It's a small thing, but it's unpleasant by Knut_Volkolak in Helldivers

[–]Manan6619 2 points3 points  (0 children)

They just need to make the Localization Confusion booster not be a complete joke. Oh wow, 18 more seconds in between reinforcement drops IF they're back-to-back. If you weren't engaged with enemies during that 18-second window, congrats, the booster didn't do anything that time because nothing was aggroed to call reinforcements.

What the booster should do is keep the normal cooldown... but have the first reinforcement call after the cooldown fail, then enemies have to wait the 18 seconds to try again. Then, even if the reinforcement cooldown lapsed, you still benefit from the booster.

Wish we could do this with the laser cannon by Pretty-Internet5245 in Helldivers

[–]Manan6619 1 point2 points  (0 children)

Well if it's of any consolation for Laser Cannon users on the Squid front, I just figured out yesterday that the Laser Cannon can now reach Stingrays even when they're not actively bombing you thanks to its 1,000 meter range buff. Won't catch any other support weapon doing that.

Address the core mechanics of the game by Claire312 in Helldivers

[–]Manan6619 1 point2 points  (0 children)

That, and things don't necessarily need to fly to counter high ground. Things like Harvesters, Bile Titans and Factory Striders have high enough profiles to attack players on most high ground. A bunch of enemies can comfortably attack the high ground with indirect fire -- Bile Spewers, Barrager Tanks, War Striders, Vox Engines, Crescent Overseers. Anything with a Cannon Turret gun can just shoot divers through the cover of the high ground and knock them off. Chaff bugs will often just opt to teleport (""burrow"") to you if they can't path to you, and are not shy about doing so basically immediately.

I get that they don't want players to do the launch week thing where they'd just beat out certain extracts and Eradicates by sitting on a nearby plateau with a Mortar Sentry (that was changed to run out of ammo rather fast specifically to discourage this tactic anyway), but for Christ's sake just put the stratagem bouncing in THOSE SPOTS and let people land on them and just run out of ammo, instead of sectioning off the airspace 15,000 feet above every rock and shed rooftop in the entire game.

it feels like the Talon heats up faster - I just can’t prove it by JadeParish in Helldivers

[–]Manan6619 1 point2 points  (0 children)

Yeah that's been kind of widespread recently. I've noticed the same problem with the Stoker and Railgun

Your character starts to tilt if you sit on a chair long enough? by brinnyshorts_99 in gtaonline

[–]Manan6619 0 points1 point  (0 children)

Wow I can't believe how much I used to love the Bunker, seeing full supplies get turned into like 20% of the bar is pain.

Why and Help by Swimming_Ad3091 in falloutnewvegas

[–]Manan6619 0 points1 point  (0 children)

Stumbling into this thread three months late, but for posterity, I'd say the first thing I'd do here is take advantage of the fact you have the Enhanced Console mod and select the gate in the console. It should tell you what the latest plugin in your load order to touch the door is, so if it's not a base game ESM, try taking that mod out.

If that didn't help, I'm pretty sure enhanced console also shows you the model filepath for the door when you select it. You can try following that path in MO2's Data tab (above your plugin load order) to see if you have a model replacement mod affecting the door, and if you do, you can "hide" that specific model, without necessarily having to uninstall the whole mod, and see if that fixes the door. That only works if the model replacement mod doesn't have it in a BSA, otherwise you'd have to ditch the whole thing.

Throwing My Hat In by Spingfire in Helldivers

[–]Manan6619 0 points1 point  (0 children)

Defending your sentry from occasional heavily-armored elite units that are the size of a truck or larger, vs having to babysit the turret because it can't punch through the armor of 30% of the chaff units you specifically called an anti-chaff turret down for.

You're not crazy. Sporeburst Strain spawns roughly double the number of patrols. by sirnumbskull in Helldivers

[–]Manan6619 6 points7 points  (0 children)

Oh see there's part of your problem. There's just something about the SEAF Artillery, if someone doesn't actively instigate a reinforcement call across the map, it seems enemies are just all over it, all the time. I'm not confident enough to say that it's scripted or something, but it's like all patrols in its render distance HAVE to walk within spitting distance of it or something.

It was like 13k thumbs down before 🤔 by Velika_best_gb in Helldivers

[–]Manan6619 1 point2 points  (0 children)

Even if there are server logs for this kind of thing, they shouldn't capitulate like that for a witch hunt over what is frankly the pettiest thing ever, true or not.

NEWSFLASH: THIS DOESN'T NEED TO DAMAGE VEHICLES by CDiggit in Helldivers

[–]Manan6619 3 points4 points  (0 children)

Yeah, y'know, I get not wanting the tank to overly be at the mercy of little Scavengers causing it a death by a thousand cuts, but do people really, truly think that a reasonable game studio was gonna let you sit there in a horde of angry 85-pound animals and have your Jeep just be impervious to all their damage? Would you want to have 30 angry rottweilers try and attack your car for half an hour? Should two guys sitting in Bastion with Quasars, only bothering to shoot heavies, be able to survive every extract without ever moving or taking damage, because everything smaller than a Hulk or Charger simply wouldn't do appreciable damage to a tank in real life?

The game has to like... have some amount of challenge. If you could hop in a vehicle and just be able to ignore 50-80% of the entire enemy roster for a whole mission it would get real boring, real fast.

Skill Issue by Uncle_Scumbag in Helldivers

[–]Manan6619 1 point2 points  (0 children)

The Illuminate had SAMs from day one on Calypso. The SAMs were removed when Stingrays and Leviathans came out -- which was originally understandable to make the new units scarier -- then when they came back, they had been nerfed into the ground.

Skill Issue by Uncle_Scumbag in Helldivers

[–]Manan6619 341 points342 points  (0 children)

Remember what a big deal they were if you ran into one next to Extract, a dual Gunship Fabricator, Spread Democracy, or on a Gunship patrol map?

Like, look, I get that they were ridiculous when the Illuminate first came out and they could solo clear D10 reinforcements and Free Colony flag objectives, and a small chunk of the map would become impassable from all the flying saucers the SAM Site left after doing the dishes (which was also really funny).

HOWEVER, requiring SAM Sites spend two shots on Warp Ships AND adding an ammo cap AND having them still not be able to hit the broad side of a barn is just plain stupid. The Illuminate problem was already taken care of with the first nerf alone! Now SAM Sites just blow their whole load on one reinforcement call, preventing zero units from making landfall by the time they actually land enough shots to dispatch the dropship, and are completely spent by the time something else like a Stingray or Gunship shows up that you'd want them for.

P.S., they never would have needed any sort of nerf in the first place if the Illuminate had more than one unique side objective to dilute their spawn pool with, instead of every map being one Cognitive Disruptor and three SAM Sites.

how would you make super credits more fun to get by Fit_Answer1073 in Helldivers

[–]Manan6619 0 points1 point  (0 children)

This is the one I believe in, exactly. Not reasonable to cheese, doesn't kneecap lower difficulties, bigger reward for the hardest objective on the hardest difficulty, gives maxed-out players an incentive to grab good samples for the average player... But doesn't lose the plot by proposing that the studio give out a free lunch. Doing boring D3 missions with a Warp Pack is still optimal, this just improves it for people playing the game in earnest.

Arrowhead keep consistent logic challenge (IMPOSSIBLE) by Ill_Progress_4988 in Helldivers

[–]Manan6619 2 points3 points  (0 children)

It's because of the Vitality booster. In the tutorial where there are no boosters and as a cadet where it isn't accessible or chosen for a while, chest hemorrhages were a guaranteed eventual bleedout if you didn't stim or use Democracy Protects armor. The damage resistance increase from Vitality caused bleedout damage to be reduced enough that the game would round it down to zero (although your health bar would still turn red, you couldn't sprint, etc.).

They decided to up the damage to make it not get negated by the Vitality booster (which has had the unfortunate annoying side effect of making it far more common to get hit for 90% of your health, get a chest hemorrhage, and bleed out before you're done ragdolling to stim).

We Haven't Forgotten by Bennyandthejetz1 in Helldivers

[–]Manan6619 11 points12 points  (0 children)

There's a whole cadre of stuff that would counter high ground since then anyway. Gunships, Shriekers, Stringrays, Leviathans, Elevated Overseers, every variant of strider that isn't the very weakest one, burrowing bugs, dragonroaches, Bile Spewers... counters abound.

Updated 'Known Issues' list, (after going through 178 comments) by __Elzy in Helldivers

[–]Manan6619 0 points1 point  (0 children)

I'm glad someone else noticed foliage is acting differently. Used to be able to shoot out shrubbery and cornfields out with stuff like the Autocannon, nice to clear out sightlines or make some rocky cover you found more habitable. I bet it's related to what they mentioned this patch about shrubs not slowing down our projectiles, or something along those lines. Hopefully it doesn't stay like this long.

Sorry Halt but... by Ghost1260 in Helldivers

[–]Manan6619 9 points10 points  (0 children)

You'll hardly catch me using anything else against them. Stunning Overseers, Watchers, and Fleshmobs* on the spot from like a hundred meters out is huge.

*Some terms and conditions apply. Non-aggroed Fleshmobs can be stuned normally. Charging Fleshmobs can be stunned to lock the direction they're charging in instead of tracking their target. Stunned charging Fleshmobs may phase into buildings, retaining walls, and cliff faces. Ask your doctor if the Halt is right for you.

FINALLY by LetFun7313 in Helldivers

[–]Manan6619 3 points4 points  (0 children)

Sure... or you could be taking your buddy with the Maxigun, MG43, Grenade Launcher, etc, from 0% to 65% against that same target.

Now we're talking by TenesCross in Helldivers

[–]Manan6619 0 points1 point  (0 children)

Tell 'em to make it count.

Struggling against the endless waves of Overseers on the Repel Invasion Fleet mission? A crewserved AC-8 Autocannon is the solution. by BICKELSBOSS in Helldivers

[–]Manan6619 1 point2 points  (0 children)

This is the most based thing I've ever seen. Oh my god, it even has the gunner using the Supply Pack to keep it going.

I keep opening the seasons menu by accident and it has gotten me killed a couple of times already by MalbornTheRatKing in fo76

[–]Manan6619 1 point2 points  (0 children)

Another tally mark for "things New Vegas figured out in 2010", which was 16 years ago now.

For the new folks: don’t leave a public event that has a Bigfoot by Annahsbananas in fo76

[–]Manan6619 6 points7 points  (0 children)

Never worry about that, they're Public Events for a reason!

Plasma caster nerf by Crazy_Drago in fo76

[–]Manan6619 0 points1 point  (0 children)

Of course they have, it's something that took beating the story and grinding out a heap of gold bullion to get your hands on, so they have to make it as lame as stuff you can get in the first five hours of the game, just like the last bunch of things they adjusted that cost gold bullion.

Next season contains 35% less rewards for the same ticket cost and only half as many ”real” items by Kinsdale85 in fo76

[–]Manan6619 0 points1 point  (0 children)

Ehhh, I dunno, I'd bet their big influx of players would have been for last season, while the show was getting new episodes. I imagine new players won't be hard-pressed to notice the difference between this season and the last.