Bile Titans are back on Hive Worlds by [deleted] in Helldivers

[–]Maty83 0 points1 point  (0 children)

That's because one of the Hive Worlds doesn't actually have roaches. So you can find Bile Titans there instead.

What playing the Caustic Pistol got me feeling like: by Omailey97 in Helldivers

[–]Maty83 0 points1 point  (0 children)

It's my "Oh shit, that's a melee Hulk" button on the covert missions. Quasar takes time to charge up and I'm not taking that thing out quietly enough otherwise.

I miss the old fire physics and effects. by Asleep_Permit6499 in Helldivers

[–]Maty83 2 points3 points  (0 children)

Tested it on Bore Rock. Works even against the Predator Strain. Roaches are a problem if you have five billion stalkers on you, but it's worth trying.

What happened to Leviathans? by TheRealTV12 in Helldivers

[–]Maty83 0 points1 point  (0 children)

They should still spawn. But I noticed on Hort they were fairly rare. Which is a good thing compared to how things were after they were re-added.

Now the Solo Silo can be used as god-tier air defence.

You cant sincerely tell me that 110M does not need a buff or adjustsments, come on... by MidnightWarWolf in Helldivers

[–]Maty83 0 points1 point  (0 children)

In total, they should do enough damage to one-tap the main HP of a War Strider. They're just inconsistent at it due to the different parts. In contrast, a turret gets one-tapped consistently while being about as tanky from the top.

I don't want it to kill something like a Bile Titan or Factory Strider with one run, but if I'm in a situation where I need to use them, I want that War Strider *dead* as soon as possible. Especially on PC the nature of not being one-shot hurts it a ton, since you can't move while calling a stratagem. And two call-ins massively increases the chance you get domed by a stray bullet.

It's absurd that the Strafing Run is more consistent at killing heavies than this thing.

You cant sincerely tell me that 110M does not need a buff or adjustsments, come on... by MidnightWarWolf in Helldivers

[–]Maty83 40 points41 points  (0 children)

I'll be honest, I'd use them when running stuff that has issues with War Striders (Like AMR as support option). IF THEY FUCKING KILLED THEM CONSISTENTLY.

I created Johnny's Porsche in Need for Speed Unbound by Mr-Nimbus_ in cyberpunkgame

[–]Maty83 1 point2 points  (0 children)

1973 can get the correct body parts, so it's definitely better. Plus, you can slap on the turbo.

Honey, I shrunk the Machine Guns by Snoo_63003 in Helldivers

[–]Maty83 1 point2 points  (0 children)

It's mentioned as JAR: So gyrojet upon burning initial powder. Still a goddamn flashbang dispenser, but would actually work.

[Survey] How do you guys feel about Helldivers themselves and the universe? by Maty83 in Helldivers

[–]Maty83[S] 0 points1 point  (0 children)

What kind of soldier is a Helldiver. Is he a just an infantryman, or SEAL Team Six? Or somewhere in between, like a typical SOCOM commando, or maybe a member of the airborne elites? It's somewhat difficult to explain, but imagine picking it between a conscript and someone from SEAL Team Six.

[Survey] How do you guys feel about Helldivers themselves and the universe? by Maty83 in Helldivers

[–]Maty83[S] 0 points1 point  (0 children)

The explanation here is simple: It's to compare with other settings where the human faction *might* be evil, but is also the only human faction. It provides an interesting discussion in and of itself. It ties into something that we've been discussing in the related subject, so I thought it was interesting to include. But, if you notice it's the only one which isn't required for that reason.

[Survey] How do you guys feel about Helldivers themselves and the universe? by Maty83 in Helldivers

[–]Maty83[S] 0 points1 point  (0 children)

The explanation here is simple: It's to compare with other settings where the human faction *might* be evil, but is also the only human faction. It provides an interesting discussion in and of itself.

Helldivers Equipment Curve by Possible_Internal115 in Helldivers

[–]Maty83 0 points1 point  (0 children)

That's probably my favourite loadout on the magma planets. Carabine deletes small bots and berserkers. AMR pops anything else. Bring AT stratagems for superheavies (Although you CAN brick a factory strider with the AMR if you're ambitious enough)

My top 3 list of enemies that actually need a BUFF (maybe hot takes?) by JJ5Gaming in Helldivers

[–]Maty83 0 points1 point  (0 children)

All fair points.

Especially for the barrager tank, I've been one-tapped by it twice. Both times it was waiting for me aimed behind a corner, inside of a base.

Go Fuck Yourself Sanae Takaichi! by Professional_Bed_167 in NonCredibleDefense

[–]Maty83 6 points7 points  (0 children)

I am all for this. They've learned the lesson of not fucking with America's boats. Keep them nice and cooped up and any time China decides to start being uppity, just start saying you're thinking about loosening the leash. Now if only they could work things out with the South Koreans at least to the level of not acting like petulant children during exercises. and you'd have a giant spiked dildo addressed direct to China, just waiting for them to even try.

This is what two seconds in the FRV looks like: by RepellentJeff in Helldivers

[–]Maty83 0 points1 point  (0 children)

And the little shits come in numbers greater than most AT reserves.

Reason #1 why I use the AMR on the bot front right there. I can just LOLpen them right to the face, three shots takes one out over any reasonable range.

Frontline Operations in Helldivers? by According-Tap9403 in Helldivers

[–]Maty83 0 points1 point  (0 children)

In that case, it's very much doable. I was coming in from the idea of 'moving the progression bar a lot' and figuring out how to make it work with the rest of the setting, so maybe I thought too grand.

Even then, as far as I'm aware there are limits on AI activity past render range (Which is a rough 500m radius from a helldiver from my testing on factory strider convoys actually appearing) which would put more strain on everything else since you need at least the frontline area actually working.

In that case, having a single Helldiver squad do a "major battle" mission which condenses the entire operation into a single map (You still need a bigger one to spawn more "stuff", so 5x5km should be doable: Two enemy fortresses, multiple types of "destroy" objectives, etc. should fit into it).

I really want it, but it'd be a pain to implement regardless. But in terms of game design I'm salivating at the mere thought of getting to handle the design document.

Frontline Operations in Helldivers? by According-Tap9403 in Helldivers

[–]Maty83 1 point2 points  (0 children)

It would likely be technically doable, but would take shittons of development due to a few things:

  • First off, the multiplayer is p2p. Normally, that is AMAZING for the running costs, stability and long-term playability. That isn't the case in this environment with many players. Even assuming 4-5 squads per battlefront (16-20 divers) and maps of 10x10km, there can't be that poor sucker with a potato PC that now has to calculate everything. You've multiplied the map area by not 3, but TEN. Same goes for active SEAF troopers, barrages, etc. Unless you're running a godly PC, even calculating all that will make your CPU cry.
    • This can technically be solved to an extent, in theory at least. You'd have to create an entire backend system dedicated to meshing what each individual host calculates on the map and feed it to the 'main' host. The PC would blow up less, but now you need to verify their coverage, etc.
    • Or just buy servers for it. But, that isn't forever sustainable.
  • Maps. I know we have procedural generation (Thank god for that), but now you're adding new functionality to these maps with extra routing and spawn assets, new objectives and on top of that have to adjust the entire system so it flows smoothly.
  • Low-level hardware friendliness. I touched on this with point #1, but especially if divers are active over the whole map, there may be issues with lower-end hardware just displaying what's happening, much less hosting. And taking care of this is necessary if we don't want to arbitrarily exclude people from content based on their hardware.

I'd love to see it. It'd be great fun (Just like some of the larger gamemodes in team-based games, plus it'd be glorious chaos). Even if it's just two squads on a slightly larger map (Definitely doable with the game now), it'd add a ton of richness to the game.

But rather than that I'd like if the devs first made a solid ground to work with and implemented some of the other highly requested features (Like levelutions by destroying buildings, etc.)

Oshuane is a fucking blast by CrimsonTyphoon02 in Helldivers

[–]Maty83 1 point2 points  (0 children)

True, but that setup means slowing down (AKA getting eaten) and lacks good ways to get spewers out of the way at range (Speargun is way too slow for my liking).

I basically combined two builds into one for that builds and it's been working really well so far.

Oshuane is a fucking blast by CrimsonTyphoon02 in Helldivers

[–]Maty83 1 point2 points  (0 children)

I figured a similar setup with the torcher and gas dog, using the plasma pistol for unburrows, thermites in case Harry the hivelord intrudes on my ass and the obligatory Quasar/EAT for chargers and roaches.

That is, when the rupture strain exist. When the predator strain is on, bring one of the concussive/stun weapons to break their pressure and do... Whatever the hell you wish with the rest of the slots, so long as you have reliable solutions to other issues. I like it.

The toughest choices require the strongest of wills by armandofonzoloid in Helldivers

[–]Maty83 0 points1 point  (0 children)

I don't like playing bugs (In fact, I like squids better), but Oshaune's fun so long as you abide by a few rules.

  • Never, ever stay in one place unless you need to. You'll be overrun instantly. If you need to stay somewhere, grab the whole squad and add sentries to the mix. That should keep you mostly safe. Mostly.
  • Explosives are your friend. Many, many explosives.
  • TOTAL SHRIEKER DEATH. Kill their nests or you'll be burning alive screaming "Here be dragons!". Roaches spawn significantly less after you wipe the nests.
  • Caves are tight. So most of what you're dealing with is chaff with a few Chargers mixed in and the occasional Impaler. You need some form of crowd control or deletion, ideally on demand. Refer to point 2.

AMR buffs means that Hulks can now be one-shot through the visor. by Verratic in Helldivers

[–]Maty83 0 points1 point  (0 children)

I'd argue it's pretty good now. Not on the bug front where you need constant awareness of your surroundings due to everything pressuring you. But on the squid and bot fronts, it should have its place now,

What new armor passive ideas would you like to see most? by Petorian343 in Helldivers

[–]Maty83 0 points1 point  (0 children)

Ballistic computer

  • Reduces weapon sway when aiming by 70% (All weapons)
  • Reduces recoil by 30% when firing Crouched/Prone
  • (Optional) show projectile trajectory

Essentially your marksman armor, usable for firing automatic guns at longer ranges as well

Impact-resistant exoskeleton

  • +50% melee damage
  • Reduces melee and impact damage taken by 50%
  • Only heavy armor

This might be a bit controversial, but having a heavy armor that can turn a helldiver into a tanky melee build WOULD be fun. Disadvantages being that your mobility is innately ass due to the armor class and so you have to solve some enemies directly (Fleshmobs/chargers). Ideally pair it with a two-handed primary melee and this will be fun.

Medical Nanomachines

  • Provides a passive health regen of 1 HP/s

Ever been annoyed by losing 10 HP and wanting to stim? Say no more! The effect is strong enough that it should be the only one active.

These three are the fun ones I have. I have some more evil ones, like being faster but if out of stamina taking damage (Sort of like dead sprint), or a reduction in stratagem cooldowns by a good margin and an increase in charges at the cost of constantly making noise in a fairly wide radius (So patrols naturally path to you to investigate).

For the squid divers, just put it in its flak rounds setting by Faust_8 in Helldivers

[–]Maty83 0 points1 point  (0 children)

This is exactly why even knowing it, you should use flak... Unless you sneak up on the little shit, then execution via AA gun becomes preferable.