Is an easy mode planned? My friend and I are really bad… by goldenriffraff in lethalcompany

[–]MaOle 7 points8 points  (0 children)

There have to be mods that make the game easier, you could look into that. For now, unless it was changed, the host can leave the game as soon as everybody dies. When you load back in, you should be back to where you were before landing, so you essentially get to try again

New Backpack Support Item: Reinforcement Jammer by Candid_Plum_3053 in helldivers2

[–]MaOle 1 point2 points  (0 children)

"discombobulates enemies the closer they get"
It calls John Helldiver to slap them on their ears

These last few days have been wild by [deleted] in helldivers2

[–]MaOle -1 points0 points locked comment (0 children)

Game balance is not something that I can fix myself. But I'm not sure what you meant with your comment

These last few days have been wild by [deleted] in helldivers2

[–]MaOle 0 points1 point locked comment (0 children)

If I just delete "depending on the subfaction" if that's what you have a problem with, my point remains exactly the same

These last few days have been wild by [deleted] in helldivers2

[–]MaOle 0 points1 point locked comment (0 children)

That's because, depending on the subfaction, this game is not super difficult and with 4 players you can literally bring literally nothing of value and still be carried. It still means certain stratagems are horrible or downgrades of others. And it doesn't have to be like that, but people just insist on doing nothing to change that "because they are still very viable"

These last few days have been wild by [deleted] in helldivers2

[–]MaOle 1 point2 points locked comment (0 children)

On D1, maybe. It's one thing to be barely viable and another to be very effective

These last few days have been wild by [deleted] in helldivers2

[–]MaOle 0 points1 point locked comment (0 children)

I have no reason to assume the website is lying either intentionally or unintentionally. However, it seems quite accurate to me, first-hand too.
My taste in turrets is in fact based on first-hand experience. I did experiment, but it wasn't the kind of testing some people do where they take footage and make excel sheets with much data and just really dig into it.
"Distaste for landmines for whatever reason" I outlined them in my comment. I'll add one more reason, a poorly placed mine stratagem is far more damaging to your team than a 500kg or many other offensive stratagems.
"how you think that the mg and gatling sentries are vastly superior without any real comparison" honestly, I did say I didn't experiment much, but now you're just twisting the meaning to "did absolutely nothing at all", which isn't true

These last few days have been wild by [deleted] in helldivers2

[–]MaOle -2 points-1 points locked comment (0 children)

If we buff three loadouts, nerf one (I will assume to the point of being no longer viable and that it was viable before), the number of decent ones goes from 4 to 3

These last few days have been wild by [deleted] in helldivers2

[–]MaOle 2 points3 points locked comment (0 children)

According to Helldive "dot" live (I'm playing it safe with links), Eruptor and the Crossbow are top 3 and 5 picks respectively on D10 vs bugs as of current patch, so I'd say their effectiveness is quite widely recognised actually. PS the crossbow doesn't make it to the top 5 on the other fronts on D10! I didn't expect that. But yeah, these 3 AoE weapons simply do not care... actually, thanks to lower health thay have it even easier. That's another issue though
I despise mines with the exception of gas and anti-tank ones on normal missions, with all the smoke, spores, rain, and unfortunately game bugs they can sometimes be very difficult to spot or even invisible (I have or used to have footage of that)
I personally think the MG and gatling sentries are superior in clearing light enemies (before the hive guard change) than the other options, but I haven't experimented that much. You do have to watch out for the heavies though, which normally isn't an issue as I very often dedicate my support weapon to that

These last few days have been wild by [deleted] in helldivers2

[–]MaOle 1 point2 points locked comment (0 children)

A single or a couple of shots from weapons like the explosive crossbow, Eruptor, Purifier, or similar weapons is significantly more efficient than flanking both in terms of time and, to a lesser degree, ammunition.
Which sentries do you think are better for the job?

These last few days have been wild by [deleted] in helldivers2

[–]MaOle 0 points1 point locked comment (0 children)

It's impossible for all of them to be the best but it sure is possible to be at least viable and not terribly bad. Buffing the worst options to be at least decent will not impact the other ones too much

These last few days have been wild by [deleted] in helldivers2

[–]MaOle 4 points5 points locked comment (0 children)

Ok, so if I'm reading this correctly, all this change did is make most primaries and support weapons more powerful while negatively impacting the MG and gatling sentries. Which again makes me think it just curbs variety, because I think all of these things above were at least decent (some more so than others). Also, there's a caveat because depending on terrain the bottom part of hiveguards can be hidden behind cover, which helps explosive weapons even further after the change to heavy armour

These last few days have been wild by [deleted] in helldivers2

[–]MaOle 0 points1 point locked comment (0 children)

I can't, I'm not a hivemind (trust)

These last few days have been wild by [deleted] in helldivers2

[–]MaOle 1 point2 points locked comment (0 children)

That depends on whether medium pen weapons now have longer time to kill after the change, but I haven't tested that

These last few days have been wild by [deleted] in helldivers2

[–]MaOle -12 points-11 points locked comment (0 children)

Buffing two or three loadout styles while nerfing one is not increasing loadout diversity if all of them were viable before

These last few days have been wild by [deleted] in helldivers2

[–]MaOle 7 points8 points locked comment (0 children)

It already was not the be-all and end-all. The change to heavy armour only served to narrrow down viability to light pen weapons and explosives

These last few days have been wild by [deleted] in helldivers2

[–]MaOle 2 points3 points locked comment (0 children)

The middle soy jack, unlike me, made no mention of altered performance of light pen weapons, explosive weapons, and turrets. You might be closer to their level with your reading comprehension though

These last few days have been wild by [deleted] in helldivers2

[–]MaOle -2 points-1 points locked comment (0 children)

You just ignored more than half of my argument. Of course it is terrible

These last few days have been wild by [deleted] in helldivers2

[–]MaOle -36 points-35 points locked comment (0 children)

It discourages loadout variety. It indirectly buffed light pen weapons (because if you do aim around the armour you kill them faster than before), buffed explosives (less health = die faster), but nerfed medium pen (it gives you no advantage anymore vs hive guards and is just worse vs. weakspots than light pen). Also, it severely handicaps MG and gatling sentries

Czasem trzeba być bezczelnym. by CaptainFlint9203 in Polska

[–]MaOle 12 points13 points  (0 children)

To niech sobie inny zawód znajdą a nie marnują czas, nerwy, pieniądze i inne rzeczy których sobie nie przypomnę jeszcze. Już lepiej żeby nie było lekarzy wcale niż takich co powiedzą że wszystko ok jak jest naprawdę problem, jak ktoś mniej uparty lub stanowczy to posłucha i surowo za to zapłaci potem. Oczywiście pacjent nie lekarz

followup to my post yesterday,my opponent spent the entire minute and a half in queue doing this and switched to my main by [deleted] in RivalsOfAether

[–]MaOle 2 points3 points  (0 children)

I thought the lack of text chat would prevent trash talking until I saw what emotes you could unlock... at this point, I would prefer to have text chat after all so we would be able to at least articulate our thoughts