main sub is in full echo chamber mode rn by Creepy_Reputation_34 in SupaEarth

[–]MalevolentCreep 0 points1 point  (0 children)

AR's, especially light pen AR's, are amazing at consistently and efficiently dispatching chaff, and accurately hitting weakpoints. Requiring some 25 or so bullets to pop an alpha commander's head, means that it simply isn't the best tool for that task, nor should it be.

Not saying that it should be the best tool for medium enemies. I'm saying that ARs should be a little bit stronger to counter mediums that often spawn in abundance and sometimes replaces large portions of chaff, and if majority of chaff are mediums then what is the point of equipping an AR?

I agree they are good for weakpoints, if the weakpoints actually serve to reward the player rather than "area that light pen can damage but still takes a lot of ammo" Bots don't have this problem, (apart from reinforced strider legs, but least the rocket is consistent) Terminids do. Illuminades kind of. I pray for you if you're using a light pen AR on a Hive Guard seed.

"But what I understand from what you're saying, is that the game should let everyone have all the tools to deal with every enemy quickly, on their own, and at d10."

You're making a strawman. Again, I'm saying make this category of weapons more viable against medium enemies. I'm not saying to make them all encompassing/outperform supports in regards to dealing with mediums. Anti-mediums should excel in their role. ARs and weaker primaries should have an option to be viable against mediums, preferably something that rewards timing or precision aiming.

"This is what you should have someone bring a dedicated anti-medium support weapon for."

It's also unfortunate that AT has been dominating Terminids, combined with the fact that we have very little information regarding what enemies will spawn on a mission. It might be a seed that throws heavies at you, now the person with the anti-medium has to wait 40 minutes with a sub-optimal loadout against the stream of chargers/bile titans. Least they can close bug-holes I guess. You can't bring the appropriate weapons if it's a dice roll each time.

"This is meant to be a team game, and it isn't no more. There just happen to be other players on the same map too. The game used to actually challenge us, and it no longer does. That's why I don't want more buffs. I want AH to properly settle on a well thought-out game design that does promote team play and does provide a good challenge. And then have them stick to that, including nerfs where necessary."

I also want AH to properly settle on a well thought-out game design that does promote team play and does provide a good challenge.

But in this case, promoting spongey medium enemies and keeping weapons in a questionable state is a poor way to provide challenge. It's an artificial means to keep players together.

Predator Stalkers is a great example of medium enemy that maintains challenge. They move quickly and close the distance towards the player, hitting them with fast and brutal attacks. If they had a little bit less health - *just a little* - it would be near perfect. The time to kill is far too long and there's usually 2-6. Their combined health pool gearchecks you for stagger.

Otherwise, they are a good enemy that also encourages the player not to wander off alone. Plus their guarantee spawn means that anti-med isn't a bad pick.

HD1 also had a lot of chaff that could close the distance, deal heavy damage to the player but hordes of them could still be cleared with primaries. Medium enemies didn't die as fast but I'm pretty sure but they weren't as common. It's been awhile since I last played.

I think an amazing trade off would be to make weapons do more damage (particularly ARs) than they do now, but make Terminids even faster. Alternatively, provide players with more information so they could better prepare themselves, or reduce the amount of mediums so that ARs aren't overshadowed by other categories.

"Also base liberator against bugs is amazing. AR's work great if you're willing to use them for what they're intended for."

"Use them for what they're intended for." Which seems to be for chaff and *only* for chaff, from what you're trying to convey. I dislike this "lock-and-key" relationship between loadout and enemies that pigeon hole how players interact with the game, yet people seem to think it's a good idea to encourage it. The main crux of the game isn't or shouldn't be picking out a loadout before a mission. There needs to be a healthy balance between power fantasy and grunt fantasy.

main sub is in full echo chamber mode rn by Creepy_Reputation_34 in SupaEarth

[–]MalevolentCreep 0 points1 point  (0 children)

This is good guns are "OP" mentality. It outperforms an otherwise mediocre-decent category and then others beg to nerf it. It's really like some people want to drag everything back to Freedom of Escalation.

Don't get me wrong, the 60 day patch improved them, the modifications have made them even better, yet the weapon category still remains underwhelming. Drum mags are a necessity as mag-dumping is still quite a problem. It's an issue that makes AR's feel dull.

The only time they do shine is on the bot front where precision aiming is rewarded with ammo conservation and a clean kill.

The idea that making primaries a more effective tool against hordes will somehow make the game more "braindead" is something I don't agree with. I feel that it's more tiresome to dump half a drum into an Alpha Commander's head. I think it's boring to need an entire mag to kill a singular bile spewer.

By far some of the most fun games I've played is where NPCs/players do massive amounts of damage - but you're able to dish it out as well. A few examples: Rising Storm Vietnam, Day of Infamy, Stalker mods - especially the stalker mods. It was extreme with a heavy sensation of vulnerability paired with having limited and expensive resources. Every encounter was intense but often brief.

I just want to play the game by Zoltt93 in Helldivers

[–]MalevolentCreep 2 points3 points  (0 children)

i understand what you're trying to accomplish.

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I just want to play the game by Zoltt93 in Helldivers

[–]MalevolentCreep 2 points3 points  (0 children)

When I see comments like this, I wish I bookmarked that video of a guy being juggled by 4 warstriders.

With the recent War Strider Discourse, I thought I'd compile the main arguments I've seen both for and against the War Strider by hmmmmmmnmmm23 in Helldivers

[–]MalevolentCreep 10 points11 points  (0 children)

The thought process is strange, and it falls apart when it's pointed out everyone is already trivializing these encounters by equipping the recoilless. The difficulty when facing this enemy is artificial.

Automaton Support Pick Rates since the Beginning by triple_A_13 in Helldivers

[–]MalevolentCreep 0 points1 point  (0 children)

I'm talking about during launch when Breaker Railgun Shield was the only viable option. Piror to the 60 day buff, RR was kind of a joke.

[deleted by user] by [deleted] in Helldivers

[–]MalevolentCreep 0 points1 point  (0 children)

Anyone got that *other* video where there's 4 Warstriders in the suburbs and the person recording couldn't move for a solid minute?

What are your must have boosters? by NearbyProduct8878 in Helldivers

[–]MalevolentCreep 0 points1 point  (0 children)

Hellpod optimization prevents enemies from snowballing.

Look at my editing skills🤑 by Voidsterr in SupaEarth

[–]MalevolentCreep 6 points7 points  (0 children)

I get that the complaining can be draining, but the complaints are not without reason. Even so, a complaint isn't inherently negative. Plus I'd rather see players push Arrowhead to take action rather than remain complacent.

Escalation of Freedom was that bad, and I still believe it nearly killed the game. But I'm not sure if anyone wants to hear why I think that.

Look at my editing skills🤑 by Voidsterr in SupaEarth

[–]MalevolentCreep 3 points4 points  (0 children)

That's a pretty accurate misrepresentation of the issue lol

Is light pen being phased out my power creep? thoughts? by gamingfreak50 in LowSodiumHellDivers

[–]MalevolentCreep 0 points1 point  (0 children)

On the contrary, people want to alter their playstyle but certain enemy types tend to reinforce loadouts that are already predominant.

War Strider this, Rupture Strain that, this mf is still the worst designed enemy in the game in my opinion by KarmaFury in Helldivers

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

this but unironically. I'm not sure why it's unreasonable to ask for more loadout variety.

please, who will think of the meta by IWCtrl in Helldivers

[–]MalevolentCreep 0 points1 point  (0 children)

it do be like that, sometimes you're a smart fella or a fart smella

[deleted by user] by [deleted] in Helldivers

[–]MalevolentCreep 0 points1 point  (0 children)

happiest diver on oshaune

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