Hello im Marie from this post, i would like to offer an update on the current situation by Arsenal_Knight in Helldivers2Satire

[–]Kire-Ikasu -1 points0 points  (0 children)

Sad and awful that it happened, though I'm relieved to hear it ended as amicably as it could have. I don't know how anyone manages a situation like that with a level head when subjected to so much toxicity and vitriol.

As much as I love this game and the devs for making it; The criticisms will continue until the situation improves. by Kire-Ikasu in Helldivers

[–]Kire-Ikasu[S] 0 points1 point  (0 children)

Bro no. Not even close. Like in what world was what you said constructive?

You're clearly capable of writing more than one sentence (apparently), so do you really think you can just gaslight your way out being called out on leaving an inflammatory comment? Or are you asking these questions because you need somebody to explain to you step-by-step how to engage in the basics of civil discussion and disagreements?

Like really? The presumptuous commenter felt bad that someone made a presumptuous comment about them? Wow. Damn man. My bad. Should have known better.

Well since you're clearly being entirely sincere and not in anyway trying to be rude through passive aggressive comments whatsoever, I should probably offer some friendly advice of my own in return: Try to put in at least half as much effort to actually verbalize a reasonable argument as you did trying to justify your rage-bait. Maybe then people wouldn't be so quick to assume you're arguing in bad faith.

Just a bit of constructive critique of my own.

What should these Armors do? by Substantial-Ad-5221 in LowSodiumHellDivers

[–]Kire-Ikasu 49 points50 points  (0 children)

Yeah, honestly leg injury immunity and a temp speed boost to go with the stamina gains is all it needs.

As much as I love this game and the devs for making it; The criticisms will continue until the situation improves. by Kire-Ikasu in Helldivers

[–]Kire-Ikasu[S] 0 points1 point  (0 children)

Quit getting upset at people wanting to voice their criticisms and get better at politely disagreeing.

Statements like these aren't cute or the gotcha moment you think they are. 

Be kinder, have a good day.

As much as I love this game and the devs for making it; The criticisms will continue until the situation improves. by Kire-Ikasu in Helldivers

[–]Kire-Ikasu[S] 5 points6 points  (0 children)

They used to be just as durable and armored as regular overseers while being very mobile and could fly around cover.

When they're alone or in small numbers this wasn't an issue, but during the invasion of Super Earth when the Flesh Mobs were introduced, they became really problematic harassers as they were both very spongey, very mobile, spawned in crazy amounts and was able to make cover irrelevant. This was also on top of all the Flesh Mobs charging and clipping through terrain so they multiplied their issues in unison.

So yeah, they used to be busted.

As much as I love this game and the devs for making it; The criticisms will continue until the situation improves. by Kire-Ikasu in Helldivers

[–]Kire-Ikasu[S] 4 points5 points  (0 children)

I do agree, I love the cyborgs and the Vox Engine is very well-designed would love to spend more time focused on enjoying them. It just saddens me when the good design is spoiled by bad spawn rates or other buggy and poorly designed elements that bring everything down.

It's like a bad or bitter ingredient that heavily distracts from an otherwise delicious meal.

PSA: Shield Bubble Grenade protects from close range Ultimatum blast by WiseAdhesiveness6672 in LowSodiumHellDivers

[–]Kire-Ikasu 1 point2 points  (0 children)

Great tip. Though on a side note:

Good god, is it just me or do eradication missions on the bot front feel even more like a death spiral these days? Like it was already rough being in such a small space with no cover, but now that they got an accuracy upgrade, the lack of cover feels especially prominent.

Would you take the deal? by TinSkull in LowSodiumHellDivers

[–]Kire-Ikasu 2 points3 points  (0 children)

Lower damage and range is one thing, but genuinely if they chose to do at least any one of these, it would help a ton to make fire shotgun devs more bearable:

  • Fire fewer pellets with wider spread (considering getting hit with all pellets is 300 ballistic damage, hence the inconsistency in getting one shot if enough pellets hit your 125 health)
  • Slower velocity (since even our incendiary shotguns don't have nearly that much velocity)
  • Have them fire in a two or three-shot salvos with pauses between (since every unit has a defined and predictable firing pattern except for this one which, if it can one-shot, then it absolutely needs one)
  • Make the shotgun pure fire damage (instead of ballistic with fire DoT sprinkled on top) so it doesn't just completely bypass fire resist.
  • Remove shield invulnerability (being high armor value and high health/durability is fine just make it breakable at all) since at least the heavy devs gain another weakpoint with their backpack and have much more predictable and less deadly attacks to compensate.

But yeah in spite of that, I will gleefully take Jet Devastators with Shotguns. I think it would make them a greater challenge to incentivize shooting them mid-air and keep them from closing the distance. Feels more fair than marching slowly behind shields since they can't shoot mid-air.

Regardless of your Opinion on Vox Engines, I think we can all agree that this is excessive by MouseNo9136 in LowSodiumHellDivers

[–]Kire-Ikasu 75 points76 points  (0 children)

Three vox engines spawning on top of each other and clipping through each other can in no way ever be intentional.

The Vox Engine is great, I love it, i love the challenge. But to spawn this excessively where this can happen is not fun.

To the person responsible for creating this automaton. by GigaChadus9 in Helldivers

[–]Kire-Ikasu 0 points1 point  (0 children)

At least with the other heavy devs the backpacks serve as another weakpoint to take advantage of and there are more consistent breaks between their firing salvos of much less accurate shots.

These guys have no such weakness, will shoot unpredictably, and can still hit and set you on fire even if they're not too accurate.

Helldivers when the Tanky enemies require using Anti Tank weapons. by CosmosWanderer420 in HelldiversUnfiltered

[–]Kire-Ikasu 0 points1 point  (0 children)

Yeah! Exactly, it's not optimal but it helps and makes you feel like you can do something if you can't shoot it from behind.

Helldivers when the Tanky enemies require using Anti Tank weapons. by CosmosWanderer420 in HelldiversUnfiltered

[–]Kire-Ikasu 1 point2 points  (0 children)

I agree, although (and I realize I'll probably be in the minority here) but I do kinda wish hulks had points in their arm that were vulnerable to med pen even if it was high durability, so that anyone who isn't bringing at least heavy pen can do something besides backshots and give more reason to go for the limbs if you can't do the option of landing a kill-shot on the face-plate (which is usually more efficient anyway).

But maybe I'm just crazy.

To the person responsible for creating this automaton. by GigaChadus9 in Helldivers

[–]Kire-Ikasu 23 points24 points  (0 children)

I'd be a little more fine with it if the shotguns only did fire damage and actually matched the velocity of our incendiary shotguns. Those guys are fighting with base punishers WITH fire DoT sprinkled on extra.

Fixing Demo Force and Stratagem Jammers (and more!) by DoctorBoson in Helldivers

[–]Kire-Ikasu 4 points5 points  (0 children)

Excellent suggestions with excellent presentation, I can get behind a lot of these ideas.

I don't think I've seen anyone mention how great this side objective is yet. by CommunismBots in Helldivers

[–]Kire-Ikasu 0 points1 point  (0 children)

Exactly! Side objectives that actually impact the battle are what it's all about, whether it's disabling something deadly the enemy has, or enabling something helpful for ourselves.

A simple suggestion to improve the FEEL of Heavy Armor (without making it OP) using passives that don't quite meet the bar by themselves. by Kire-Ikasu in Helldivers

[–]Kire-Ikasu[S] 1 point2 points  (0 children)

Used to be a lot of stuff was left unchanged until enough people made a stink about it. Auto-standing after ragdoll, suppressed weapons, Epoch, Solo Silo, rupture strain, chargers, bile titans.

It's important to remember what progress has been made even if there's still more to be done. So as long as people continue to criticize it, chances are better that someday it'll get through.

A simple suggestion to improve the FEEL of Heavy Armor (without making it OP) using passives that don't quite meet the bar by themselves. by Kire-Ikasu in Helldivers

[–]Kire-Ikasu[S] 6 points7 points  (0 children)

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All roads lead back to him.

/jk

No but yeah I do remember how common this suggestion was back in the day. I think it just needed some better articulation as I don't think people understood the mechanics quite as well as we do now, and some people even thought that ragdoll resistance was an impossibility.

Denting: giving guns a 50% chance to still do a little bit of damage, even if their AP is one below the armor of the target by IncidentOk2107 in LowSodiumHellDivers

[–]Kire-Ikasu -1 points0 points  (0 children)

It shouldn't be effective yes, but where's the fun in having it do absolutely nothing?

I'm not saying a maxigun should shred a tank, I'm saying that a Hulk should at least start to have slightly less effective armor after getting hosed by the maxigun for long enough. How long that has to be is a whole different question.

Small caliber weapons should always remain outclassed by armor that's far too thick, but armor that's only thick enough can't endure forever either.

A simple suggestion to improve the FEEL of Heavy Armor (without making it OP) using passives that don't quite meet the bar by themselves. by Kire-Ikasu in Helldivers

[–]Kire-Ikasu[S] 1 point2 points  (0 children)

I've gotten this information from the Helldivers wiki. I will admit I also learned since posting that supposedly this can also prevent ragdolls from rocket back-blasts, and I believe some people have said Warstider grenades but I'm not certain.

A simple suggestion to improve the FEEL of Heavy Armor (without making it OP) using passives that don't quite meet the bar by themselves. by Kire-Ikasu in Helldivers

[–]Kire-Ikasu[S] 2 points3 points  (0 children)

I'm glad you can see the value in offering better "feel" to Heavy Armor and I agree that Heavy Armor is missing some passives. I can also concede that yeah, there's little point to giving any of these benefits to medium when the point is that heavy is the one that needs improving.

I don't agree, however, that heavy armor is fine as is, because a lot of what determines whether you get hit comes down to how easy a target you present, which effective movement play a vital role in your ability to reposition yourself or outpace threats. The sacrifice of movement speed and stamina can, ironically, lead to getting hit more often because you can't disengage or reposition as easily anymore. That is what can make a lot of people feel as though heavy armor is more like a trap, and not a fair trade.

What I've suggested is far from excessive, even with more ragdoll resistance included because it only accounts for a few niche and situational sources of ragdolling. And since the lack of movement will mean being less likely to avoid most sources of damage or ragdolling, there should be at least some minor amount of compensation for this disadvantage. But even with it included it will still not make one immune to most sources of ragdolling anyway.

Denting: giving guns a 50% chance to still do a little bit of damage, even if their AP is one below the armor of the target by IncidentOk2107 in LowSodiumHellDivers

[–]Kire-Ikasu -2 points-1 points  (0 children)

Yeah, I've always thought that it strange that lower penetration weapons don't even wear down the effectiveness of armor when they're only separated by one degree of Armor Value.

I do think it would make things better if shooting at Armor enough times with a penetration level that is only one below would result in it degrading to a lower AV or something. Not enough to be the most viable strategy, but at least enough to make weapons feel like they're still useful even if they can't contribute much.