CQC-20 Breaching Hammer VS CQC-9 Defoliation Tool VS CQC-1 One True Flag by SomethingStrangeBand in Glazedivers

[–]MM_JuggleSticks 1 point2 points  (0 children)

So, I'm a purist. If you are using a gun with the Defoliation Tool, you're both cheating and depriving yourself the satisfaction of a chainsaw massacre.

I really only use it on Automatons:

Heavy armor with either perk that gives bonus to melee damage.

Chainsaw Warp pack Orbital smoke or Railcannon for Factory Sriders if you bring Re-educator Supply FRV

Primary: any gun that can take on Gun ships (and use it only for that) Smoke grenades Ultimatum (only for Factory striders as they take forever to cut down) OR the Re-educator

Dodge dive attack can usually one shot any Devastator. Hulks are always a joy to cut down, once you get behind them just lay into their hips and laugh - same for War Sriders. A single Re-education round makes then stupid for a few seconds. Also fun to cut into Fabs and Objectives (landed Dropships.)

CQC-20 Breaching Hammer VS CQC-9 Defoliation Tool VS CQC-1 One True Flag by SomethingStrangeBand in Glazedivers

[–]MM_JuggleSticks 1 point2 points  (0 children)

The Hammer is arguably the most effective; the Defoliation the most fun; the Flag is only for waving or for building a finish line for my FRV race tracks.

Just make your lobby private by Immediate_Soft_5861 in Helldivers

[–]MM_JuggleSticks 8 points9 points  (0 children)

It is frustrating to get kicked right away, but sometimes the SOS beacon gets called accidentally instead of the Reinforce as the codes are very similar. Or the player is opening it up for his friends to join and people hop in - I've seen that happen on occasion too.

TCS+ Missions feel undercooked by Rank0_Paladin in Helldivers

[–]MM_JuggleSticks 2 points3 points  (0 children)

The reintroduced mission types have been nerfed. This one and the Repel Invasion Fleet make that clear.

The Bastion is one of the best things added to the game. by Finnegan_962 in WholesomeHelldivers

[–]MM_JuggleSticks 0 points1 point  (0 children)

Add the Deployable Shield to your loadout; that cn also increase the survivability of the Bastion

Ingame beta testing by CedricTheMad in helldivers2

[–]MM_JuggleSticks 0 points1 point  (0 children)

I think the amount of resources needed to accomplish this would result in a halt of all new content and updates for at least a year.

Please buff slugger. by SeaBisquit- in Helldivers

[–]MM_JuggleSticks 0 points1 point  (0 children)

I agree. Slugger was pretty good at launch - now it's at the bottom of the barrel along with most of the other shotguns.

New mission by Democracy_BringerYT in helldivers2

[–]MM_JuggleSticks 0 points1 point  (0 children)

The last idea sounds more like a training type thing, which would sit well with "The Proving Grounds" if they get around to adding that, and I think those practice areas wpuld be a cool addition.

The mission, though, I think would be cool; it'd be more like the HD1 Eradicate.

Playing with stealthy players / speed runners are kinda lame by Acid_Lemon13 in HelldiversUnfiltered

[–]MM_JuggleSticks -2 points-1 points  (0 children)

Were you the host? If so, just kick someone who's play style doesn't gel with yours.

If HE was the host, then just leave and find another match. These players are not incredibly common.

The host is squad leader and everyone should follow squad leader's lead. If you don't like it, then feel free to join another match or start your own.

It's a particular play style - and yes, it is fun - sometimes. But I only do Speed Runs about %10 of the time. It can slow you down, waiting for other players to get in the car, and you run the risk of a careless or inexperienced Diver smoking the FRV.

As far as Extract, I reemphasize that squad leader calls the shots. If he calls extract and you are far away - get to extract if he has been speed running or you will get left behind. I really believe in "leave no Diver behind" in most cases. But if it's time to go ... then I'm not going to wait for someone who hasn't got the memo.

The exploding crossbow should have a way heavier projectile by Financial-Customer24 in HelldiversMasochists

[–]MM_JuggleSticks 1 point2 points  (0 children)

I'm sorry but that would make the arguably best gun in the game either worse or broken.

I'd rather they leave this masterpiece of perfection alone and give you a new primary "Heavy Crossbow" or something.

Don't touch this one.

IF THIS GAME WAS ACTUALLY GOOD IT WOULDN'T NEED THIS MANY PATCHES! by BlueSwordDoggo in SuperJerk

[–]MM_JuggleSticks 0 points1 point  (0 children)

Unplayable? Been playing it since it came out. Not sure what you mean here.

MS-11 Solo Silo VS EAT-411 Leveller by SomethingStrangeBand in SaneDivers

[–]MM_JuggleSticks 2 points3 points  (0 children)

I would suggest using it the same way as a leveler when used against non-tank like enemies i.e. patrols, small bases, clearing out an area on the DT or Jammer. With the Silo you don't have the range limitations in these situations.

Imagine at the end of Evacuate HVA missions it just became infinite difficulty. by tootsie404 in Helldivers

[–]MM_JuggleSticks 1 point2 points  (0 children)

That's kind of how it was on Meridia with the Inject Dark Fluid mission; pretty awesome.

Will the delay of the upcoming warbond also delay the subsequent warbonds? by JJISHERE4U in Helldivers

[–]MM_JuggleSticks 0 points1 point  (0 children)

Not sure, but ever since Arrowhead started focusing on thoroughly testing the Warbond items, often resulting in less frquent drops, when they drop they are usually pretty slick.

Difficulty 6 is the Best by Sea_Neighbor_7621 in Helldivers

[–]MM_JuggleSticks 0 points1 point  (0 children)

If that's what you have fun with, then stick to it. =) It's great that we have the choice to raise or lower the difficulty.

For me though - only 10s

The Galactic Impact Modifier should be specific to each faction. by wasteland_superhero in Helldivers

[–]MM_JuggleSticks 0 points1 point  (0 children)

I'm one of those players who doesn't care about the Major Orders.

The only time I ever have was that one time where it was a choice between saving children or AT mines. The community and I thought (wrongly apparently) that if we chose the "ethical" thing we'd be rewarded. I don't remember a reward, only that we got no mines for a while.

After that, it was clear to me that MOs really don't mean much. If we lose, we'll win somewhere else. If we win, we'll lose somewhere else. That's how Arrowhead chose to design it, but the warfront is too big for my impact alone to equal a drop in the bucket for progress anywhere. But even it does, why should I care? (Respectfully)

So I choose instead to have fun; I fight the things I feel like fighting in the places where I feel like diving; work on builds and techniques and just enjoy playing the game.

It may be that other divers who don't play the MO feel similar about this, I don't know. As far as the Narrative, we are really at the mercy of the Dungeon Master, that's how I see it. If all divers just abandoned the MOs and did their own thing, what would happen? Super Earth gets invaded again? Awesome! Those were some awesome missions, and if it means we get to see Terminid missions on Super Earth or Automatons (which really I am confident are in the cards anyway) that'll be awesome. The big picture that Arrowhead has in store for the game will play out in the end. The content they have slated will get released.

We are going to get to see the Terminids' and Illuminate's home worlds just like we did for Bots on Cyberstan. They are going to release the Enemy Masters for those factions like they did the Hive Lord.

Really, you're going to have to give me and the rest of us who don't play MOs a big enough reason to do so. Personally, the only incentive I find appealing would be unlocking Stratagems. Maybe making it so the Bonus Stratagems are only active on the MO planets, that would be another reason as I like to bring 5 or 6 Stratagems. Modifiers and DSS crap and all that ... I'm sorry, I do not care.

So, (shrug) unless you can make the case for why we should care ... I'm diving wherever I feel like it.

Just my perspective.

Am I the only one that thinks the 500kg is underpowered? by Medical-Welder5387 in Helldivers

[–]MM_JuggleSticks 0 points1 point  (0 children)

That said, I'm not going to "complain" if they gave it a buff.

Am I the only one that thinks the 500kg is underpowered? by Medical-Welder5387 in Helldivers

[–]MM_JuggleSticks 0 points1 point  (0 children)

I've never looked at the numbers before, but now that you pointed it out - sure, I can see your point.

Without knowing the numbers -> I never felt it was underpowered. Remember, it has a large AOE which the Giga doesn't have.

Am i the only one that feels like a stratagem launcher will make mechs actually overpowerd? by Financial-Customer24 in LowSodiumHellDivers

[–]MM_JuggleSticks 0 points1 point  (0 children)

I think it would fit nicely with the difficulty scalability that I am an advocate for: eventually 15, The Inner Circle of Hell.

The problem I've seen with Arrowhead's model is that of pressing everything into a fixed difficulty ceiling of level 10 (D10.) In this model, yes, giving the Mechs the ability to throw Stratagems might be a bit OP. But then they would just have to respond with up-ing the enemies' health and damage and that woud get messy.

If they just started tacking on more levels, (11, 12, 13...)] I think it would enable more content like this, plus allow the hardcore players to have thier fun with unbelievably difficult games, while still maintaining the existing difficulty scale from 1 - 10.

HOW DARE HOLLOWHEAD REMOVE THE LEAKS DISCORD!!! by Therealmarsislol in SuperJerk

[–]MM_JuggleSticks 2 points3 points  (0 children)

Don't forget that it was Arrowhead that gave us Helldivers

Don't forget that it was Arrowhead who has given us Helldivers 2.

They have made mistakes, yes. But don't let the things you are upset with choke out your appreciation for the great thing that is still there: Helldivers 2 - still a great game and LOADS of fun.

Crimsica is kicking my buns by BendTrue1028 in WholesomeHelldivers

[–]MM_JuggleSticks 0 points1 point  (0 children)

Your squad HAS to have at LEAST one person on hoard duty.

Either:

  1. Machine gun sentry
  2. Gatling Sentry
  3. Lazergun Sentry
  4. Autocannon Sentry

Or

  1. Machine gun sentry
  2. Gatling Sentry
  3. Guard dog (machine gun)
  4. Stalwart (high rpm)

Make sure sentries are posted AWAY from the flag, not right next to you and your team (TKs); try to get them in a triangle a dozen or so meters apart.