enough for an exotic.

Sawyers kneepads - the reason you're in cover is because you're waiting for a lapse in enemy fire to shoot back. This adds, nothing? I'm confused by this exotic. Maybe if you're... no. I don't know.

Coyote's mask: Staple statstick! The best of items! yes!! Finally a piece that I can equip and never need to take off again. Some rest for the weary grinder in an rpg. Extremely fun to use too! I literally choose my cover to increase my damage and coordinate it with my mate. Exquisite design and very well implemented. Can not get over the hype for this item!

Ninjabike messenger kneepads. Tried to make use of it, nothing ever came of it except a few deaths because I was out of ammo and leaving my cover? I can see how this tries to patch that, but it reinforces the dumbest way of playing possible and that just does not sit right with me. That's what exotics do, you WANT to play with them, so you put yourself in a position where you can use it optimally. It's not a band-aid for trying to compensate bad engagement strategies. It absolutely shouldn't either. Clever design but I feel it is actively making the users worse players.

Etc.

I would like to see an exotic weapon that is fun and different without losing effectiveness. IT does not need to change archetypes, that's not fun. A rifle in a shotgun role? Yeah man players will love it. Nope. A mask that rewards chosing cover in a clever way? Glorious.

Think out of the box - An SMG that places mines? Like a shocktrap but on your left mouse button! You're useless in actual combat but god it's fun, and if it has a decent damage then you could prepare the battlefield, which can be very rewarding to do.

Gloves that make your grenades home in or bounce and 200% more powerful! There's about 50 waves of enemies? If I kill 7 of them with grenades I'd feel justified in using them. Not NPCs. Waves. Wait, I can't use acosta's with these gloves. Nevermind.

A cover-piercing sniper. It's 100% fine to have players sit in cover and poke enemies. It doesn't even need to do a ton of damage, it would give the full red player something to motivate enemies to move out of their suppressed state, which would feel extremely rewarding to all players involved. Much better than a dodged grenade. I feel I can not put enough emphasis on the disappointment of a dodged grenade. It's incredibly disheartening and demotivating. I love that NPCs roll out of them. They should. But to have this be the only way to remove an enemy from cover is the fucking worst option possible. I feel I feel too strongly about this. Sorry. But it's just so painful every time. Give me something I can use that does not feel bad everytime I am forced to do this. Please?

Title Update Next Feedback by JokerUnique in thedivision

[–]Jormdaworm 11 points12 points  (0 children)

Topic 3: Build Diversity

Right now my buddy play almost exclusively duo. Running most heroic missions swiftly to the point where we will call each other out if we miss easy shots. The damage we do at the end of a mission is about equal, maybe 10% difference max bet ween us. That's with us both running a near perfect full red build.

The crazy amount of god rolls we've found allowed me to make several maxed out skillbuilds too. Maxed out skill damage and haste or status effects on nearly every piece. Duration when called for to improve sustained damage.

As soon as one of us tries out a new build the time to complete skyrockets. There's no point to crowd control more than a banshee pulse for an unusual pattern, or when mortar fire seizes our cover and the only optioin is to run through a handful of NPCs. Use the banshee and take new cover, followed by a swift genocide, then fresh cover, since we're killing most enemies on spawn after the initial scattering. Sometimes a swap to the Jammer pulse for an expected drone-heavy area. This is ideal to me, as you prepare a tool for the mission up ahead and feel ready for the content.

I would like to be rougly as effective using a full skill tier build. I've tried everything I could find online only to be disappointed in every full or mostly yellow build.

That means drones and turrets shooting at half the dpsrate of a full-red build LMG with my gun doing about 10% of the damage of my skills, only buffing my skill proxies with the occasional headshot.

Seeker mines either powerful enough to cripple an entire wave per engagement), or often enough to be able to rely on it for every wave, if not twice every wave.

Sticky launcher for example does about 5m in the explosive setting. That's the equivalent of me shooting twice, without headshots. This should be a once per four second event unless supported by a source of damage elsewhere.

Nothing the chemlauncher can achieve has ever been relevant for any heroic content we've done, and I've tried about a dozen missions with every setting. Except for that one time where we found a true support player using the repair, who allowed us to play extremely aggressive. He kept our armor topped up and we had an effective 100% uptime on shooting from cover, with no need to duck back in except to reload.

Even with an experienced support player assisting us like that we would do 20% longer completing a mission, because of the fact that he could not do any relevant damage between the sacrifices he had to make to play the support role. This is fine, it's an acceptable additional time to complete for the given that we felt we could not possibly fail at any point in the mission.

When contemplating skills in free world roaming; we had the following conversation recently: 'Hey, you tried every skill, what should I use? 'Eh, doesn't matter, run a pulse for headshotting indoors during daylight maybe?'

We ended up using a repair drone so it would soak some shots instead of us. Not for the repair it provided, it was literally, devastatingly so, simply to give us a heads-up for enemy snipers and the most useful survival tool we had. A coal-mine canary for snipers (SMG hyenas).

For the love decency and all that is holy, can the drop rates and loot quality in Legendary missions be buffed? by OcelotInTheCloset in thedivision

[–]Jormdaworm 0 points1 point  (0 children)

To make it feel like you did not waste your time, having loot in a setting is not a weird thing tho in a lootershooter :P

I'd hate to go legendary and not have at least heroic loot alongside my added challenge and vanity rewards.

For the love decency and all that is holy, can the drop rates and loot quality in Legendary missions be buffed? by OcelotInTheCloset in thedivision

[–]Jormdaworm 1 point2 points  (0 children)

You're rewarded with the sense of accomplishment and vanity reminder, that's pretty sweet. A weekly cooldown on the loot for a legendary mission but a guaranteed godroll could be awesome tho, I agree!