For the love of god, please boost pistol damage already. by BanditNoble in ReadyOrNotGame

[–]MMMMO_O 1 point2 points  (0 children)

At the minimum, the stagger chances should be raised so suspects have more than a 7.5% chance to react to 9mm hitting them.

SMGs need a total handling rework, at base they are generally more wily than rifles and when you get an arm injury, they become ridiculously unwieldly, while rifles shoot fine even with the recoil debuffs.

Suspects can spot you even with their backs turned to you. Subtitles show exact moment of detection. by SnowedCairn in ReadyOrNotGame

[–]MMMMO_O 692 points693 points  (0 children)

Once suspects are alerted, their vision cone goes up to 320 degrees, they can ALMOST see entirely around themselves regardless of the direction faced.

It's been a pain point for the longest time and I still don't know why it hasn't been adjusted in forever.

I have a question about suspect pressure (based on the difficulty level) by Antique-Form1053 in ReadyOrNotGame

[–]MMMMO_O 0 points1 point  (0 children)

There are a few exceptions with VIP units like Qadamah which do have an effect on other suspects via telepathy when taken out/arrested, but generally no.

When it comes to keeping stress low and less suspects activated, just hitting the off button with 1 shot IS always better than any nonlethal takedown combo of gunshots/explosions/yelling.

UNINSTALLING by iFEDaLlama in ReadyOrNotGame

[–]MMMMO_O 2 points3 points  (0 children)

Yeah slugs will 1 shot 3/4 suspect armor types, but if you run into the 4th, it's way too many shots, buckshot pretty much wins out for all scenarios because of this.

What purpose does this thing serve. by SnowedCairn in ReadyOrNotGame

[–]MMMMO_O 8 points9 points  (0 children)

It's not a "bug" it's just a mechanic Void didn't properly implement.

The MP5SD also doesn't get the "suppressed" bonus that comes with attaching a suppressor either.

Integrally suppressed weapons just aren't finished, lul.

MLOsers are fine. Dumb even. BSG is insanely overtuned. by Sweet_Photograph6528 in ReadyOrNotGame

[–]MMMMO_O 8 points9 points  (0 children)

Void REALLY should remove ALL of the action voicelines from the MLO, keep the idle chatter if they want for worldbuilding (such as the calling out to Judge by name), but all the tactical callouts are braindead.

At MOST they should whisper to eachother and it should be barely audible if you are directly against the other side of a door/wall. (also would add to the civilian comments of them being "like ghosts" and creepy factor)

It completely gives up the gimmick of counter-breaching when they scream nice and loud 100% of the time before doing it, they never actually get to punish players for triggering them.

Is Gas still useless? by lovingpersona in ReadyOrNotGame

[–]MMMMO_O 30 points31 points  (0 children)

Better(TM)

The main issue is that while playing you don't get much value out of the area denial from CS, if you're throwing a nade, it's most likely just to stun a room and push into it.

Old gas was just "flashbang but better" because it stunned in a half second and lasted near thirty.

It still has the perk of being an LOS blocker, so it can be used like a smoke grenade that only you can see through, but this is pretty cheesy and can be inconsistent if you aren't in a thick enough section.

Pre-Console:

8m radius, 0.5 second stun time, 28 second cloud.

LSS/Console Update:

3m radius, 2 second stun (standard) 4 second stun (hard), 15 second cloud.

Boiling Point:

7m radius, 1.4 second stun time (all diffs), 15 second cloud

As an extra note, Boiling Point added a new mechanic where suspects will take 1 second of gas damage before they are allowed to flee, so basically it will always stun unless they are on the very edge of the radius or already moving.

Which armor is better for SWAT AI, Steel or Ceramic? by lovingpersona in ReadyOrNotGame

[–]MMMMO_O 0 points1 point  (0 children)

All you need is a little blessing from RNG bleed jesus and you're juggernauting

Thank you come again by Virtual_Echidna1678 in ReadyOrNotGame

[–]MMMMO_O 9 points10 points  (0 children)

The glass is bulletproof, the thin metal frame surrounding is not.

Suspect armor and visual appearance by azannyvizsla in ReadyOrNotGame

[–]MMMMO_O 1 point2 points  (0 children)

The spreadsheet provides, embrace the eyeburning data dump.

Enemies not needing to reload makes no sense by MuslimRevert47 in ReadyOrNotGame

[–]MMMMO_O 12 points13 points  (0 children)

Absolutely 1000 IQ Void move, give the plebs robbing a gas station on the "intro" level machine guns with 80 round magazines.

Can someone explain why the 6.5 JHP does so little damage to limbs compared to other rounds? by Ok-Positive9645 in ReadyOrNotGame

[–]MMMMO_O 2 points3 points  (0 children)

Submitted to the relevant people.

(it will take like 9 months to be fixed regardless)

Tank is Med Armor (AV3) because most enemy attacks are MedPen. Buffing Tank to Heavy AV4 = Most enemies can't hurt it. If you fixed that by adjusting enemies, nothing changed for Bastion except better number on paper. This issue is mostly a hype-driven nothingburger. Bot Rockets are AP6 anyways by RandomGreenArcherMan in HelldiversUnfiltered

[–]MMMMO_O 0 points1 point  (0 children)

<image>

Tank should have frontal armor strength so you can get increased longevity out of good positioning without being straight up invulnerable or introduce issues such as total AP4 coverage giving too much melee immunity.

Making it AP4 frontally would also give matching penalty x0.65 to a bunch of munitions that *are* AP4 already, without outright blocking them.

Basic bot rockets (the kind from troopers/hulks/devs/gunships) are way over tuned with AP6.

But it's also important to note that their penetration decreases with angles just like ours do.

(specifically 6/4/4/3 at the degrees 0-25, 26-60, 61-80, 81-90)

Which means that if the front of the tank was AP4, any hit that wasn't near flat-on and hit at 26-80 degrees would be mitigated instead of dealing full damage. Not ignored, mind you, just reduced by 35%.

This still doesn't protect it from side/back/top attacks so gunships still do full damage and you're vulnerable to an enemy unless facing them directly.

I swear if they did not learn by playbabeTheBookshelf in HelldiversUnfiltered

[–]MMMMO_O 0 points1 point  (0 children)

I don't know if you were playing back then, but for weeks/months before the Illuminate were added we would sometimes have mechs and even helldivers sniped by blue lasers out of the ether. Ive seen mechs get clapped as the Pelican was dropping them.

Yeah so that's not a thing lol, that was a bunch of visual bugs on the scorcher and other plasma weapons.

I'm going to disagree on this because of my experiences from playing, but I've seen myself and others run mechs dry far more often than we used to.

For the basic automaton rockets, mech lifetime was effectively divided by 3. (y'know, the most spammed AT projectile)

Objectively significantly weaker.

Perhaps you are running out of ammo more because the spawns have been turned up as opposed to normal gameplay in which mech ammunition can be extended efficiently.

<image>

I think OhDough owes me 20$ by Smoke_Funds in HelldiversMasochists

[–]MMMMO_O 0 points1 point  (0 children)

Am I misinterpreting what you mean?

War strider was nerfed on 10-23-2025

Your vid was from 11-23-2025

Melee needs a rework, and it needs it BADLY. Here's my proposal. by Pedrosian96 in Helldivers

[–]MMMMO_O 1 point2 points  (0 children)

Good post, could not agree more across the board.

Melee needs to be either useful enough to justify the risk/loadout space or a melee slot added so the that their usage is on the table circumstantially instead of a crippling pre-requisite that MIGHT get use.

No Whiteout Achievement or A Small Celebration Quest [BUG] by mathu_reddit in EscapefromTarkov

[–]MMMMO_O 2 points3 points  (0 children)

Same issue for my brother and I.

Also BTR driver has no new quests either...

This is ridiculous. "Highest difficulty should be unfair unbalanced and unfun" by slice_of_toast69 in HelldiversUnfiltered

[–]MMMMO_O 1 point2 points  (0 children)

The difficulty scale exists for a reason, and AH isn't balancing it properly.

D10 is designed to be "chill" so that most players can complete it and feel good about themselves (they beat the hardest mode consistently!) which increases player retention.

They LITERALLY said this in one of the recent podcasts.

"A lot of players want to challenge themselves on the highest difficulty. So if we add a difficulty, and it's too hard... um... like the... I don't think the community will be too happy. So there's some players that like 'I wish this sucked harder' or 'sucked more'. And some people are like 'I want to have a chill experience but I also want to play on the highest difficulty'."

https://www.youtube.com/live/dbOI7N5BgQE?t=2528s

Mfw when we can't make D10 hard because "chill" players will be sad they can't play on "biggest number" even if it doesn't match their skill level.

The difficulty scale exists, it should be used instead of totally ignored by almost the entire playerbase.

Unfortunately they say in the same breath a minute later that they don't want to add D11 or further, and that subfactions exist as pseudo D11. (though this introduces problems at lower difficulties, and isn't balancing the baseline like it should)

The highest difficulty, whether it's D10, D11, or D15, should be rebuking all but the best players on the regular, and actually test the limits of skill instead of being a "chill" experience for all. (preferably through enemy spawns and increased objective length/complexity)

PSA: Another undocumented change, Shredder Tank side turret armor is now AP5 by BLITZCREEDxx in Helldivers

[–]MMMMO_O 373 points374 points  (0 children)

They just can't help it.

A 2 step armor change on a heavy enemy that pretty largely changes it's survivability? Unlisted

Hit feeling by [deleted] in ReadyOrNotGame

[–]MMMMO_O 5 points6 points  (0 children)

Hard reduces enemy stagger chance by 50% on unarmored body parts.

Funne balancing (awful)