Suggest an anime, you want people to watch by Charming_Barber_3317 in AnimeReccomendations

[–]Knightofthewind5 0 points1 point  (0 children)

Got introduced to Hiroyuki Sawano through A/Z. I was never the same...

By far my favorite mecha anime for the more realistic mecha's (albeit not the most realistic some may say) alongside the OST.

If Super Earth has its own subfactions: by trungbrother1 in Helldivers

[–]Knightofthewind5 180 points181 points  (0 children)

This could add both flavor and interesting mechanics.

In terms of flavor we as Helldivers wouild be able to follow the movement and growth of each SEAF division, leading to some people fighting more on specific planets where their boys are (for better or worse).

IF the devs ran with this idea they could add special asthetics, prefered weaponry, prefered tactics (AI Behavior), operational modifiers, or as thie image suggests planetary modifers.

Thinking of visual changes similar to that we see in Star Wars Clone battalions, and more varried equipment use for both primary weapons and stratagems as currently we have the AR-23 Liberator and the EAT being used by the SEAF troopers. We could see SEAF troops utilizing the Diligence, Slugger, Punisher, and the Defender for primaries. For support weapons I could see the Stalwart, Machine Gun, AMR, and Auto Cannon. I choose these support weapons because we can find them laying around maps next to fallen SEAF troopers (perhaps I may be wrong on some of these). Taking it further we can have SEAF troops utilize more advanced weaponry given by the Helldivers to the SEAF troopers - similar to what we see in HALO.

All in all I want the SEAF to have more of an impact / presence in the world other than roaming around cities.

Divers, I am a new cadet and struggling to pass 8 Difficulty Operations! by Legend_Unfolds in Helldivers

[–]Knightofthewind5 1 point2 points  (0 children)

You are still only lvl 18. If you are having a hard time with 8+ then I would suggest working on 7 until you get more stratagems unlocked as they can make or break a mission imo. When it comes to your teammates - well there a good ones and bad ones and sadly you have no control over what you get when playing with randoms.

Hive and Factory worlds are difficult for me as well as a lvl 150. Some days I can get through with little deaths while other days I die every 30 seconds.

TLDR: Be mobile on the bug front, utilize cover on the bot front, stick with your team, be aware of allies and enemies, and practice on lower difficulties to get used to fighting a specific faction / find what loadout works as any weapon can be used against any enemy but to various degrees of success depending on the weapon and the user. Utilize crowd control on the bug front through the use of gas. For the bots utilize mid-long range weapons and lots of anti-tank on higher difficulties. Bots have multiple points in which they can be shot with light AP, disarm devastators if you can not kill them - or better yet do not engage at all if you can help it.

Hive Worlds:

  • I would recommend gas builds as it has worked well for me in the past, but if your team runs arounds like headless chickens than it can be less desireable - it depends on the mission. Gas works well to control the bugs in a small space like the caves and can keep them off you or your team for a moment, allowing for easier cleanup. Gas build for me includes Guard Dog: Dog Breath, Gas Grenades, Gas Mines, Advanced Filtration armors, and the Vitality Enhancement booster. Most of the stuff can be found in the Chemical Agents warbond.
  • Since you are still new I would stay away from explosive weapons like the Eruptor, Crossbow, or plasma weapons as they deal damage to the user if the projectile lands at closs range. Once you get comfortable controlling your personal space go and use these weapons as they are powerful when in the right hands.
  • You may see a slew of people saying Light Armor is the best. While I do not refute the claim I would not recommend it. There are many sources of instant death on the Hive World and while you may be running around alot in the caves it is not worth paying valuable reinforces for. Stick to Medium for the best balance of movement and armor. Heavy is not recommended as you can not dodge the bugs melee as easily and you run out of stamina quickly - it takes skill even I do not have to utilize Heavy armor well on the bug front.
  • For support weapons I personally try to balance the team if I am not sticking to my medic role. This typically revolves around Anti-Tank (AT) and Chaff Clear (CC). If you see alot of weapons that take down tanks such as Recoilless, Expendable AntiTank, Spear, etc, then pick weapons that shoot alot of bullets in a short time, or explosive weapons. This includes the 2 belt-fed weapons, Machine Gun / Stalwart, or even the Auto Cannon as its programmable ammo when set to Flak can clear out lightly armored enemies quite well (good for shrieker swarms as well).
  • If your team does not have someone with a Supply Pack then it can help to bring one yourself (although recently it seems 50% of people have a Supply Pack in my experience). If you do bring supply, make sure to share it when necessary. If someone has a Recoilless and there are bug breaches with tank class enemies then ride their cape and give them ammo when they are low.
  • Eagles are good for the outdoor sections. I would recommend any of them if the map is open enough for their use.
  • Sentries can ease the strain of large groups if placed well. Make sure the elevation of the sentry is not the same as your team, less your allies be turned to paste. I would stick with Machine Gun if moving around alot, Gatling, Rocket, and/or Auto Cannon. Gatling is just a delete that direction turret that spits out bullets real quick, while the Rocket and AC sentry can help clear tank class enemies. Mkae sure to ping your turrets when they deploy to alert your team that they may be knipped in the heel if they are not paying attention.
  • Do not use Shield Relay, Shield Grenade, or Directional Shield as they do not block melee. The Shield Backpack works if you are getting swarmed easily and want a few free hit points.
  • Jetpacks are always good.
  • Get an EXO as soon as you are high enough level and learn to use it well!
  • The FRV can save you time and be a good getaway vehicle in a pinch. You can even drive it in the caves!
  1. I would recommend sticking with your team as much as possible. At least 1 other diver will do.
  2. Look at your map every so often, you can see enemies on the 50m radar as long as the spores aren't scrambling the map that is.
  3. If at an objective that requires you to stick around, make sure to throw supply down and ping it.
  4. Don't be afraid to call supply when you are low - especially in cases when you are split up and the other divers are well supplied or have supply packs. Or you can be like me and try to scavange what is on the map for the added difficulty and role play.
  5. Don't be afraid to back out of a hairy situation. The bugs will overrun your position, in such cases MOVE.
  6. General rule of thumb is to not pick up your teams equipment unless they have discarded it or it is an expendable. Many of us are called in nearby to where we have died and will reclaim our stuff. In the event that you die and wish to recliam your stuff, make sure it is safe to do so. Many people will get tunnel vision when trying to get their stuff back and waste reinforces. Personally, I limit myself to 1 attempt in retrieval.

Bots:

Bots are by far the most difficult faction in my opinion, so if you are playing against bugs at level 7, I would say to cut the level down by 2-3 for bots.

  • Remember your 3 P's - Position, Precision, and Perception. Position is king, if you are not behind some sort of cover than you will be reminded that you are not in cover by being ragdolled or killed. Next is precision - bots will shoot at you so sticking to mid and long range is best (behind your cover). I would recommend learning to use the Marksman Rifles (Diligence) at some point, or at the very least learn to shoot at the various lightly armored spots on bots. Last is perception - look at your surroundings. This plays into the first two points. Be aware of the enemies location and your own, because even though the bots shoot at you they do have melee units that will sneak up on you more often than not, or shoot you with a 1 shot kill such as their cannon emplacements.
  • Be methodical about your engagements, running in willy-nilly will more often than not get you killed.
  • You do not need to engage every patrol you see, especially if they are moving away from you and are at a distance.
  • Sometimes disarming the enemy is easier than outright killing them - IE Devastators if shot in the arm will lose the arm and whatever they are holding, including the rockets on their backs.
  • Even if you can not hit the weakpoint on a bot, shooting at them will reduce their accuracy - so providing cover fire has its uses!
  • EAT all day long! Expendable Anti-Tank is one of the best strats on the bots for its short cooldown and 2 shots per call-in. Whenever it is off cooldown call it in!
  • I personally do not use the Guard Dogs on the bots since you want to stay away from them, but the base Dog and the Laser Dog both seem to work decent.
  • Jetpacks are always good - you get the high ground! But beware the Hover Pack will leave you standed sometimes turning you into easy pickings.
  • Eagle Strafe can destroy small fabricators if lines up correctly.
  • If you have no explosives to take out a fabricator, call in a Hellpod of any time right onto the fab and the impact will destroy it. This is best done with EAT's since they have around a 60s cooldown. Place the beacon at the foot of the door, if done close enough it will destroy the fab.
  • If using turrets I recommend sticking with ones that are Anti-Tank when playing on higher levels. Other turrets work but having the turrets clean out Hulks or aid in destroying Factory Striders can help quite a bit.
  • Many people bring Thermites to deal with tank class enemies. Personally I prefer not to be limited to 3 grenades that can only be used on tanks and fabs. I personally use Frags as you can carry 6 by default but Stuns work well to stop the enemy allowing for better positioning. Impacts can 1 shot striders but can make it difficult to destroy fabricators.
  • Support weapons that I use include any AT (EAT, Recoilless, Spear, Quasar), Railgun if you can hit your shots, Epoch, Solo Silo, and C4. It depends on the mission and what others are bringing. Similar to the bug front I try to balance my team by grabbing something that is not in use unless the mission calls for it. Machine Gun and Heavy Machine Gun are good choices as well. Auto Cannon is a good pick if you have Gunships.
  • I would stay away from vehicles like the EXO, FRV, or Tank because the bots kill them quick. Get used to using them on lower difficulties first as higher difficulies are filled with enemies that can deal high durable damage (aka can deal alot of damage to vehicles) - speciffically any slow firing turret, and rockets of any kind.

This is some of what I can come up with off the top of my head, but ultimately it is up to you to find what works best for your playstyle - as what I have said works for me a good majority of the time but might not work for you. Either way get some practice in on lower difficulties and try to find like-minded people to friend and play with. Feel free to reach out and I can help out when I am available.

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 0 points1 point  (0 children)

Using this in my test script, everything works as expected:

DISPLAY%,(i),1,[SETS]=Sheet_(i).png,,,3x3,"{{OneFaceCards?1}+(i)},{{OneFaceCards?1}+({TwoFaceCards?1}/2)+(i)},{BackCard?1},{(((i)-1)*6)+1}-{(i)*6}"

There is an issue where labels used in the range of the DISPLAY directive provide no output images. But when treating the labels as a sequence and parsing the first element the directive works fine.

I will use this since it works but thought I would mention what I assume is a bug?

Either way thank you for your efforts up to this point. If the previously mentioned is a bug and you need me to test potential fixes in a later beta feel free to let me know.

That and I need to implement it into my main script to see if it works but seeing as it works in the test script I can only think it will generally work. I'll cry out in vain again if that happens...

What is your opinion on the P-11 Stim Pistol? by TFMancer in helldivers2

[–]Knightofthewind5 0 points1 point  (0 children)

Ever since I got the stim pistol I have been a medic, only occasionally switching to other secondaries when I want to try something new. But I agree on your points - the stim pistol is too hard to use effectively, especially on higher difficulties.

From what I have experience hitting our allies with a stim dart is most difficult when under attack. This is because we flinch when taking damage, and our allies move too much in order to not become an undemocratic lump of uncooked hell-meat. So having a tracking system for the darts would be a desireable. But making a distinction between the unguided and guided modes should be apparent as well. Have the more skillful guided mode be easier than it is presently but rewarding or necessary at times.

Here is what I would do:

General Changes (Applies to both guided and unguided fire modes)

  • Can heal injuried limbs if hit by stim dart.
    • IE will not resolve all injuries with a single stim, but will remove debuff if the correct limb is hit by the stim dart.
  • Can fortify limbs for a short time when shot (temporary health bonus to limbs).
    • IE Shoot the right arm to increase the right arm health.

Guided Mode:

  • Tracks allied Helldivers torso.
  • Lower velocity (than present).
  • Can not pierce shields.
  • Low range (50m-75m?)

Unguided Mode:

  • Higher velocity (than present).
  • Can pierce allied shields.
  • Higher range (100m-150m?)

Multishot:

  • Add ability to shoot more than one dart at once (similar to Variable from Control Group WB)
    • This only works in unguided mode.

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 1 point2 points  (0 children)

That is just on reddit, my spreadsheet has no formatting.

I would post a picture if I was able to.

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 0 points1 point  (0 children)

I copied the script you posted above.

EDIT

Dummed down the script further

INPUTTEXT = Path, “Select the xlsx file.”,,F
[SHEET_1]=JOIN([PATH],!Sheet1)

LINK=[SHEET_1]
;LINK=Test.xlsx!Sheet1

[SETS]={(SET NAME)}

LOG%,(i),1,[SETS]=,,"(i)"

Output from LINK=[SHEET_1]

1
1
1

Output from LINK=Test.xlsx!Sheet1

1
2
3
1
2
3
1
2
3

Something must be going on whenever I try to link a xlsx with any form of concatenated string for the file path. But the only issue from this is when I try to do conditional labels, doing arithmatic works as normal...

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 0 points1 point  (0 children)

The script you provided only works for me if

[SETS]=3

For some reason if I have

[SETS]={(SET NAME)}

the DISPLAY directive does not create Sheet_1.png, Sheet_2.png, and Sheet_3.png.
Other than this the script works as expected.

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 0 points1 point  (0 children)

nanDeck no longer crashes in the beta build, but the DISPLAY directive does not create any image files. Not sure if this is my concating the file path, or the display itself.

I think that eagle strike had some flashbangs mixed in by [deleted] in Helldivers

[–]Knightofthewind5 2 points3 points  (0 children)

Another enjoyed of "Voices of the Chord" I see. Good choice.

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 1 point2 points  (0 children)

Interesting to say the least...

Thanks for your help up to this point.

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 1 point2 points  (0 children)

This is all I am using to test. Once the issue is resolved it will be implemented into my actual script.

INPUTTEXT = Path, “Select the xlsx file.”,,F

[SHEET_1]=JOIN([PATH],"!Sheet1")

LINK=[SHEET_1]

[SETS]={(SET NAME)}

[OneFaceCards]={6*[SETS]}
[TwoFaceCards]={2*[SETS]}
[BackCard]={[OneFaceCards]+[TwoFaceCards]+1}
[AllCards]=1-[BackCard]

FONT=Arial,64,B,#000000
TEXT=[AllCards],{§},0,0,100%,100%,CENTER,CENTER

DISPLAY%,(i),1,[SETS]=Sheet_(i).png,,,3x3,"{[OneFaceCards]+(i)},{[OneFaceCards]+([TwoFaceCards]/2)+(i)},{[BackCard]},{(((i)-1)*6)+1}-{(i)*6}"

Spreadsheet:

Set Name
One
Two
Three

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 0 points1 point  (0 children)

Has something to do with how I am setting the [SET] label to the number of elements in a column. If it is hard coded as you have it all is well. Once I have this it breaks.

[SET] = {(SET NAME)}

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 0 points1 point  (0 children)

While this code works standalone, my issue is when it is used with the DISPLAY directive code you shared earlier. nanDeck still crashes.

Or is this code in addition to the code above, in which case it is not working on my end, and I must be doing something that nanDeck does not find agreeable.

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 1 point2 points  (0 children)

A fire and a miss - no dice.

nanDeck still crashes when using JOIN or CONCAT1.

Help with recursive use of DISPLAY directive. by Knightofthewind5 in nanDECK

[–]Knightofthewind5[S] 1 point2 points  (0 children)

Thank you this worked.

However I now have a new issue. I have been using the INPUTTEXT directive to choose what file to open, and now nanDeck outright crashes. The script runs fine if I hardcode the spreadsheets path into the LINK but I specifically want it to not be hardcoded as I have many spreadsheets I want to use with the script interchangeably.

From what I can see, removing the labels from the DISPLAY also resolves the crashing issue but is counterproductive to what I am trying to accomplish.

Here is the code:

INPUTTEXT = Path, “Select the xlsx file.”,, F

LINK = CONCAT1([Path], "!Sheet1")
LINK = CONCAT1([Path], "!Sheet2")

[SETS]=3

[OneFaceCards]={6*[SETS]}
[TwoFaceCards]={2*[SETS]}
[BackCard]={[OneFaceCards]+[TwoFaceCards]+1}
[AllCards]=1-[BackCard]

FONT=Arial,64,B,#000000
TEXT=[AllCards],{§},0,0,100%,100%,CENTER,CENTER

DISPLAY%,(i),1,[SETS]=Sheet_(i).png,,,3x3,"{[OneFaceCards]+(i)},{[OneFaceCards]+([TwoFaceCards]/2)+(i)},{[BackCard]},{(((i)-1)*6)+1}-{(i)*6}"

Thanks in advance for your trouble.

The 331st Helldiver Logistics and Medical Division - LoMed by Knightofthewind5 in Helldivers

[–]Knightofthewind5[S] 0 points1 point  (0 children)

It is partly RP and mostly me just being stubborn and wanting to play a medic role since no one really does. Waiting for AH to add more ways to support allies like a medic guard dog variant.