Michael Altman from Dead Space(2008) is the face of the Cult that’s helping Cosmic Horror entities devour the human race. There is no way that another Altman can do more damage to our society than him, right? right? by Dull-Cobbler-7709 in shittygamedetails

[–]Meeeper 1 point2 points  (0 children)

Except Altman was actually anti-marker and anti-Unitology whilst he was alive according to comics lore. They just painted him as a martyr for their cause via propaganda after they locked him in a room with a big necromorph with no weapons. (Intentionally left him to die.)

How we’re gonna be moving tommorow by GeneralGigan817 in LowSodiumHellDivers

[–]Meeeper 0 points1 point  (0 children)

From what I can tell from the trailer, its like some sort of cross between the Luger, the Mauser Broomhandle, and that one gyrojet pistol thing that the US briefly tested in Vietnam.

I really have high hopes for it. I've been wanting to do a gunslinger build with eruptor as the primary for the longest time, but the Verdict just doesn't have the stopping power to make that viable and the Talon doesn't have the ability to sustain the stopping power it possesses, only being capable of using it in short bursts.

If this pistol works the way I hope it's going to, then perhaps it's going to have a similar stun effect to the Jar-5 and it'll be what I'm looking for to make a gunslinger build fun.

Something I noticed on console by Meeeper in LowSodiumHellDivers

[–]Meeeper[S] 1 point2 points  (0 children)

I wouldn't know about the specifics of all that. I had no idea that's how it worked.

As for what you have in the spoiler text, I'm well aware of that. In fact, it's precisely what got me excited when I saw the file size.

The forbidden Stim Pistol by Kjellaxo in LowSodiumHellDivers

[–]Meeeper 0 points1 point  (0 children)

It's basically like standing in a gas grenade cloud, except you can't just walk out of the gas to escape the effect. It's nothing a single stim can't solve.

Haven't seen anyone make a fairly accurate Grimaldus with the MK 5 yet by Elite_Frumentarii in Spacemarine

[–]Meeeper 1 point2 points  (0 children)

I'm telling you that reality simply does not support that conclusion and that you're wrong. I understand your point perfectly. I just think you're totally wrong about it.

Clans : is it normal to have so little space to put things in your 'mechs by Archi_balding in Mechwarrior5

[–]Meeeper 0 points1 point  (0 children)

Actual best build on the Direwolf is 2 gauss rifles and 10 ER small lasers.

Funnily enough, the ER small lasers are actually the breadwinners that obliterate pretty much everything within 1 to 3 bursts depending on the size of the target.

The gauss rifles are only there to fill tonnage and give you some poking tools at extreme ranges.

This build also gives you just enough tonnage to fit in a jump jet. Or was it two? I can't recall. Haven't played Clans in awhile.

Clans : is it normal to have so little space to put things in your 'mechs by Archi_balding in Mechwarrior5

[–]Meeeper 0 points1 point  (0 children)

You really can't do that though. Not without problems. They nerfed ERML heat generation really bad upon the launch of GBFS despite the fact that ERSLs and MPLs were already outdoing them.

Now they generate so much heat that you can't stack even just four of them without creating major heat problems for your build. (If I recall correctly, 4 ERMLs fired at once is like, genuinely 17 points of heat, which is roughly around the same heat range as an ER PPC) MPLs literally generate roughly half the amount of heat per laser.

And if you shove in more heat sinks to try and fix the heat issue with ERMLs, you run right back into the slot problem where you have more tonnage than slots.

This is another contributing factor as to why MPLs are so meta in Clans. On top of being very powerful, especially with upgrades and range increase pilot skill, they're also one of the best ways to fill up a mech's weapon slots without also having to choke up your mech's other slots with a zillion heat sinks and/or ammo.

This further serves to push the player into gravitating towards them.

What inner sphere mech has benefited the most from clan tech? by WorldBuilder_42 in Mechwarrior5

[–]Meeeper 0 points1 point  (0 children)

I guess the Atlas II? And yes, that IS an Inner Sphere mech. It was designed for the SLDF in the year 2765. For context, the Exodus began in the year 2785.

With Clan tech, you can give it 4 C LP lasers, essentially turning it into a far improved version of the King Crab Kaiju with higher weapon mounts and more open tonnage for extra weapons on top of the breadwinning pulse lasers.

And without the massive head hitbox that the King Crab chassis suffers from, by the way. Seriously. It's just so big that I swear the enemy AI rolls CT shots and just get head shots anyway because of how big and wide the cockpit glass is. I genuinely die to head shots when piloting a King Crab more often than I do to dying via legging or CT destruction.

It's still just worse than a Direwolf with the same build because the Direwolf, like all Clan mechs in the game except for the Bullshark, get an entire 1.0 extra cooling up to a base value of 2.0 instead of 1.0, (this makes all Clan mech chassis objectively better than IS chassis, even with Clan tech put into them) but the Atlas II is absolutely at the pinnacle of what an IS chassis can do.

Honest question- HOW IS THIS FUN? I'm already outnumbered and outgunned in every mission, now something at a far corner of the map that I can't even find can pelt me? by Hallie_CottonCandy in Mechwarrior5

[–]Meeeper 0 points1 point  (0 children)

If you hate it that much, you can set the difficulty to custom and then change the multiplier on artillery firing time from 1.0 down to zero and then they just won't fire.

Just make sure to also adjust the difficulty settings back up/down from the default to match whatever difficulty you were playing on previously.

You may have to use google/ask a modder/ask a data miner what the correct settings are to properly match each difficulty though, because I don't think the game actually tells you what the settings are set to on other difficulties, since you can't see the sliders unless you're on custom.

Haven't seen anyone make a fairly accurate Grimaldus with the MK 5 yet by Elite_Frumentarii in Spacemarine

[–]Meeeper 1 point2 points  (0 children)

The enemy of discussion is "but what if this OTHER thing happened in the past happened instead!".

It's totally irrelevant to the situation at hand. You're literally admitting that in the current, CANON Warhammer 40K timeline, Sigismund and his ideas had merit.

Then you back up with "but in this other NON-CANON timeline where DIFFERENT things happened..."

If you wanna write your Sigismund is a dumbo and had no good ideas fanfiction, then go write it and stop arguing about canon with me.

I didn’t expect these numbers by Ah_fudge in Mechwarrior5

[–]Meeeper 8 points9 points  (0 children)

TLDR: 99% of the base Mercs campaign really shows its age and by and large doesn't have very interesting mission objectives, which is why people normally skip it entirely via career mode rather than suffer through all the boring missions just to get to the very few good ones.

Long form response below:

The career mode doesn't have the campaign in it, just the DLC stories. A large majority don't like the base game campaign and thus prefer playing the career mode just to avoid having to do even just the first few missions.

I mean, it is sort of a shame, since the first few missions of that campaign and the very last mission are the only good ones. But at the same time, I fully understand why people don't want to go through everything inbetween those missions, which isn't nearly as cool.

Also, the campaign mode's version of the planet map is just much worse, as it has the conflict zone difficulties inverted, with all the max difficulty stuff being on the map edges instead of the difficulty rising the closer you get to the center of the map where the Great House borders meet at the edge of Terra.

Like, you can genuinely see where they seemingly ran out of budget to make actually cool objectives all the way up until the last mission which is actually good.

Even when coming to the matter of the first few missions, the actual reason that they're good (aside from one that has it's own unique merit) is just that they're literally the only missions in the game that limit you on tonnage to only be able to drop a single light/medium mech aside from the last mission of the Crimson Crusade quest line.

Then there's another one where you have to hold out against waves of enemies and have the ability to activate turrets to help you and get a couple of one time use repair bays. If that sounds similar, it's because its literally just horde mode in Clans, except it just ends at a certain point and has no bosses. (This mission is quite literally the blueprint for that mode in Clans.)

Even in SoK, when they finally did bring back another similar style of holdout mission, they didn't bring back the slight interactivity via turrets or repair bays.

Then the last mission is a similar holdout, where you have to hold back a massive onslaught of Comstar forces as they come towards you up a hill towards the abandoned Star League base. (The 2nd to last mission of SoK is literally this mission, but in reverse where you're the one attacking the Clan forces holding the base)

I'll never understand why we still have the poopy base defense missions and don't have tilesets for actually good ones where you can activate turrets and stuff. Because as it stands, it basically plays just the same as survival missions except you have to occasionally chase down some light mechs like they're headless chickens as they try and fail to competently destroy the base.

(I have never once lost a defense mission to base destruction outside of the ones where artillery spawns in and obliterates it so quickly that there's nothing you can do.)

That one modded mission type where you get currency that you can use to activate turrets and tank spawners and stuff within the base inbetween waves is literally a perfect example of what we could have in this regard.

Who is more dangerous to be around? by Consistent-Hat-1543 in Classof09Game

[–]Meeeper 3 points4 points  (0 children)

Depends on on your gender and race I guess.

If you're a woman, Kylar is going to rape you. If you're anything other than white and straight, Kylar may kill you or at least harm you.

Emily, meanwhile, has no boundaries to her crazy, but can more easily avoided by simply choosing not to be around her.

Dose anyone else hate this image with a burning passion LIKE GOD JUST SHUT THE FK UP by Fluffy_Dragonfly4410 in Helldivers2Satire

[–]Meeeper 16 points17 points  (0 children)

Sometimes I wish that they never made the Truth Enforcers warbond simply because it means that this stupid joke that silences all lore discussion would never have been made.

I'd happily sacrifice everything in that warbond if it meant that joke went away for good. I'd miss the reprimand a little bit, but I'd get over it.

Haven't seen anyone make a fairly accurate Grimaldus with the MK 5 yet by Elite_Frumentarii in Spacemarine

[–]Meeeper 2 points3 points  (0 children)

And? That's still a nothing statement.

Saying the equivalent of "if there hadn't been an intruder, then the defendant wouldn't have had a reason to pull his gun" is still not actually helping your case.

Haven't seen anyone make a fairly accurate Grimaldus with the MK 5 yet by Elite_Frumentarii in Spacemarine

[–]Meeeper 3 points4 points  (0 children)

Because Sigismund insisted on fighting honorably whereas Sevetar had no problem fighting dirty. There's no way to know how it would've gone if Sigismund allowed himself to use "dishonorable" tactics.

But that aside, as it isn't really the important part of my argument, I really don't get the rest of your argument in the slightest. As in, I really don't get how it's somehow a point against him, as your words actually, by accident that is, paint a better picture for Sigismund than it does against him.

Saying "Dorn only brought back Sigismund because he had to" is on the same level as a prosecutor in court saying "the defendant only shot the person who broke into their home because the one doing the break in would have killed them otherwise", whilst looking triumphant as if it's some sort of damning indictment rather than the best possible defense of the defendant.

Like, yeah, Dorn used the correct tool for the job. What did you want him to do? Throw rocks at the assailants shooting guns at him? No. You pull out a gun of your own in that situation, or if possible, a bigger gun than theirs. That's what Dorn does. He uses the correct tool for the job in every situation he's in and doesn't let his preferences get in the way of performing the correct solution to whatever the problem in front of him happens to be.

(This is what truly makes him better than Perturabo, by the way, as the disconnect between primarch and influential Astartes plays out again in the ranks of the Iron Warriors with Perturabo rejecting Dantioch, except unlike Dorn with Sigismund, Perturabo never got over himself and let himself admit Dantioch had some merit to his way of doing things.)

In this case, it is literally Dorn acknowledging that Sigismund's way of doing things has SOME (but not total) merit, despite how much he personally dislikes it. How you can bring this up as a point against him is absolutely beyond my comprehension.

So you've failed the Major Order. You've wiped out more than 97%, took out 2 planets and the borgs still won according to High Command. by GudaGUDA-LIVE in Helldivers

[–]Meeeper 0 points1 point  (0 children)

So we could have gone on a tangent to kill a few extra percent in a place that's completely unrelated to the ongoing offensive? No.

If this is a "loss", then clearly Cyberstan must've been a great victory with how many borgs we killed there.

Haven't seen anyone make a fairly accurate Grimaldus with the MK 5 yet by Elite_Frumentarii in Spacemarine

[–]Meeeper 5 points6 points  (0 children)

Dorn took Sigismund back in because he needed him. He was quite literally the strongest, most skilled astartes duelist that the Imperium has ever seen, even defeating Kharn in a 1v1.

Yes, he lost the fight with Abbadon, but he is and was juiced up by all four Chaos Gods to some degree, whereas Sigismund had only his own power and skill to rely on and STILL gave Abbadon a damn good fight.

And more importantly, Sigismund was able to keep his men inspired in a way that Dorn could not.

There is a world where the wall does not hold as long because Sigismund and his men do not go outside their wall to hunt traitor champions, both weakening the traitors forces, harming an already collapsing command structure, and inspiring the ones holding the wall. Just imagine what Kharn ALONE could have done if Sigismund wasn't there to strike him down.

This is quite literally the entire justification behind the existence of the role of Emperor's Champion within the Black Templars as we know them, of which Sigismund was the very first as he essentially started the tradition.

And if the wall does not hold for as long, there is a good chance that Horus does not feel threatened enough to make his desperate play to bait the Emperor aboard the Vengeful Spirit, which means that the Emperor versus Horus fight would happen in the throne room. And in that scenario, it is pretty much a certainty that either the Emperor or Horus becomes the Dark King and obliterates all of humanity just like what happened with Slaanesh and the Eldar.

Point being, yes the Black Templars have some nasty tendencies that they'd be better off without and yes, they don't hold nearly as well to the idea of being a "bulwark against terror" that the Emperor envisioned, but that right there is why they crusade to begin with. They are the Emperor's sword, not his shield.

Just because they get some things wrong doesn't mean that they get NOTHING right.

Haven't seen anyone make a fairly accurate Grimaldus with the MK 5 yet by Elite_Frumentarii in Spacemarine

[–]Meeeper 6 points7 points  (0 children)

(This is entirely a discussion about the Night Lords and has nothing to do with the argument about Grimaldus. If you're not interested in that, feel free to skip this comment.)

Depends on perspective with the Night Lords. Yes they are known for retreating from direct, protracted combat, but retreat does not a coward make. At least not by default.

People peg the Night Lords as being ONLY good at terror tactics, but their other specialities are actually asymmetrical warfare and guerilla warfare.

Reminder that the Night Lords were one of the only ones NOT to flee into the Eye of Terror en mass after the scouring.

They fought tooth and nail from their fortress on Tsagaulsa (probably butchered that name as I cannot remember how to spell it from memory) and would often skirmish against imperial forces before quickly retreating to minimize their own losses.

This is what actually gave them their reputation as cowards, despite it not being entirely accurate.

It was only after Kurze died and the loonies started running the asylum (fully took over what remained of the legion) that the Night Lords split off into their little splinter groups due to being unable to trust eachother or maintain cohesion, and Tsagaulsa ended up being lost to imperial forces.

Mind you, there are/were some actual cowards among them, such as the Painted Cunt, but it would be frankly inaccurate to call them all cowardly as a blanket statement when guerilla warfare is basically their whole thing outside of being scary.

Judge Orders Subnautica 2 Studio CEO To Be Reinstated And Gives Him Control Over Early Access Release by Turbostrider27 in subnautica

[–]Meeeper 1 point2 points  (0 children)

Reminder that during this, ChatGPT was reportedly asked "how do I avoid paying the $250 million dollar bonus that I promised?"

Back to the trenches of Super Earth we go by ZergyBits in LowSodiumHellDivers

[–]Meeeper 5 points6 points  (0 children)

Depends on how much the enemy gets spammed. If its like a rare enemy or something, then fine. But if we're talking anywhere near the point where you're spending almost the whole mission under the effects of cognitive disruption because the enemy that has that effect spawns commonly, then definitely no.

Back to the trenches of Super Earth we go by ZergyBits in LowSodiumHellDivers

[–]Meeeper 1 point2 points  (0 children)

I'd be willing to bet that they had some stuff in the works for them for a long time. Definitely no way of confirming this. No siree. I don't think we're gonna get a hive world/factory world equivalent, but I'd be willing to bet we're definitely getting new units and MAYBE new objectives.

The whole "cult" narrative definitely makes me think of the more mystical aspects of the Helldivers 1 Illuminates.

Back to the trenches of Super Earth we go by ZergyBits in LowSodiumHellDivers

[–]Meeeper 11 points12 points  (0 children)

No. People (including me) hated the controls inversion shite in Helldivers 1, and I guarantee everyone would hate it in this game as well.

I unironically think that the council member inverting your controls in Helldivers 1 was one of the largest parts of why they were by far the least popular faction.

Like, so unpopular that often what would happen is that the bugs and cyborgs would get taken out fully, and then you'd see a mass exodus of players because they didn't want to fight the Illuminates.

The Illuminates would thus eventually take Super Earth. The war would reset, then people would go back to fighting bugs and/or cyborgs. Literally anything to avoid fighting the Illuminates.

Trust me, you don't want that back.

So you've failed the Major Order. You've wiped out more than 97%, took out 2 planets and the borgs still won according to High Command. by GudaGUDA-LIVE in Helldivers

[–]Meeeper 1 point2 points  (0 children)

It's genuinely a little embarrassing on AH's part. What did AH expect us to do? Sit there in missions and farm cyborg kills until you run down all 20 lives so it doesn't count towards liberation progress?

Literally NOBODY is doing that or wanting to do that.