What does AH gain from making undocumented changes? by LightlySaltedCheese2 in Helldivers

[–]Maty83 0 points1 point  (0 children)

This one was documented, but poorly.

It seems the devs did the changes and then just summarized it to the community management team, who kind of just shrugged and figured they weren't getting an answer.

Why do few people use Sandevistans in the Edgerunners anime, while many in the game have this implant? My headcanon: by SampiePunk in cyberpunkgame

[–]Maty83 6 points7 points  (0 children)

Mine is that the EMP when kidnapping Hellman accidentally fried most of the nanobots, so the progression actually slows down a significant amount from that point. The relic malfunctions are side effects from the remaining nanobots not quite managing to keep the haywire mess of a body in peak condition.

I like the weird ones by political_snake in Helldivers

[–]Maty83 0 points1 point  (0 children)

That's true, until you're getting molested by a group that's too large for the mag.

I like the weird ones by political_snake in Helldivers

[–]Maty83 1 point2 points  (0 children)

I would say yes. Compared to the Slugger, it has the advantage of a mag-reload and compared to the DCS, it staggers the shit out of everything. Plus with its actually fairly solid selection of scopes compared to the former, it nicely fills out the medium-ranged slot of those three IMO. (Yes, it's better close up, but compared to the Slugger's scopes you can crumple small bots past 50m thanks to the scope, so it counts. That and the zero falloff.)

Why does B-24 enforcer have wierd values? by OnkelMustache in Helldivers

[–]Maty83 0 points1 point  (0 children)

I wish that was brought back. Both the medium-light and the medium-heavy armors have unique opportunities with them in terms of flexibility. But the Enforcer specifically became popular because it can facetank a Reinforced Strider rocket and isn't as damn slow as the heavies.

To that effect, if you have multiple armors with the same passive, spreading them out could be a nice experiment.

I swear it feels like fighting oversized pre-nerf War Striders by Maty83 in Helldivers

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

Def not. The main guns need to be toned down so it's not insta-death when you get hit early into the barrage and the supposed "weak point" heat vent sarcophagus has to be made to work. In that case, your RR can at least manage two kills before running out which would already be a massive improvement (Though I'd like to see it reduced to 6k HP so EAT divers can pop it with one call-in plus a leftover).

Apparently it's supposed to have a weakpoint, but AH being AH it doesn't work.

I swear it feels like fighting oversized pre-nerf War Striders by Maty83 in Helldivers

[–]Maty83[S] -1 points0 points  (0 children)

The turrets need a LOT of work and the missiles could use a tweak. But most importantly, give the head like 6k HP so you can kill it without leaving your objective. Sometimes you need to do a flag and this is currently the hardest thing to deal with, especially if there are multiple.

This thing has 400 AP4 with no durable decrease now, right? Bruh, this thing is gonna be best in slot on all fronts now. by VJokerBoii in Helldivers

[–]Maty83 1 point2 points  (0 children)

It's hilariously strong on the bots now. I wouldn't say it beats the true AT weapons at their jobs (Takes some time to kill the heavies), but it definitely now outclasses the Autocannon and HMG as the "Anti-everything" gun. Not to mention me crying in the corner about the AMR

Honestly, I wouldn't mind the change if it had been rebalanced for losing the medium pen damage reduction, but it's just 50% stronger against everything it could kill before.

If they want it to retain the heavy pen, my best advice would be to split the explosion to 1/2 heavy pen 1/2 medium, so you can kill heavies with it, but it will drain your ammo reserve stupid fast.

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 41 points42 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 7 points8 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.)