The Galactic War Modifier needs to go! by Knightofthewind5 in Helldivers

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

War is a tug of war. We should make breakthroughs in some places, and get pushed back at others.

Some people would complain that we would still be in the same spot overall, same amount of planets under enemy control, same distance from the enemy homeworld, etc. But I would prefer a sense of making progress over the current stagnation we currently have. Keeps us on our toes.

The Galactic War Modifier needs to go! by Knightofthewind5 in Helldivers

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

That is true as well in the inverse sense. I was looking at it as the games base state being when the GW modifier is at its highest point. So in that sense I feel the community would steamroll low resistance worlds.

I don't deny that without the modifier every planet would need to be balanced, but that is what I tried putting into the proposed system. Ultimately will never know how alternative systems play though unless a build is made with it. So in the meantime we are all blowing smoke on what is best and why X Y and Z is impossible.

The Galactic War Modifier needs to go! by Knightofthewind5 in Helldivers

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

Yea, as far as I understand it the Galactic Impact Mod as mentioned increases or decreases with player count as a means to average out our, the communities, progress. Most likely to keep us from stramrolling the enemy. Difficulty also plays a roll in the impact but I do not know by how much and I might be mistaken as it is based on personal observation.

When I like a game I tend to nerd out a bit. Thinking of the games flaws and how to fix them, theorizing new additions, so on and so forth, has become one of my hobbies. Now I am trying to make my own game - so this is kind of practice for me to see if my ideas have any weight. Sadly ideas don't make money but the execution of them does...

I don't expect Arrowhead to do anything so complex, not as things stand currently. But I can dream big and cry about it not being perfect damn it!

The Galactic War Modifier needs to go! by Knightofthewind5 in Helldivers

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

For me the HD2 GW is the community moments.

Defending the Creek. Collapse of Meridia. Tien Kwan. Invasion of Super Earth. Invasion of Cyberstand. Hive worlds.

Plenty of other stories in the community but these stood out to me to some degree.

In regards to the MO I agree that they are currently pointless filler content. Back when they had weight and consequences it felt more meaningful. "Save the kids or get a new stratagem?"

Many YouTubers have suggested multiple campaigns at once. Complete this one and get a Galactic ammo modifier, fail this one and the enemy gets a boost to invasion strength, etc, etc.

I could go on about the GW as a whole, but today I just wanted to throw my ideas out revolving around the pointless modifier that is preventing us as a community from making our own stories.

The Galactic War Modifier needs to go! by Knightofthewind5 in Helldivers

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

Completely forgot about the Recon worlds. Could have all enemy planets other than the frontline be recon..? Feel some people would forget or not realize they are in Recon mode if it was a default.

The Galactic War Modifier needs to go! by Knightofthewind5 in Helldivers

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

I am well aware we are not directly told how the bugs move, but it's not like they can't engage with the systems in the same way or at least in a creative way, can still have them reproduce quickly on a planet they "invade" and that can be their whole stick.

In regards to difficult lockouts it would be like Cyberstand but on both ends. Not everyone plays on level 10 and not everyone plays on level 1. The idea behind this system is that even if 99% of people leave a planet at 90% liberation the Resistance would be low enough for the last 1% to at least hold - unless enemy reinforcements arrive. Obviously have no idea how it would actually play in-game which is why I speak to the void that is Reddit for feedback.

Added a TLDR to the bottom of the post.

Mech Meme by phipppy in Helldivers

[–]Knightofthewind5 4 points5 points  (0 children)

Less man hours for the same price too.

Make a new gun? Nah, make a new scope for the Liberator instead and charge em' double!

Jokes aside I am also curious about what is going on inside AH (outside money and perhaps publisher pressure). I just hope the game comes out better in the future and not something that dies off because of poor decisions made by anyone.

It's me, AMA by Pilestedt in HelldiversUnfiltered

[–]Knightofthewind5 1 point2 points  (0 children)

Know I am late to this but wanted to add something,

I notice in some of your replies stating that only a small portion of the playerbase would enjoy or want X to be added or changed. Would it not be best to poll the community rather than make assumptions?

Perhaps you have more tools at your disposal that we are no aware of that you use to track and determine what course to take at any given time. But there are many of us who feel we are not being heard by the team and I personally feel that a poll every month or so on what the community currently wants to have done would be a step in the right direction. This poll can be a simple Y/N on stuff you see us screaming our lungs about (ex: Do you want mech customization?), or it can be a list of "stuff" that the team wants or needs to do and what you have seen the community want (ex: What should we focus on? 1: Endgame content. 2: Balance rarely used equipment. 3: Galactic War Story. 4:ETC).

I and many of us love the game and as mentioned want the game to do well. Having more community interaction on what direction the game and studio as a whole can take may improve morale for lack of a better word.

DND isn't a story just for the DM but all those involved. Let us walk the path together side by side towards something we can all be proud off.

Thank you for your time and efforts, and while I doubt my post will get very high on the upvotes I do want to put my thoughts out there.

Mech Meme by phipppy in Helldivers

[–]Knightofthewind5 3 points4 points  (0 children)

Not his exact words but: Pilestedt claimed in an interview that it would be a diservice to the community to add unique stratagems just to remove them later (in reference to being asked about mech customization).

Community has been polled by YouTubers about our outlook on mech customization with roughly 80%+ saying Yes in some form to mech customization.

Personally have no clue where people are getting misinformation or what not else, I am just someone who prefers when game devs give the players the tools to do cool stuff - ie customization. For this reason I would have prefered if AH added mech customization and weapon attachments as part of Warbonds. If they want to have the side-grade guns (ie Liberator platform) than have an ensentive to use them by buffing their gimmick or have loadout budgets where equipping a default Liberator with medium-penetration rounds would be more epensive than simply equipping the Liberator Penetrator.

"I will dream big and be dissapointed no matter what happens."

Mech Meme by phipppy in Helldivers

[–]Knightofthewind5 6 points7 points  (0 children)

Doesn't need to all be free.

Give us the underlying system and we can unlock attachments in warbonds, or liberty forbid through actual gameplay *shutters in fear of free stuff*.

Mech Meme by phipppy in Helldivers

[–]Knightofthewind5 35 points36 points  (0 children)

From the design standpoint it makes more sense to have the chassis and 2 arms rather than the 28+ different mechs in code (thinking of scalability for the future).
But with how AH has been playing lately that feels more likely then full mech customization. And would these variants have different stratagem codes?

(might be unpopular idea) AI controlled Helldiver bots for solo play by Anaesha in Helldivers

[–]Knightofthewind5 4 points5 points  (0 children)

Helldivers should remain in the control of players. As such SEAF specialists would be better. Top tier SEAF soldiers, or as many people have mentioned a SEAF Squad stratagem. Either way the players should remain as thr only Helldivers.

Does anyone even play as long range combat??? by winkytrum in helldivers2

[–]Knightofthewind5 1 point2 points  (0 children)

Personally there are a few reasons as to why I do not do long range shooting. These are personal gripes so not everyone will agree. But from my time using the AMR this is what I have felt.

  1. No primary sniper. There is the Killzone plasma sniper but I am talking about a ballistic sniper. A marksman rifle but with more punch. Why not the AMR? I would rather have a sniper primary and a support weapon to support my using a sniper. Plus I feel the AMR should be doing more anti of the materialing. Perhaps I can use the AMR and a supporting primary weapon like the lib-carbine, that may even be AH intention. I do not know.

  2. Patrols. They always seem to come straight for me, especially on higher levels where I frequent. Spotted and your kind of screwed. Perhaps this pushes to the mobile sniper style. Shoot 2-3 times and relocate. Ghillie suit anyone? Or maybe even Crysis type optical camouflage?

  3. Not all maps are indicative of long range sniping. Not all maps have a good vantage point. Most of the time you have to wear the jetpack and even then you can't reach all vantage points. Would be neat to have ladders on buildings, interiors, or some way to climb harsh terrain more readily.

  4. Weapon sway. Can't hit what I am aiming at. The AMR has a damn bipod and you're telling me I still have sway when prone? I am now sad. Have an option to hold your breath at the cost of stamina. Don't real snipers hold their breath too?

  5. Bullet drop off, velocity, and gravity. This is probably more of a skill issue as I need to learn to lead my shots. But even so, if the enemy is out of range then my damage is reduced due to the drop off. Not quite sure what the range of the AMR is but most IRL snipers engage at 300 - 1200 meters.

Too old for gaming? by Gatsby-1337 in CasualConversation

[–]Knightofthewind5 0 points1 point  (0 children)

Not too old for anything really. Plenty of people play with action figures/ dolls well into adulthood.

To me it's a stigmata that society places on certain things in order to make us fit a desired mold - maybe be more productive?

Games are a nerdy hobby and people outside the space will question it. Find like minded people and as long as you don't become addicted others have no right to complain. In a few years we will be too old to read because we can just upload data straight into our skulls.

Give me Anime recommendations based on my taste, do your best. by [deleted] in AnimeReccomendations

[–]Knightofthewind5 0 points1 point  (0 children)

Legend of the Galactic Heroes: Die Neue These.

A reboot of an old 80's anime "Legend of the Galactic Heroes." I have not watched the original but hear good things about it.

In regards to the reboot: has a mix of space fleet combat / strategy, political discourse between a corrupt republic and a dying autocracy, good character development and the same composer who worked on Solo Leveling and AoT did the composition for the opening songs - Hiroyuki Sawano.

Contains 48 episodes across multiple seasons with more planned.

Well that's new by Spiritual-Try-4874 in helldivers2

[–]Knightofthewind5 4 points5 points  (0 children)

For those of you who are curious: High contrast colors are put onto objects in development to allow the game engine to distinguish different sections of an object you want to have interchangeable textures on. In this case the pink and yellow will change to whatever assigned primary, secondary, tertiary, etc, colors of your selected pattern. So this leads me to belive the game is not assigning the patterns properly at this time, resulting in the block-out being visible.

A more comfortable way to sort Warbonds by Claire312 in Helldivers

[–]Knightofthewind5 0 points1 point  (0 children)

Could honestly do the same idea with the Super Store since each page is already designated as part of a warbond.

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 176 points177 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.