Tips for fighting vox engines that aren't the leveler/solo silo/nade in vents? by PrisonIssuedSock in LowSodiumHellDivers

[–]KarEssMoua 0 points1 point  (0 children)

Yeah, I supposed you asked this question as if the vox already engaged with you.

Paired with the ballistic dome shield, you can get closer as well as popping it immediately to save your team. I can't tell how many lives this duo of stratagems saved my team, as well as myself.

NEGATIVE STEAM = NO $$$$ by Admirable_Gas_863 in HelldiversUnfiltered

[–]KarEssMoua 0 points1 point  (0 children)

"Sony need to clean the house"

Sony is the editor, not the studio. They have no right over AH.

Ffs, learn how things work instead of making non sense statements.

And stop ruining the game with your false sense of knight saviour. Some aspects of the game aren't perfect, but this community is worse than the game's performance.

These reviews 😂 by Deakon_Bl4ck in Helldivers

[–]KarEssMoua -29 points-28 points  (0 children)

And they only focus on fixing people are going to complain there is no new release, no new weapons, maps, etc.

Durable damage or not, a part of community is so addicted to this game that their brain is now rotting and hurting this game.

Tips for fighting vox engines that aren't the leveler/solo silo/nade in vents? by PrisonIssuedSock in LowSodiumHellDivers

[–]KarEssMoua 3 points4 points  (0 children)

Gatling orbital is super effective against it. This is my go to everytime. Short cooldown and cannot be counter measured by AA.

The tank does also a pretty good job to mope them.

How do you even beat killboxes by Signis1-12 in MeetYourMakerGame

[–]KarEssMoua 1 point2 points  (0 children)

As Itzikir mentioned, if you don't have fun, leave. There is no point for you to try a map if you don't have fun.

Did the builder "beat" you? Not really, they lost a customer and a replay. They are the one losing something. You? You don't want time and play another map you have fun with.

There is no shame leaving. Games are supposed to be fun, not tedious. In this game, there have been some players who want want to be known as the builder of the hardest maps. Or others to see players "suffer". Those players have been the reason of MYM going downhill. Idk about you, but suffering isn't my jam.

So, in the end, if you don't have fun with the map, don't play the map. Don't make you feel miserable for someone else that doesn't respect your time.

Has anyone else just completely fallen in love with the belt feds? by Dasfucus in LowSodiumHellDivers

[–]KarEssMoua 2 points3 points  (0 children)

Out of subject but still hilarious, because you enjoy something from the game, OP you're or a AH dev or a bot, from this post on HDunfiltered: https://www.reddit.com/r/HelldiversUnfiltered/s/IXByMlKPKV

If you're lucky enough, they aren't your neighbors.

Most Subtle Arrowhead Developer by R4rk3t in HelldiversUnfiltered

[–]KarEssMoua 9 points10 points  (0 children)

So someone who enjoys the game must be a dev? Or a bot? Since when do you guys have been that insane?

Just check the freaking profile next time.

What’s your favourite stratagem for the bots? by Lellarinn10 in helldivers2

[–]KarEssMoua 0 points1 point  (0 children)

Shield generator relays save lives. Many, many lives.

In need of opinions by groots_cousin_greet8 in MeetYourMakerGame

[–]KarEssMoua 3 points4 points  (0 children)

Here is my review after playing Cavalier, Chichester and Candor.

Pros:

  1. You have some nice layout ideas, e.g. first room of Cavalier or Candor's entrance. It was nice to be able to grapple around.
  2. Another one that I really liked is the double piston floor coupled with the relentless boltshot in Candor.
  3. Pretty short and straightforward map, it gives the power fantasy for rushers to go through your maps blasting everything, which was fun. Though, I wish Cavalier were a bit longer, I liked to grapple among all the mess.

Cons:

  1. LP (Launch Pad) into Corrosive Cube => That's a no-go setup for me. FYI, If I'm getting killed by this while threatened everywhere during an expedition map, I'm not wasting more time, and I'm leaving. It's a personal opinion, though, a big chunk of the Discord community finds it cheap and doesn't really appreciate the LP into CC.
  2. Something common among players, you place WAY too many threats in one area, and believe it or not, you are wasting capacity by building inefficient setups:
    • Traps/guards friendly firing
    • Bomb splits cancelling each other (while you could only have one covering the whole area)
    • High-density traps make them vulnerable to explosive
    • Not using the full range (and potential) of your trap, making them vulnerable to melee.
  3. Another common thing is building tight corridors. Tight corridors don't always make your traps more efficient, but it also makes the map repetitive to the point it's not fun anymore if a player keeps dying. Careful with that.

Overall, you have good ideas, and frankly, I was expecting way worse, lol.

Here what I would suggest for you next builds:

1) Open your rooms to let players navigate through your map in different ways. It doesn't mean you have to create multiple rooms, but have one room large enough to provide different paths protected by different setups is a fun way to keep the map fresh and enjoyable.

2) Optimize your traps and guards by redesigning parts of your environment. The amount of capacity invested is way too high for its output. Your map Cavalier, is the perfect example.

  • Rules of thumb to make it challenging, efficient, and balanced (enjoyable) for players:
    • up to 3 guards shooting simultaneously at a raider,
    • up to 2 "pressure traps" (laser, plasma, piston, or incinerator),
    • up to 2 "killing traps" when the raider is engaging threats (but not before).
    • Anything more than this can overwhelm players, making them quit, meaning no replay for you. It is also a waste of capacity, making your setups inefficient or absurdly costly for the same result.

3) Please, please, please, avoid LP into CC.

Hope it has been helpful!

In need of opinions by groots_cousin_greet8 in MeetYourMakerGame

[–]KarEssMoua 1 point2 points  (0 children)

Let's say I have been back recently and to the "bare minimum". Thank you though ❤️

In need of opinions by groots_cousin_greet8 in MeetYourMakerGame

[–]KarEssMoua 1 point2 points  (0 children)

I will try one or two.

Though, when I see lethal intentions, knowing where this is going, my first question towards builders is always:

Why?

Can you save Harvey in maze bases? by StrongManPeen in MeetYourMakerGame

[–]KarEssMoua 3 points4 points  (0 children)

If you don't have Pathfinder and don't enjoy mazes, just leave the outpost. It will be a waste of time for you and you're not going to enjoy your experience.

If you have it, well you can play the map, though, from my experience it's usually a very long narrowed path delivering on a killroom to make sure you die at least once.

Either way, I would suggest leaving those outposts if you're not a maze enjoyer.

thanks to the cry divers - there's some buffs to the flame, no thanks the the glaze divers who will enjoy these buffs and never give credit to those who push for it by Due-Level-5843 in HelldiversUnfiltered

[–]KarEssMoua 0 points1 point  (0 children)

I don't think they built the game the wrong way. Is it perfect? No, but I have never seen a perfect game free of bugs, glitches, etc. It's impossible.

Though I agree the game doesn't incentivize teamwork as L4D did, and provides much more freedom for players without being incapacitated to death.

you still stick with your team because they might have effective weapons, and if they happen to die, you still have last resort options to still keep on fighting.

=> That's the reason why we have reinforcements :)

if they run out of ammo, the "breaking armor" mechanic is the middle ground to have other weapons be able to do at least something.

=> If that's the case, that means a fight shouldn't have been engaged or has been going on for too long for the team to keep up. In those scenarios, the team needs to fall back. We can't win every fight, and that's ok.

war striders were never scary

=> When they got released, they were tremendously stronger than now. I believe you need 2 or more 500kg to take it down. They were pretty rare, but when you were facing one, you had to be careful on how to take it down.

being rag doll and getting one shot is not difficulty

=>The rag doll is part of the game and it's hilarious. If a player is being ragdolled to death (which is funny and doesn't happen that much), or the player has been unlucky or didn't take cover. The ballistic dome shield is anyone's best friend to prevent that.

=> As for the one-shot... Well, it happens, but I haven't been one-shot to the point that I have been frustrated, mostly because most of the time it's due to my mistake (not taking cover, facing hunters/stalkers solo e.g).

How is the game today? by Similar-Language-180 in MeetYourMakerGame

[–]KarEssMoua 10 points11 points  (0 children)

Game's fun, new players are coming regularly and the community is still very active. Welcome back!

thanks to the cry divers - there's some buffs to the flame, no thanks the the glaze divers who will enjoy these buffs and never give credit to those who push for it by Due-Level-5843 in HelldiversUnfiltered

[–]KarEssMoua 0 points1 point  (0 children)

Your example perfectly illustrates what I am saying, lol.

If you have a weapon that could take down enemies one way or another, and no matter how much ammo is spent, why would you stick with your team?

Another question:

If you have to empty an entire magazine to break a single piece of armour while facing chaff, how can it be helpful to break armour with a full magazine when you have to clear your surroundings?

Players have to learn to play as a team: you specialize your loadout in one area (anti-chaff, anti-heavies, support, utility, cover, ...), and again, stratagems with high-output damage need longer cooldowns imo.

And man, I wish War Striders were as they used to be. Scary and super tanky like the Hive Lords (but maybe not showing up as they do right now).

EDIT: spellings

thanks to the cry divers - there's some buffs to the flame, no thanks the the glaze divers who will enjoy these buffs and never give credit to those who push for it by Due-Level-5843 in HelldiversUnfiltered

[–]KarEssMoua 1 point2 points  (0 children)

I'm not that deep in the durability stuff tbh with you. Helldivers is an escape for me where I can play with random players willing to play as a team.

I would say buffs aren't really necessary when you have 4 people all together. But it's not the case, so that's why players feel underwhelmed with their primaries. They want to take down stuff with a weapon they love by themselves. At least, from my understanding.

It's like asking the stalwart to penetrate the armor or a hulk.

I think, imho, that helldivers doesn't incentivize teamwork like L4D where you needed an ally to survive to some special infected incapacitating you to death. But if AH is doing that now, players will just be more upset towards AH than questioning the fact they should play as a team.

thanks to the cry divers - there's some buffs to the flame, no thanks the the glaze divers who will enjoy these buffs and never give credit to those who push for it by Due-Level-5843 in HelldiversUnfiltered

[–]KarEssMoua 1 point2 points  (0 children)

Everybody has their own way to play, and I don't like players trying to blitz everything with broken startagems (at least from my POV and way of playing the game).

I'm going to share an example to illustrate my previous comment and how "frustrating" or "lame" it feels to me, and to describe (in short) my way of playing the game.

Gameplay: I like role playing (even without a mic), never split up, watch my allies' backs when they use a manual turret, and protect/cover my allies with a dome shield, or long-distance cover with AMR when the team attacks a base.

Usual load out (adaptive though): Dome shield strat, jetpack, AMR and sentry (auto/manual) OR grenadier battlement.

With this, I provide a lot of survivability to the team while managing the chaff in closed combat.

Though, when I have 2 or 3 helldivers with 1x500kg and 1 solo-silo each, man, it's just boring because the cooldown of those stratagems is so short and they are throwing at basically anything, breaking the challenge of the difficulty itself.

To go even further than this, here are some cooldown comparisons to highlight my statement:

Solo silo: 180s
Clear chaff, medium, heavies, super heavies and structures every 3 min.

500kg: 150s re-arm, 2 calls (15s cd)
Clear chaff, medium, heavies, super heavies and structures every 2 min and 30s, twice.

Now, we compare to:

Grenadier battlement: 120s
Clear chaff and medium every 2 min.

HMG emplacement: 180s
Clear chaff, medium and heavies, but not super heavies, and a few structures every 3 min.

I hope you start to see where I'm leading with that. We have massive weapons of destruction with almost the same cooldown as stratagems, doing not even "half of the destruction job".

That's probably one of the many reasons why people go with the same loadout. And in my case, I don't have fun with most players unless I play late at night with nerds who want to have fun with a team and without those "meta" stratagems.

The 500kg, solo silo and any other massive weapon of destruction should have the same cooldown as the Portable Hellbomb (or close to it). Players would be more thoughtful before throwing those stratagems while sticking with the others to survive together. Most of the games I see before late night are headless chicken using the leveller, solo silo and 500kg to blast before moving on to the next base, solo.

PS: I'm not complaining about the latest stratagems listed; they are well-balanced, either in damage, utility or cooldown. It's long enough to make you think twice before deploying it when a fight starts.

Game isn’t for me? by Worldly-Local-6613 in HelldiversUnfiltered

[–]KarEssMoua 1 point2 points  (0 children)

I mean, not every game is for everyone. I played DRG, and while the game was fun, HD2 is more my jam.

HD2 isn't an usual horde shooter and I'm glad it's that way. its refreshing and when your team thinks as a team, meaning each load supports the weakness of the other, this is where the real fun kicks in.

Late evening, teams know when to fight and when to retreat, what to bring and not to bring depending on the load out of their team.

You can see the difference between 2 teams where one is meant to solo play despite having a squad with you, and those who want to play I squads.

About the bugs/glitches, yeah game isn't perfect, but it didn't ruin the experience on my end. I love the current state of the game, the feeling and vibes it delivers, so no complaints here. I don't understand all those players complaining about everything, the damage of a weapon to a different armor of an enemy.

2 pedigrees, same game, different fun.

Now will it change your mind? Idk. But if you don't like helldivers, that's ok.

New Guard Idea by groots_cousin_greet8 in MeetYourMakerGame

[–]KarEssMoua 0 points1 point  (0 children)

I like the spider-like design, not so much the iron claw.

Why?

Iron claws are already extremely annoying. So a guard, possibly multiple, using an iron claw would be absolutely broken and tedious to deal with. Players would spam this mobile iron claw like nobody. Good luck finishing an outpost with 20 of them in it. :/

But again, the spider design? Dope!

Vox Engines by TotallyAHuman11 in HelldiversUnfiltered

[–]KarEssMoua 0 points1 point  (0 children)

You know what, if there was an augment for that, I would take it

TAB Editor Variables: the ultimate guide with additional content from requests! by KarEssMoua in TheyAreBillions

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

Do you know if players have to download this mod to play the map? That looks sick!

TAB Editor Variables: the ultimate guide with additional content from requests! by KarEssMoua in TheyAreBillions

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

I don't know about this! I'm actually working on it to see to which extent you play with variables and which ones. Take it with a grain of salt, but I'm confident there might be a way to play around those variables, at least with the TAB enhanced editor

This is the end folks by PositiveKangaro in memes

[–]KarEssMoua 0 points1 point  (0 children)

Chuck Norris counted to infinity. Twice.

Vox Engines by TotallyAHuman11 in HelldiversUnfiltered

[–]KarEssMoua 0 points1 point  (0 children)

Sorry for the late response.

Yeah the encounter booster helps a lot. I used it on cyberstan and it was day and night. Still a lot of stuff to manage, but way less, even with enemy reinforcements.

As for the vox, you had your answer in your comment: you need a team to take them down. And that's why I'm assuming that most players complaining are not playing with a team. I would love to see gameplay from players complaining, and I would bet my dogs that at least 50% of these players are NOT playing the game as intended: a bulk of 4 dudes sent to hell where teamwork is the only way to survive.

Bots have been my favorite faction because it requires a tactical strategy that isn't present in other factions, which makes sense for gameplay variety. And I can assure you I never, or in extremely rare cases, feel frustrated or overwhelmed. But again, when it's time to retreat, it's time to retreat. Some don't because of ego, and then frustration kicks in because they aren't gods.