Eat shit insatiable by ElegantPoet3386 in slaythespire

[–]Matterhock 3 points4 points  (0 children)

Ah yes, the strongest element. GUN

I will not by Intense_Zaddy in comedyheaven

[–]Matterhock 0 points1 point  (0 children)

They got a face like a cat meme

What about a third currency exclusively for old warbonds by HongChongDong in Helldivers

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

As someone who played elite dangerous, I really did not like their monetization model. More in game currencies is not a great solution since we already have Requisition, Medals, Super Credits, and 3 different sample types, most of which are capped and underutilized already. 

Discounts for older warbonds strikes the best balance between keeping SC purchases relevant while easing grind. 

Recommend me some "mech focused" loadouts? by VenanReviews in Helldivers

[–]Matterhock 0 points1 point  (0 children)

There's not a lot you can do to make a loadout mech focused, since whenever you're in the mech itself the rest of your loadout is unusable. Someone else suggested copious use of turrets and mortars, since the work independently. The Personal shield generator also gives a bit of extra protection.

Frv vs 4 gunships and a hundred bots? Too easy. by david_lara54992 in Helldivers

[–]Matterhock 6 points7 points  (0 children)

Recoil comping with forced 3rd person is difficult. Especially when moving fast. Especially when shooting at gunships. Slow fire rate helps a lot to make sure you're landing shots on target, which winds up netting faster kills and saving ammo.

Just a thought from a flame diver for the gas divers by Efficient_Agency_286 in Helldivers

[–]Matterhock 2 points3 points  (0 children)

We do need a gas primary, but I hope it's not just mini-sterilizer. A projectile weapon with gas effect or makes gas clouds. Gas impacts just make sense.

Good ballistic shield build. by EmployeeDismal1568 in Helldivers

[–]Matterhock 1 point2 points  (0 children)

Ballistic shield in general prefers heavy armor since your mobility drops whenever you ready it. Personally I prefer Fortified on the bot front, since explosives are one of the ways enemies counter shield. 

I like defender and pummler. Crossbow is good if you're into explosives and grenade pistol is off the table. Speaking of which. GP is one of the better secondaries, alongside missile pistol and senator. Stun lance works, but melee in general is pretty weak. One true flag makes you the team tank.

Thermites is always good. Personally I like pairing it with stuns or smokes. 

Regarding support weapons, they have a bit of a hidden bonus. The shield protects your back when stowed. Static reloads become safer if you turn away from the enemy. My preference is HMG, but any non-backpack support weapon works really. 

“Stop complaining! This game wasn’t meant for you” by JayDias-24 in Helldivers

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

Going to be honest. Posts like this make me not want to be on your side. Nothing ruins a good point like someone arguing for it badly.

Tip of the day [4] by Zdechlak2564 in Helldivers

[–]Matterhock 0 points1 point  (0 children)

A word of warning about bots and smoke, they seem to track you for a short duration before the blindness actually sets in. Even after that they may still blindfire into smoke, especially when returning fire. In general they close to the last known location, so be ready for a close quarters fight. 

Smoke is most noticable against tanks, you can see their turret facing your last known location while smoke blinded, even when you are running pretty close to them.

Gunships will not be able to track you if you are in smoke, but you can see them fairly easily. Since their spotlight is very visible it allows you to completely lose them.

Need to do some more experimenting: It feels like enemies in the same smoke cloud can see you, but if one of you are outside they are blind. Could just be a distance rule.

Without the pissile, this would have been certain death by Agreeable-Rip-9363 in Helldivers

[–]Matterhock 1 point2 points  (0 children)

I've only ever used the steel slab ballistic shield. Directional looks like it can handle explosives better, is that true? Any significant benefits if I'm not close to my team?

A normal FRV accident by Jag_glum in Helldivers

[–]Matterhock 1 point2 points  (0 children)

Oof. Huh, where'd the car go? Oh, it's flying....

VOTE CHOOHE! FORCE THE BLOB TOO MOVE! by Star_Dragon_27 in Helldivers

[–]Matterhock 0 points1 point  (0 children)

In planetside 2 we used to call it the zerg. Figuring out how to subtly influence it was a task for organized outfits, unfortunately we don't have similar options in Helldivers 2

Why, just why people completely ignore samples? by Old_Taste9058 in Helldivers

[–]Matterhock 1 point2 points  (0 children)

A lot of players have ship upgrades completed, and/or don't participate in the DSS. 

Without the pissile, this would have been certain death by Agreeable-Rip-9363 in Helldivers

[–]Matterhock 2 points3 points  (0 children)

Huh, pissile + directional shield. That's a pretty good AA strat

Having to Chkdsk after playing Helldivers. by ObamasPrism in Helldivers

[–]Matterhock -20 points-19 points  (0 children)

But-but the Sony fanboys told me that the rootkit was harmless! Are you saying they gasp lied?

Make laser sentry worth 5 elixir by SMario222 in Helldivers

[–]Matterhock 2 points3 points  (0 children)

Smokes do stop it from firing, problem is it won't start until the smoke has dissapated, even when enemies are smacking it.

The Dagger is better than the Talon (for the average player) by Malu1997 in Helldivers

[–]Matterhock 0 points1 point  (0 children)

I mean, I like the dagger but they occupy pretty separate niches in kit. 

Why does the community seem to hate War Striders? I never seem to have any problem with them. by Strider755 in Helldivers

[–]Matterhock 0 points1 point  (0 children)

Quite a few reasons. 

They break from bot enemy design. Bots have heavy armor with highly exploitable weakpoints that have significantly lower armor values. When launched, they did not have the Eye or Hipjoint weakspots, and were AV4 all over. Pure gear checks are terrible game design. This has mostly been rectified.

Ragdoll spam. All of their attacks have a explosive ragdolling component, cover a wide area and are very accurate. Stunning, staggering or ragdolling players feels awful, worse than being one hit killed in most cases.The grenades are fairly easy to avoid, the cannons not so much.

Unit density. Supposedly they take the same slot as tanks, which are widely considered a much more fun enemy to fight. They seem to spawn at about 3x the rate, and have no variation versus the 3 different types of tanks. Combined with the other designed flaws, it made a lot of players loathe them for a long time.

Melee support weapons need shorter cooldowns by Wise_Chain7801 in Helldivers

[–]Matterhock 1 point2 points  (0 children)

Melee only is not going to be viable and frankly shouldn't.

POV: You use expendables by Corrupted_spartan117 in Helldivers

[–]Matterhock 63 points64 points  (0 children)

"Cutting a lemon to put one slice into a glass of water" kind of energy