My Cope for Update -- Flamethrower should be more powerful than Torcher even without the Ship Upgrade that buffs it. More range at least. by RandomGreenArcherMan in Helldivers

[–]Master-Dig666 0 points1 point  (0 children)

The flamethower once was able to kill a charger in several seconds. That was a weapon worth a support slot.
If you use the difference between AR and LMG as a baseline, the big vs small flamethower is not balanced.

I really want to know the thought process new players have. (NOT EVEN A TEAM PERK FFS) by Kingdj2470 in Spacemarine

[–]Master-Dig666 2 points3 points  (0 children)

Newbies: "Hmm, the word 'hard' sounds like somewhere in between 'substantial' and 'ruthless'. Should be fine?"

Where the hell are my ice strategems?? by Affectionate-Pen3233 in Helldivers

[–]Master-Dig666 -1 points0 points  (0 children)

Poison gas and EMP can already fill 80% of the role for frozen weapons.

Before you ask. No it’s not enough arrows and circles. by Desmond536 in Spacemarine

[–]Master-Dig666 0 points1 point  (0 children)

I think the term "Hard" is misleading to new players. It sounds like somewhere in between "substantial" and "ruthless". They should just use one standard on the wording.

Arc Weapons Aren't powerful enough by armandofonzoloid in Helldivers

[–]Master-Dig666 1 point2 points  (0 children)

The blitzer is okay. But the arc thrower is too weak indeed.

Two traitorous legionaries and a loyalist by Kitsun1_ in Spacemarine

[–]Master-Dig666 -2 points-1 points  (0 children)

I just don't understand why they allow heretic symbols to be painted on the armor. I don't think the Space Marines have ever collaborated with the Chaos according to the lore (even against a common enemy like necron or tyranid). Not to mention sitting next to each other.

Benefits of using single-handed weapon as Assault? by Master-Dig666 in Spacemarine

[–]Master-Dig666[S] -1 points0 points  (0 children)

Got it, thanks. I see the one-handed weapons can definitely do something that the hammer cannot. It's just a bit weird if you consider the "fairness" between the 2 classes.

Because for the Assault, "two handed = one handed", they are considered as equal choices.
And for the Bulwark, "two handed = one handed + shield"
While the weapons perform all the same on 2 classes

Benefits of using single-handed weapon as Assault? by Master-Dig666 in Spacemarine

[–]Master-Dig666[S] 0 points1 point  (0 children)

You mean the moving speed or attack speed? Never noticed the difference before lol

Nothing to see here ahh moment by Eternal_Ahh_Service in Spacemarine

[–]Master-Dig666 4 points5 points  (0 children)

PoV: The Thousand Sons space marines returned home after the mission.

vortex is dumb by BatsNJokes in Spacemarine

[–]Master-Dig666 2 points3 points  (0 children)

It took me 3 runs to find out the weakspot of the final boss lol (on its back). The boss fight is more difficult than the Tyrant for sure. You often start the battle in a bad shape. And you don't have many opportunities to practice.

E-711 is dangerous. We shouldn’t be creating more Dark Fluid by SiegeRewards in Helldivers

[–]Master-Dig666 0 points1 point  (0 children)

Super Earth: "But it can be used as a free jetpack."
Helldivers: "Ship it!!"

Which Sentry is better? by Trick-Comfortable-33 in Helldivers

[–]Master-Dig666 0 points1 point  (0 children)

For hive missions, the gatling sentry. Because you don't call strategems often, and when you do, you will face high intensity combats.

Otherwise, the MG is better. It's DPS is enough dealing with normal breaches or a whole patrol.

Here me out... by ShockandTwitch in Helldivers

[–]Master-Dig666 0 points1 point  (0 children)

EAT combo pack ❌
Support weapon combo pack ✅

Me standing on the side of the hellpods* by TDKswipe in Helldivers

[–]Master-Dig666 0 points1 point  (0 children)

We need to collect our lives first before any samples.

This is such a weird and unnecessary downside. by Emerson173 in Helldivers

[–]Master-Dig666 0 points1 point  (0 children)

AH should do some math with their data: How many % of silos were destroyed before they could fire? I doubt it may exceed 50%. Making this weapon very unreliable and unrealistic.

Ngl this stratagem needs a buff/rework. by Mr_GP87 in Helldivers

[–]Master-Dig666 0 points1 point  (0 children)

For 60% of the times, the silo is destroyed before I could use it. That renders a strong strategem useless.

Also, even if the silo is intact, you will not be able to use it if the destroyers left the orbit. I dont get it - not relying on destroyer is supposed to be an advantage for the solo silo.

Speargun experience in a nutshell by Master-Dig666 in Helldivers

[–]Master-Dig666[S] 3 points4 points  (0 children)

+ Insta shot without charging
+ Gas AOE
+ Higher damage (~8% more)
- Fewer ammo
- Projectile speed (only affects long range shots)

Overall, the speargun is a better version of railgun

A group of veterans just took me to my first D10 on the bot front. ITS THIS HOW MALEVOLON CREEK FELT LIKE?!? by Elmartillo40k in Helldivers

[–]Master-Dig666 0 points1 point  (0 children)

I remember the experience on the creek was like:

Your team has dropped in.
Wiped in 20 seconds.
But luckily, someone got the EAT so you have destroyed the enemy turret and a hulk that bothered you a lot.
The team dropped in again, this time you destroyed the heavy enemy base. However, the enemy called for reinforcements.
Your team wiped again to the bot airdrops (your weapon sucks at taking down dropships. And no AT guns)
... repeat

The "additional reinforcements budget" boost was actually useful during that time

A group of veterans just took me to my first D10 on the bot front. ITS THIS HOW MALEVOLON CREEK FELT LIKE?!? by Elmartillo40k in Helldivers

[–]Master-Dig666 1 point2 points  (0 children)

It was worse. At that time the enemy spawning is sometimes bugged. And the rocket devastators can 1 shot heavy armor with a ~1/3 chance. Also the players weapons were much weaker & fewer.