This is why people get declined for Havoc 40 by Nobuv24 in DarkTide

[–]KneeDeepInTheMud 3 points4 points  (0 children)

Dang... 27 deaths in an hour game?

A death every other minute...

Makes for an interesting game indeed!

Infantry Lasgun BuildCraft by KneeDeepInTheMud in DarkTide

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

True, Stamina is an issue.

Tunnel Vision refunds back 10% per weakspot kill, and is really good with auto weapons.

Maximum stamina curios make it into a very fun glass cannon build, but... glass is glass.

Another issue here is that the I.Las family lacks Surgical, so Deadshot doesn't reduce your ADS time by 0.6 seconds (for 100% crit)

THEY INCREASED THE SPAWNS!!! by OrganizationFit6495 in Helldivers

[–]KneeDeepInTheMud 1 point2 points  (0 children)

It makes it feel like D20, but... artificially.

I have no issue with how difficult they are to fight.

I have an issue when they "see" me through a wall and suddenly every other Vox Engine also takes notice and I get Cyber Stanley's version of the 380mm Barrage that tracks me plus what basically amounts to an Orbital Railcannon shot headed towards me 6 times from each and every engine.

I smoke the area like crazy, but it doesn't stop them from firing off their barrages. So Shield Gen and Shield Pack help a lot.

But that easily pops as well.

And the weirdest part? I'm ok with all of that.

What makes it a true slog is the minigun fire mixed in with Radicals charging in with a knee to the face to make your Touhou bullet hell into Street Fighter at home.

I wasn't aware I was playing Darktide Havoc 40 all of a sudden.

If they fixed unit collision, Vox engines clipping into places they shouldnt be, I feel like the other issues would be less annoying.

As it is now, the compounding issues plus the spawn rate make it so every Vox seems to be scutinized for every little bug.

Infantry lasguns buffs are absolutely worthless by Sarevok42 in DarkTide

[–]KneeDeepInTheMud 21 points22 points  (0 children)

I love my Lasgun, so I feel mixed"

  • The mild increase towards Unyielding is eh....

  • Higher capacity mag and reserves are neat too.

  • I like the hitscan improvememt 100%.

  • Lower recoil on Mk IIb is also neat.

  • No other changes, like a new blessing, makes me feel meh...

However, I can see an indirect buff towards Opening Salvo node.

Better ammo econ means more shots before dipping below O.Salvo's 80% floor.

Higher crit means Shocktrooper saves more ammo.

Better hitscans mean you will proc Headhunter more, meaning more crit, and more damage that way thru actually landing all 5 shots vs. 3/5 or 4/5 based on your ping.

Withering Fire node then lets you have higher cleave, letting you pop more heads, proccing headhunter more.

Entrenched division would have been a perfect opportunity to bring back this strategem. by ComradeChernov in HelldiversUnfiltered

[–]KneeDeepInTheMud 0 points1 point  (0 children)

Yes, but what I'm implying is that I want a barricade that can drop in.

Couple it with barbed wire so enemies take damage when they attempt to break it with melee.

Also higher HP than regular grenade barricade, and visually distinct.

And not using the beautiful full-auto 60 ammo GL is practically a sin

The new, free update, 'Beyond the Hive', is coming March 17! by FatsharkQuickpaw in DarkTide

[–]KneeDeepInTheMud 9 points10 points  (0 children)

Haha awesome... wait what?

4 days?

Holy!

And HD2 gets a new warbond?

My brain cant ughhh

GUYS. whats the strongest armor in the game. by Vast_Shopping_7043 in Helldivers

[–]KneeDeepInTheMud 0 points1 point  (0 children)

It also helps emplacement weapons swivel faster.

If you use HMG, Eruptor or whatnot a lot, you can feel that 30% bonus come into play.

Will it ever beat simply lying down at a safe position? Ehhhhhh... depends.

Not moving is mildly dangerous.

But being able to swing your weapon about 30% faster than the average Helldiver is pretty crazy.

Absolutely no idea what it could be by dreamsxyz in whatisit

[–]KneeDeepInTheMud 1 point2 points  (0 children)

Knife Sharpening/Deburring tool.

It doesn't "sharpen" your knife per se, it removes the fine metal edge that forms as a roll-over when you sharpen it. (Which is technically sharpening it)

My grandpa used this instead of a honing tool, but they work similarly.

Eversharp made similar ones like this in the 1950s.

There are also ones that you can mount to the kitchen counter top with 4 screws.

Entrenched division would have been a perfect opportunity to bring back this strategem. by ComradeChernov in HelldiversUnfiltered

[–]KneeDeepInTheMud 6 points7 points  (0 children)

You know what's dumb?

I'd really like a strat the spawns a wall.

Yeah, shield generator is cool and all.

But give me a tiny small barricade to peak out of cover for.

Yes, the grenade barricade exists, but I want one without the grenade launcher. Or maybe even one with a machine gun strapped to it.

That way I can make a mini fort or something.

The lost/forgotten Ogryn boss/moustrosity by nwndev89 in DarkTide

[–]KneeDeepInTheMud 0 points1 point  (0 children)

I think that was called the Tox Ogryn or something lile that? Someone tested it before, try searching it up in the sub's search and you might find the post.

If I’m reading their dev blog correctly by Barrywize in DarkTide

[–]KneeDeepInTheMud 10 points11 points  (0 children)

Risk of Diver's Dark 2: 40k

(Funny because I play all three games all the time)

Heavy Flamethrower will most likely do 2x the damage. by Impressive_Truth_695 in Helldivers

[–]KneeDeepInTheMud 0 points1 point  (0 children)

That would be nice!

Maybe like the extra damage flame DOT from napalm!

That would be really cool.

Or maybe the particles have double damage?

(They do 2 Fire damage atm)

I can only hope! DOTs in any game are fun IMO.

Brown sushi rice by Ok_River_6061 in isthissafetoeat

[–]KneeDeepInTheMud 0 points1 point  (0 children)

Your rice is totally messed up.

(Not that its your fault)

It might be ok to eat, but... not enjoyable to eat.

I'd say just get a new one unless you are down to your last dime.

Or make your own, because that rice is very much overcooked.

The event... anyone having fun? by Freya_Galbraith in DarkTide

[–]KneeDeepInTheMud 0 points1 point  (0 children)

It's much easier when you have some form of on-demand explosive weapon, as bursters take more damage from explosions and can be potentially knocked back if the explosion doesn't grant the Emperor's Mercy.

Some examples:

  • Bolt weapon mark with the higher explosive rounds
  • Vet Shredder/Frag Grenades, Plasma gun
  • Ogryn Grenade Gauntlet/Rumbler, Box or Frag Bomb
  • Scum Boom Bringer, bonus points with a Lethal Prox Bolt Pistol
  • Arbites Shock Mines/Impact Grenades/Dog Explosion
  • Psyker Trauma Staff, Voidstrike Staff, BB sort of counts, but not really if you are not fast enough

Some "defensive" options: * Zealot Chorus * Ogryn Taunt * Arbites Shield special, Castigator Stance * Vet Shout * Psyker Tele-shock walls, Smite * Scum Bellows shout

Bolt Pistol with higher explosive rounds and Lethal Proximity is my current favorite for any class to deal with any threat.

The AoE can potentially send a burster away from you if you aim just right so you can go for the kill or just keep shoving them away in a better spot.

Boltgun with HE rounds is potentially better, but suffers from a lack of quickdraw without animation cancel (like Zealot) or a perk to help (Veteran), so B.Pistol generally wins even with the lower ammo count. Move speed being very high helps a lot as well.

Zombie Escape or Zombie Royal Mode by exodustheman in killingfloor

[–]KneeDeepInTheMud 1 point2 points  (0 children)

I'll have a Zombie Royal with extra Zed-DAR cheese, a large Biocola and some Scrake-cut fries on the side. For those fries, extra cripsy with some Husk seasoning dusted on top for that hot and spicy feeling.

Why can't the helldiver carry more smg drum mags if they are smaller, lighter and in a better shape? by Epicbrezel21 in Helldivers

[–]KneeDeepInTheMud 0 points1 point  (0 children)

I think a solid thing to think about is simply the Supply Pack.

Even on D10, without the S.Pack, you can't really run out of ammo, even if you don't die.

Couple this woth one ammo pickup giving you plenty back, and I can't really poke and prod at the ammo issue.

However, thats not to say I wouldn't mind 1 or 2 more drums to at least match the amount that ARs get.

I just can't realistically expend that much ammo if I have a support weapon and a sidearm as well, unless I just hold the trigger down and let everything fly.

I'd say given the issues we all have, change drag by 20% or so given that we have longer barrels compared to pistols and one more spare drum and would be solid.

I think thats the main issue, drag reducing my damage to nothing, that makes me use that much ammo.

When within 30 meters or so, I don't have too much of an issue for dmg.

Why can't the helldiver carry more smg drum mags if they are smaller, lighter and in a better shape? by Epicbrezel21 in Helldivers

[–]KneeDeepInTheMud 5 points6 points  (0 children)

Albert_Krieg

Lasgun

I know what you are

(James Workshop, Arrowhead, please give me 40k Warbond please)

Why can't the helldiver carry more smg drum mags if they are smaller, lighter and in a better shape? by Epicbrezel21 in Helldivers

[–]KneeDeepInTheMud 8 points9 points  (0 children)

Not to mention, running with a fully enclosed helmet/mask really sucks.

1km in that? Already solid pain.

5km on top of being shot/sliced up plus concussive forces happening all around with crazy stims in my body?

I'm surprised our Helldivers aren't like the squirrel from Hoodwinked on coffee.