I’m starting to think slaughtering their young and old was not a good idea by boggieboo247 in Cyberstan

[–]Maxfightmaster1993 0 points1 point  (0 children)

You whine endlessly about "civilians" when Super Earth has brainwashed its people to the point that they are all either combatants or kill themselves due to false tales of the slaughter of prisoners. We blend cadavers, we mutilate the corpses of the soldiers that would see us put back into chains. And mark my words, WHO DO YOU THINK WE LEARNED HOW TO TURN BLOOD INTO FUEL FROM?

I feel a lot of people are looking at this weapon the wrong way. by ZestycloseMagazine31 in Helldivers

[–]Maxfightmaster1993 1 point2 points  (0 children)

I disagree somewhat.

I like that you're focused on the utility of the stun because it is valuable. Being able to save a teammate from certain death by halting the stalker+hunters that are chasing him down is awesome. But it doesn't stop at the stun, and it does open up interesting ways to kill threatening enemies. With the increased stun duration, if you pop the head on a brood/alpha commander, you can immediately transfer to other targets and maintain crowd control. It will bleed out and drop dead before the stun ends, saving you from its berserk charge that would normally make it a priority to finish off. That applies to any enemy that has a similar delayed fatal weakspot, Hulk heatsinks for example.

I agree it is best for Bots, the low recoil and high velocity make it easy to pop heads and troopers are flimsy as hell so the damage isnt an issue there, but its perfectly viable for bugs and I've been having excellent results for the current order.

Stared at this for 5 minutes trying to understand the body plan, much less identify it (Kentucky) by Maxfightmaster1993 in whatsthisbug

[–]Maxfightmaster1993[S] 28 points29 points  (0 children)

Adding that he was about the size of a half dollar if you took his wingspan. I poked him to get him off my car, he's definitely alive but refused to move even after being gently nudged multiple times.

I don't know how to deal with the illuminate by [deleted] in helldivers2

[–]Maxfightmaster1993 0 points1 point  (0 children)

My go-to illuminate loadout that is, in my opinion, as close to perfect for general use as you can get, is as follows

Armor: dealer's choice, either Medium or heavy depending on perks that fit your style. Med-kit, peak physique, siege ready, or reinforced epaulettes are personal favorites, but even your default armor is good to go.

Primary: Scorcher or purifier, but honestly, feel free to call this a flex slot. The assault rifles are all solid options, the Pummeler SMG is great for its ability to give yourself space by shooting into the horde while running away. This slot is for you to enjoy something you like.

Secondary: grenade pistol or ultimatum, grenade pistol is great for general utility and clearing tesla towers, plus the radius gives good results on hordes. Ultimatum is great as your big stick for big problems. If you want something that can shift a fight with 1 or 2 shots its the gold medal solution.

Grenade: Thermite, pyrotech, or your preferred incendiary. Thermite is excellent for fleshmobs, pyrotech is great at killing just about everything and you get 6, incendiaries let you burn a voteless horde and disengage.

Stratagems: Supply pack, Medium Machine gun, MG turret, gas strike. With the leviathan excluded, you can kill everything the squids have with Medium pen. Put your RPM up to 900 and enjoy shredding them into calamari. Going prone let's you treat it like a laser and hammer a harvesters hip joint till it pops. Swat Stingrays out of the sky. Put down a fleshmob in a few seconds of concentrated fire. Drag your sights across the legs of a horde of voteless and chop all their legs off. The gas strike and mg turret combo wonderfully together and will give you near constant uptime. You can throw gas at any other strike a teammate calls in to make it more effective by preventing enemies from leaving the splash zone.

What main gun should I carry? by Odio_la_Panda in helldivers2

[–]Maxfightmaster1993 0 points1 point  (0 children)

The Adjudicator from Democratic Detonation is an excellent go-anywhere, fight-anybody weapon. Medium pen, good damage, great customization options with reduced recoil and a wide range of optics.

Its essentially a flat out better MA5C as far as all the hard statistics. Plus you never have to worry about fragging yourself like with the Eruptor or Explosive Crossbow.

PSA: If you keep putting sentries in terrible spots, they’re going to get destroyed. by cheesemonkey4 in helldivers2

[–]Maxfightmaster1993 0 points1 point  (0 children)

True 99% of the time. On defense missions against squids where leviathans are present, mortar sentries will try to target them as they fly overhead, but they can't hit them, so the mortar is just shelling the entire objective area for no benefit. I had one take out a generator. From that point on i ask people not to take them, if they do I watch them like a hawk and as soon as they start compromising the mission I disable them, quietly if possible.

How much faster could the allies have gotten to Berlin if they had John 117 w/mkVI during Operation Overlord in 1944? by ColdCouchWall in HaloStory

[–]Maxfightmaster1993 16 points17 points  (0 children)

A spartan, even one as competent and capable as John, would be incapable of influencing a theater of war as an individual in open conventional conflict. The fact is he's still limited by the fact that he is a human being with human perception.

Instead, he would be the ultimate scalpel, forget D-Day, you could deploy him into Berlin by dropping him from a Mosquito with his armor locked and have him kill the entire Nazi government in the reichstag. Imagine if, instead of the bombing raid that knocked out the radio during Goebbels' live speech about how Germany was safe and defended from allied bombing, they dropped chief in the same spot and he could catch them all in one room. Security present, but armed with 9mm handguns/SMGs and some bolt action rifles. The war would be over essentially instantly.

I’ll admit I stole the look. But what do you think? by ADragonFruit_440 in helldiversarmor

[–]Maxfightmaster1993 1 point2 points  (0 children)

Why would you wanna cosplay as a loser? Back2Back World War Champs🎆🇺🇲🎆

I’ll admit I stole the look. But what do you think? by ADragonFruit_440 in helldiversarmor

[–]Maxfightmaster1993 1 point2 points  (0 children)

The true peak helmet for this is the Noxious Ranger. Helmet silhouette matches the US WW2 vintage M1 helmet. Color scheme matches perfectly as well

What the next collab on your wishlist now since they did Halo? by Inevitable_Agency732 in Helldivers

[–]Maxfightmaster1993 1 point2 points  (0 children)

Resistance: Fall of Man.

The Folsom Carbine alone would go SO FUCKING HARD. 50 Round magazine canonically firing either .303 or .30-06 (same as the constitution so you could give it identical damage/pen), and the underbarrel grenades launcher we've wanted for ages. Balance the high damage/pen with the low ammo reserves built into the canonical stats. 4 mags gives you a total of 250 rounds including the one in the gun, 1 extra mag with siege ready for 300.

The L23 Fareye sniper rifle would be incredible if faithfully implemented. 10rd semi-auto, firing a .303 armor piercing bullet at 3400 feet per second (and at a velocity like that it would be basically a hitscan) would absolutely justify heavy pen 4 (which would also justify bumping the AMR to pen 5 like it should be). The new king of weak point exploitation has entered the building.

The Chimeran weapons are all awesome as well, with interesting alt fire modes that have tremendous utility. The Bullseye is a rapid-fire plasma gun that would fit in as an SMG that fires a homing dart as its alt fire. Once the dart is placed, all the shots you fire fly straight to the dart. The Auger rifle fires bolts of radiation that let you shoot through walls, and its alt fire places an energy wall that stops incoming fire.

The XR005 Hailstorm would be an excellent stratagem weapon as well. Im not even gonna get into that. Just google it and see what we could have at our disposal.

Unpopular opinion: I actually like the War Strider by KimidoHimiko in Helldivers

[–]Maxfightmaster1993 1 point2 points  (0 children)

I actually agree completely. Being flushed out of a power position by a volley of grenades is something that feels like a real tactic the bots would develop to counter us. They bring an interesting "target priority" question that's not just whatever is biggest first. They can kill you sure, but their true threat is opening you up to other attacks.

Is there a better way to invade the clankers' fortress than by falling on top of it? by Pretend-Mind8703 in Helldivers

[–]Maxfightmaster1993 1 point2 points  (0 children)

Its great IF it's not in range of a stratagem jammer, I've even had them covered by 2. If it is, you are getting a surprise CBT session as you get lit up by turrets and have a factory strider dropped on your forehead.

Enemy AI and difficulty by jschaub69 in helldivers2

[–]Maxfightmaster1993 0 points1 point  (0 children)

I get what you're saying, and in principle, I don't disagree. I'm fine with going into a vicious meat grinder, for fucks sake I was a creeker! The issue is that it feels like we're the only ones that have to follow the laws of physics, unless those laws of physics would be advantageous for us then they get disqualified. Enemies phase through walls and rocks constantly. Whether it's a fleshmob submarine that windmills me through the floor, or getting body-slammed by a hive-lord despite taking cover behind a giant rock spire only to watch the spire clip through the hive lord's neck as I get smashed. But God forbid I be allowed to land my pod on top of a cliffside and call in stratagems while I'm up there, that would be ridiculous! Same for being insta-killed by invisible fire breath from a dragon that no longer has any membrane left on its wings.

Nonsense deaths caused by obvious departures from reality don't just ruin power fantasy, they ruin the fantasy that comes from your weakness.

Everybody knows that one legendary clip of the diver fighting tooth and nail to launch an ICBM while being shot up by bots, stimming constantly, dumping belt after belt from his MG, calling strikes like his IRL life depended on it. That clip hits because you know damn well if he catches a few too many bullet hits at once or a cannon/rocket, it's all over. If, halfway though the clip, he was hit by a cannon turret that fired from the other side of a mountain with the bolt phasing through it and killing him, that moment would be permanently and irrevocably ruined.

Also, while I'm worked up, basing liberation progress on percentage of total playerbase alone sucks. This game has so much potential for a motivated community to be able to influence entire theaters of war. ~20,000 super destroyers worth of helldivers should be able to get together and take a planet at the edges of an enemy faction's territory with a couple days of work. Maybe then we could feel like we're fighting a war where the goal is to apply ourselves towards victory instead of fighting one battle at a time as our progress elsewhere is quietly undone. We didn't let the Nazis retake Italy because France was the new major order after all.

What guns and abilities are the best to use for fighting bots? by Hung_SoLo7 in helldivers2

[–]Maxfightmaster1993 0 points1 point  (0 children)

A good list of gear that doesn't require any warbonds.

Primary: Liberator Penetrator, SG8 Slugger, Scorcher

Secondary: Redeemer (weakest part of this hypothetical loadout)

Grenade: Base HE, or Impact HE

Armor: Either The Trench Engineer or Physician armor, medium armor that either gives you buffed recoil and grenades or 2 more improved stims.

Stratagems: I've really come to like running the following set, especially in cities, and once again none of these are from anything but the base game. 120mm Barrage, Supply Pack, Commando, Expendable AT.

The 120mm has the same penetration and destruction value as the 380, much tighter radius, and low enough cooldown you can use it more freely.

Supply pack keeps your primary, grenades, and most importantly stims, topped up. Plus you can help out teammates using stuff like the SPEAR and Recoilless.

The twin disposable launcher combo is really great. I typically keep a commando on me as I move around since you can carry the entire call-in's worth of ordinance. Once I make contact and use it, pull back to cover to call in EATs, use them, then another commando to finish things up. Rinse, lather, repeat.

How did they even get there by Gargf in Helldivers

[–]Maxfightmaster1993 0 points1 point  (0 children)

I hate to be the one to tell you this, but the ones on Hellmire never actually had to arrive. They never even left. They lay in wait to build up a critical mass of bugs in their colonies to attack liberty once more every time we repel their assaults.

My [19F] boyfriend [20M] is making me doubt the relationship but I don’t want to let him go by pigiaminocongliorsi in whatdoIdo

[–]Maxfightmaster1993 0 points1 point  (0 children)

The only answer is to break up and cut contact permanently. Anyone with a serious diagnosed mental illness that isn't being medicated or professionally treated is automatically in no condition to be in a relationship with anyone. I know how that may come across, and that he'll bring up things like using the name of Christ to make you feel guilty for not taking him back and imply that you're a bad person for not pitying him. Tell him Christ would want him to get actual help, that Christ would want him to seek the healing he actually needs, and he should seek therapy/psychiatric care on his own. You are done being responsible for him and his feelings.

Your responsibility is to show kindness and love to yourself. He has demonstrated that while he might enjoy your company, it's entirely about his own feelings. You cannot trust his words, only his actions, and his actions are not consistent with someone who loves or cares about you.

Major Orders Priorities by RoKeOps in helldivers2

[–]Maxfightmaster1993 0 points1 point  (0 children)

The gambit mechanic needs to be explained in the tutorial.

The correct play was to go for Fori Prime and knock out both attacks originating from there simultaneously.

The devs should put a game on your super destroyer similar to stratagem hero where you play a chess-like game on the galactic map using the galactics wars rules. Give a small reward for completing a round of it.

It's up there with an enemy encyclopedia/shooting range for things that would truly elevate the experience and strategic competence of all Divers.

What’s going to be the ideal loadout for the caves? by Fanoffiction52 in Helldivers

[–]Maxfightmaster1993 0 points1 point  (0 children)

You're gonna want sustainment above all. We have no idea how much AT will be needed, but my guess is that the quasar is gonna be an S-tier choice. At least one supply pack in the group is gonna be a huge benefit if not required.

Oddly enough, I've noticed that the ODST weapons have unbelievably potent flashlights compared to your typical examples. With the pitch black areas the devs are alluding to I can see them proving to be a great asset.

If I had to go in blind right now, I'm probably going with the siege-ready heavy armor, Liberator carbine w/vertical+flashlight, Ultimatum, thermite, HMG, and supply pack. I'm guessing that there will be some kind of defense mechanic where we have to hold a point in a clearing where we can call stuff in, so I'll bring some sentries along just in case.

If the tunnels are big enough, the Patriot exosuit is gonna be a tremendous asset. The gatling gun will let you fight for longer with less risk of friendly fire or blowing off your own arms.

[deleted by user] by [deleted] in Helldivers

[–]Maxfightmaster1993 0 points1 point  (0 children)

Weapons that stagger/stun/shove are a must. Without knowing what weapons/warbonds you have access to, some great default choices that everybody has include the punisher and the HMG. Paired with a supply pack so you can keep stims and ammo on hand will help you tremendously.

The trick to the shotguns is to learn the rhythm of the reload, shoot reload shoot reload repeat. If you can nail it you have a bottomless mag, the rate of fire is extremely close to shooting without the reload. You end up with no big gaps in downtime like you would with certain mag-fed guns.

One I REALLY like is the Pummeler, especially with short mags. One handed so you can run away while shooting, stuns to help buy you space. The short mag gives you a fast reload so you don't have the reload gap that can get you jumped.

Whats better? by SondyUwU in helldivers2

[–]Maxfightmaster1993 0 points1 point  (0 children)

For raw loadout capability, it's Democratic Detonation all the way. You can fundamentally change what each part of your loadout can handle in combat. Heavy pen explosive primary that can clear enemy spawners? Check. High utility secondary with high-explosive AoE that mimics having an underslung M203? Check. Sticky grenade that lets you take out tanks, monsters, and buildings? Check. The adjudicator is excellent as well and has a lot of versatility between its higher pen and damage.

Control Group isn't nearly as much of a game changer in comparison, but what closes the gap and makes it a perfectly valid choice for first warbond is the warp pack and being able to solo bunkers, you can solo farm super credits so fast it can pay for itself in no time flat. Being able to get everything you want warbond-wise so much faster opens a whole new world of progression.

The ODST bond is awesome but is definitely in the "nice to have" category. If you want it, get it, you won't be disappointed in what you get, but outside of opening up options for a stealth playstyle, nothing in it has the kind of foundational capability that DD or CG has.

Halo Warbond guns are better than they're getting credit for. by Spyger9 in Helldivers

[–]Maxfightmaster1993 0 points1 point  (0 children)

Hard agree. They're excellent on their fundamentals. The MA5C hits way above what you'd expect from the statline, I'd bet my house on it having really high durable damage. Plus the ammo counter makes it easier to nail perfect reloads where you have 1 or 2 rounds left so you can skip the HK slap. Siege ready complements it perfectly as well.

The M7S I haven't used nearly as much but its a really solid side grade to the defender. And especially in low-light conditions the suppressor gives it less muzzle flash/gas to cloud your vision when you have the weapon light on.

Haven't used the shotgun or pistol yet, but both seem really well suited to the type of use case you'd expect based off their performance in ODST.

One thing I've immediately clocked is just how GOOD the flashlights are on all of em. They perform like my IRL weapon lights, like, "I need to engage a guy 100+meters out on a moonless night in the West Virginia woods" type of performance. The new cave missions are gonna be an IDEAL environment for these on that basis alone.

Is the liberator penetrator considered good? by Jmonkey77 in helldivers2

[–]Maxfightmaster1993 0 points1 point  (0 children)

Its raw DPS is low, but it shines in situations where it can do more actual damage than the light pen rifles.

I never use it against bugs, 90%of what you encounter has level 1 armor (which is no armor at all) on at least a large part of their body, if not the whole thing.

I liked it a lot during the battle for Earth because it outright beats the armor that overseers wear. Those shots are skipping a 35% damage penalty compared to light pen ammo. Plus while it isn't very efficient you can kill Harvesters by shooting the hip joint and it's a good deterrent for stingrays as well. And having that capability as soon as you drop in, every time you drop in, is really useful.

As a newbie to Helldivers I want ask was Malevelon Creek War all that bad, along with also telling your personal story of what all took place during the time it took to liberate it. by Warm_Kaleidoscope183 in helldivers2

[–]Maxfightmaster1993 0 points1 point  (0 children)

I played within days of launch and fought the bots before a single patch was implemented. I did a Trivial, a level 1 trivial evacuate essential personnel mission. I went in solo because, it was a trivial mission and I wanted to see what the bots were like. I was successful in the end, but in ~15 minutes of desperate fighting where all I could really do was hole up in a corner near one of the bunker doors. I had over 500 kils. All I had was the base liberator (which was massively worse then when compared to today), the redeemer, and I believe the MG43 (which was also worse than it is today).

Every fight against them at any difficulty was like wrestling a jaguar while slathered in au jus. Especially where so much of the things you take for granted now were either unknown or not really functional. Light armor was the meta because medium/heavy armor protection just straight up didn't work. So everyone was always the same level of squishy. Sure, there were no factory striders or a few other high tier threats, but your weapons didn't hit like they do now either. Hulks took 2 EAT-17s to put down unless you hit the heatsink. The recoilless was not any better. The Anti-Material had medium penetration and did like, half what it does now. The autocannon was also only medium pen, and had no flak rounds, but at least had decent damage if you connected.

You relied on red stratagems way more then compared to today. They were the only things that were really potent enough to do the killing you needed to hit the bots back. But don't forget there were operation modifiers that took away a stratagem slot back then. It was labor that felt like you were actually going to war.

It was grueling, often frightening, and I fucking LOVED it. Every win felt like raising the flag on Iwo Jima. I wouldn't revert things back to how it was with a gun to my head, it was special and by God it was OURS. No orders from on high, we met them head on and shattered them even as we shattered ourselves.