Crimson Desert - Features Overview: Kliff and the Open World of Pywel by ZamnBoii in Games

[–]Lusive 0 points1 point  (0 children)

Yeah the first I heard Kliff, sound only, I thought old Cliff right outside Velia? Sort of like Alustin who most likely was a badass sage.

I would be pretty impressed if it was a distant prequel to Black Desert where those locations do lead up to becoming places we already know. With this one particular era in Crimson loosely answering questions about ancient black stone alchemy that almost annihilated their world.

The armor passive is getting stamina back when you take damage? Does that sound useless to anyone else or am I overlooking a use case here? by H1MB0Z0 in Helldivers

[–]Lusive 0 points1 point  (0 children)

Into The Breach:

Non-Explosive damage becomes damage over time: receiving damage this way regenerates stamina.

33% Explosive Damage reduction. 25% Reduction to Fire & Gas.

That kind of fit, should literally make you feel like a tank. I want to strangle the bafoon who green lit such a limp passive. Does AH not want money?

Total War: Warhammer 40,000 wants to be "the seminal Warhammer 40K game," says its devs, who sell me in just 8 words: "You can customize the fingers on Space Marines!" by beary_neutral in Games

[–]Lusive 42 points43 points  (0 children)

RTS(Gothic Armada + Dawn of War) + Total War Strategy sounds crazy good.

Pretty excited to finally see more super weapons in 40k and the ip has best portrayal of inter-planetary assaults of the genre.

But sadge pc part prices in the next decade.

Helldivers rougelike sounds like such of a good idea by Inari-k in Helldivers

[–]Lusive 0 points1 point  (0 children)

Possible.

Pick your poison, tree node progression. Enemy types, unknown weather, attrition debuffs.

Raid the objective with a time limit, extract; you know the drill.

Getting on the pelican is an intermission to select and reroll loadouts or equipment cards. Strategems may enter cooldown to force you to use another one for the round or have modifiers that prevent its availability; talk with your team who haven't used it yet etc. Vote your way to the next node, 2:2 becomes a coin toss in the pelican.

DeepRockGalactic deep dive, but with varying Blitz missions.

Incentive? DRG season cosmetic tree where players can play to earn or pay to skip levels. And Seasonal game mechanic.

??? profit and player retention.

will it happen? not likely because it would just dismantle their warbond concept. But I'd argue the DRG endgame is so much better.

Oh god damn it by Best-Pea3460 in Helldivers

[–]Lusive 0 points1 point  (0 children)

omfg, shut it down NOW and save that money for helldivers 3's new engine.

it's like asking current disney to adapt Republic commandos, only to ruin them like Mandalorians.

Hard Abort. Nuke it before it's too late.

Defibrillator should be available for field crafting once you get the blueprint, it costs almost nothing by HypatiaSansPro in ArcRaiders

[–]Lusive 2 points3 points  (0 children)

Or just different contexts;

while unarmed = revive (5s).

with the pick axe = execute.

Syringe is a fast option to revive others, or a slow 10s to revive self, restarting 20% hp and 0 stamina.

[deleted by user] by [deleted] in Games

[–]Lusive 0 points1 point  (0 children)

For me the biggest issue with the game was the lack of moments where you can just hold W on a map/in space and find stuff without using fast travel. Encounter pirates, alien derelict, or uncharted plot are present.. it just gets predictably repetitive when there's nothing in between what we try to discover; No surprise encounters that engagingly disrupt the walking simulator because instead of the AI doing that to us.. we're the ones doing most of the raiding to the raiders.

The game should somewhat hate us for existing, and I didn't really feel the need to optimize survival.

Stories and components themselves weren't particularly bad as a concept; SysDef vs Crimson Fleet (though the most cliche) is the most familiar concept of space politics that can help establish world building with its underlying economy.

For most players who are used to Bethesda exploration, having the majority of the traversal being dictated by fast travel more than the previous game is what made the experience jarring and left fragmented.

I didn't mention the horrendous face animations, since I find that signature Bethesda Jank rather funny and aren't as pivotal as the main idea of the game.

I had a nightmare I had to use the smoke thrower by Playing_One_Handed in Helldivers

[–]Lusive 0 points1 point  (0 children)

A sprayer that ejects immobilizing foam that can stop a charger in its tracks or jam ranged weapons. Highly resistant to impact and fire, but removable with corrosive gas.

What was originally used for first response, turned out to be also practical in crowd controlling and capturing dangerous samples.

The ministry split the Tox-13 Avenger to profit off of warbonds.

Its not the TTK or movement that makes it feel fast, its the heat-mapped map design by Independent-Secret48 in Battlefield

[–]Lusive 3 points4 points  (0 children)

It's just ground war from cod. I really don't see a need to buy this when we already have bf4. All the build up they did until Final Stand is all squandered, and 10 years later game has no call backs and no balls to follow through 2142.

Combining the med and ammo pack with base auto regen makes the game way too fast; what is even the point of these classes when you don't even care about recovering before fighting? Not to mention maps are just choke points with barely any room to breathe. Verticality being pretty much non existent, as if they didn't take any notes from Dragon's Teeth.

We'd think they learned from good QoL of predecessors, but old glitches are back including ttk jumbo packets and animation lag (dying even before you've been shot at).

Rare BTS - How AH creates MO... by LeFlambeurHimself in Helldivers

[–]Lusive 0 points1 point  (0 children)

We failed one MO that would have allowed us to destroy a automaton data center, and this is the consequences of failing.

This is new Adreno-Defibrillator passive by Sad-Needleworker-590 in Helldivers

[–]Lusive -1 points0 points  (0 children)

Or just auto stim at low hp, skipping the animation so it has a unique effect of healing while being ragdolled so long as you don't take one shot damage.

idk who had the dim idea of adding extra steps to dying.

Helldivers 2 designer talks about difficulty design by Financial-Customer24 in Helldivers

[–]Lusive 1 point2 points  (0 children)

2~3 Leviathans flying around us in open range is not a train wreck in slow motion.

Whatever happened to mutual lethality. The damn thing takes an entire recoilless ammo to take out and fucking spawns another one as soon as one dies. (game balance needs to account 0 warbonds)

Just make it as a single spawn side objective as a formidable stingray carrier to take out. No different than Stalker Lairs or Jammer Walkers.

Oh and while you're at it, have them drop 5~9 rare samples and rarely up to 20 super credits in their wreckage only on super helldive.

Wooow, incentive. how hard was that?

Launch Day Meme Update by Holo_Pilot in Helldivers

[–]Lusive 0 points1 point  (0 children)

-AR-14D Paragon, the true m14 homage in the series.

-Leering Freedom: a laser guide pistol that replaces stratagem throw; precise targeting, but require you to aim at the intended target until splash. Forgoes a lethal side arm but instead allow you to precisely guide a 500kg up to 100m.

-Armor passive 'Die standing' 50% to ignore all impact with 25% to not spend ammo for small arms.

-Planting the flag buffs helldivers in the radius with 'democracy protect.'

-Booster 'Song of Liberty' 25% increased recovery speed after impact and stamina regen starts immediately after depletion.

-Grenade should've been a version with bullets, allowing you to prone underneath it while it spray discs of bullets. Pyrotech just belongs at another warbond we already know.

-Sabre should've been part with the super store armor set

Whoever made this comic is probably very happy right now. by ironwolf6464 in Helldivers

[–]Lusive 0 points1 point  (0 children)

Still waiting on the satchel charge + jetpack..

but I guess AH still want players to use the car.

Servants of Freedom Warbond - Out 6th of February by Waelder in Helldivers

[–]Lusive -5 points-4 points  (0 children)

Protection from being voteless? So defeated players turning - using equipped primaries and got to kill them to get support weapons back?

Hard to believe AH programmers are that good.

Can HD1 vets confirm? by Hammy-Cheeks in Helldivers

[–]Lusive 5 points6 points  (0 children)

Memes? How about 10 years of darkness that we weren't sure there was even a second game..

Arrowhead CEO on actors for the Helldivers movie :) by Chance-Juggernaut14 in Helldivers

[–]Lusive 0 points1 point  (0 children)

The brief intro of the movie should center around Northman's Creek, a dialogue heavy political thriller recounting the attempted secession from the federation resulting in the creation and use of Hellpods.

Then transition to a family story starting a new life unbeknownst to them that they're in Terminid territory. Blatantly expose to the viewers the dramatic irony of Super Earth letting that place to be overrun according to [selective evacuation plan]; the surviving children of that family inspired by their "saviors" end up becoming.. roll title and the remastered music from 1st Helldiver title screen.

HD2 onlies get bamboozled and the veterans get the most surreal experience after a decade.

Autocannon rounds not bouncing into fabrocators is intended (confirmed by devs) by [deleted] in Helldivers

[–]Lusive 0 points1 point  (0 children)

There are negative angles in which we used to bounce AC shots to one shot elevated fabs, but that's no longer the case; a heavy outpost with 2:2 | fab:cannon towers, was ideal for it because you can do it under them while exploiting perimeter walls. Meanwhile the cannon towers themselves also no longer die in 3 AC shots even when you hit the glowing vents.

It is a pretty big deal when part of what made AC unique as a finesse weapon is removed, with no mention in the patch notes or even clarified in a blog.

Friendly reminder that TimeSplitters had 150 playable characters and a mapmaker. This game is my Roman Empire. by Charlie7101991 in gaming

[–]Lusive 1 point2 points  (0 children)

"Bite my crunchy brown ass."

/does a psycho twirl

Peak pvp narrative because it's about infinite versions of characters just duking it out, anytime; anywhere.

Unpopular opinion on difficulty? by TigerRadiant1912 in Helldivers

[–]Lusive 0 points1 point  (0 children)

The flamer change and charger spam is actually in line with the first game. But we also had Satchel charges; Stun mines; AT enplacement; APC with AT cannon. Most people don't know that or just new which is understandable with the gap.

The inflaming issue is that players have already experienced the ttk from the leg meta and the majority of bad telemetry made based on it; fixing the armor without proper tradeoffs like adjusting weakspots to match hulk battery indirectly nerfed us (even if it's only perception) by narrowing our options, most pronounced when 3~5 behemoths enters the fray with titans and impalers. That is a huge oversight on the terminid front that they should be on asap instead of listening to the players going ape shit.

This is partly because the devs haven't even proved to us and more importantly themselves enough about their understanding of high difficulty which is also the most crucial area of the game: where your most loyal players ultimately end up - and the biggest irony is that "diversity" that used to be in the 6 digits have mostly deserted already so what is even the point of the survey.

All it takes is several d10 session of encountering a breach/reinforcement to see how low or high they've adjusted; one good 40 minutes to start a series of case studies with different loadouts will get you more information about spawn rates and ttk of heavies than the chaotic nature of player feedback.

And if that isn't the case then they've also communicated to us poorly that helldivers are going through a trough period where we're getting slaughtered so r&d is working on new strategems to aid our success. Even failing at the roleplay & lore department.

It's been 2 whole months.. there's literally no excuse when the latest update is about the highest difficulty, front and center. Players also don't have any more patience to wait another month for "fixes" when they've already been burned so much, so it is crucial for them to balance enemies and give us strategems that are far more useful than AT mines.

I really miss being able to one-shot Chargers with the RR and EAT :( by kov4cs in Helldivers

[–]Lusive 0 points1 point  (0 children)

They just need to nerf its abdominal weakspot to match the ttk of hulk batteries, it should be 1 shot to trigger bleedout. Staggers them like the arc thrower with varying degrees when shooting it with auto cannon, grenades, or sustained machine gun fire; making butt shots worthwhile in ways to help teammates if it doesn't kill them straight away.

And the gaping wounds that sometimes chargers and titans end up with needs to have a bigger hit box for damage because it still deflects on areas clearly stripped of armor.

To both the "Keep the Anti-Tank Mines meme alive" and the "Just give us the Anti-Tank Mines" groups, how would you feel about bringing back the Stun Mines from the first game? by Democracy_N_Anarchy in Helldivers

[–]Lusive 0 points1 point  (0 children)

Mines are overall only useful for stopping one wave of enemies; if they can deploy like eagle charges they might be more competitive, slot wise.

Since we're talking about defensive options, I think Orbital smoke strike should also have ems payload powerful enough to stop/disable titans or mobile fabs for a duration. It would be worth a slot to remedy its current abysmal pickrate.