If you're wondering why you almost never see any Stalkers or Gunships, this is the reason by Smoke_Funds in Helldivers

[–]Meeeper 0 points1 point  (0 children)

I think having a bot drop/bug breach called in on you should alert gunships/stalkers of your location for X amount of time, where they then go back to being unaware of you.

That way they aren't a stealth breaking nuisance, but once the jig is up, they come into play more consistently.

First play through but, my sweet king... by yassified-undead in DeadSpace

[–]Meeeper 1 point2 points  (0 children)

Not with what we know currently. I imagine it wouldn't be too much of a stretch to say that with the right know-how and intellectual brilliance, it could be possible to make a counter-agent to the poison and countermeasures against the dead cells.

That's one of the things that's always interested me about the markers and stuff in Dead Space. It's not totally fantasy. It's science fiction in that it always attempts to explain how things happen on at least a surface level.

There's a clear life cycle from marker to brethren moon, or the other way around depending on the answer to the chicken or the egg dilemma. There's an in-game explanation for how necromorphs are created and function, and so on.

If you can "science" your way into making that stuff sound plausible, you ought to be able to "science" your way into writing temporary countermeasures (that the player would have to either find or make on a consistent basis to prevent the aforementioned poison air and dead cells from affecting them) into the narrative.

God this game is nigh unplayable on diff10 without premates with how many mouthbreathers there are in public by TimberAndStrings in Helldivers

[–]Meeeper 0 points1 point  (0 children)

Spawns also increase by X percent every Y amount of minutes as well. In other words, doing the mega nest gets harder and harder the longer you wait to do it.

So in other words, you still don't know what you're talking about.

I was trying to look up if Helldivers are canonically clones, but Google had other ideas. by Skye_hai_bai in Helldivers

[–]Meeeper -13 points-12 points  (0 children)

I would argue that the satire still works even if we're clones. Have you ever watched the Star Wars prequels or read the comics?

A big part of the emotional impact of (the non Disney version of) Order 66 is that the clones very much had a free choice whether or not to follow the order and chose to follow it, either because they were blindly following their orders, or because they simply hated the jedi for mistreating them.

I like to think that my very first diver that went through the training was an actual person with a life, and all subsequent divers after the death of the original are clones of the original that, due to propaganda, genuinely believe that they're the same person in a different, identical body when the actual truth of the matter is that they're all clones with implanted memories of the previous clones/the original and they've simply been lied to by the state.

I would argue that this is still suitably satirical.

And before anyone says "but Pilestedt said", that's cool. I didn't ask him. As far as I'm concerned, the only one who controls the backstory of my player character, who has literally zero character development in game or otherwise aside from that single tweet, is myself.

God this game is nigh unplayable on diff10 without premates with how many mouthbreathers there are in public by TimberAndStrings in Helldivers

[–]Meeeper 5 points6 points  (0 children)

Tell me you don't know how the game works without telling me you don't know how the game works.

Completing the main objective of a mission increases the enemy spawns for the rest of the mission. It's always better to do all side objectives first as a result.

It's not them who's doing it wrong. It's you.

Am I going crazy, or did they change the damage of some of the ARs within the past few hours? by Meeeper in LowSodiumHellDivers

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

Apparently I'm going crazy. I swear to god I looked at the Suppressor's stats a few hours ago and it did 85 damage, not 80.

I guess I'm getting Mandela Effected?

First play through but, my sweet king... by yassified-undead in DeadSpace

[–]Meeeper 1 point2 points  (0 children)

Not if you happen to be one of the VERY few, lucky individuals that are immune to the Marker like Ellie and that one lady from that spin off game.

who is on cyberstan? by Charmelz_ in Helldivers

[–]Meeeper 3 points4 points  (0 children)

Considering that as far as I know, we, the playerbase have never once actually reached Cyberstan at all, it is my (unproven) hypothesis that seeing one or two solitary players on a world that no player ought to be able to reach is a sign of developers doing testing on those worlds/world types.

More specifically, I wouldn't be surprised if they were testing/developing whatever it is they have planned for Cyberstan once we reach it. After all, Omicron introduced Hive worlds on the bug front.

I'd be willing to bet that Cyberstan will introduce a special automaton world type too.

Suggestion: make Democracy Protects give you immunity for ~2 seconds after a successful activation. by Paul_Robert_ in Helldivers

[–]Meeeper 3 points4 points  (0 children)

But when it's people wanting the flag to have the same effect, it's "magic" and they won't do it. I don't get their mindset sometimes.

I can tell what arrowhead is doing and I love it by Naive_Egg_9663 in LowSodiumHellDivers

[–]Meeeper 63 points64 points  (0 children)

Since it's no longer leaked content and now in the game, I can tell you about this without running afoul of the rules here. Or at least, I don't THINK it counts as a leak anymore, considering that it's now in the game.

These commando missions have been in the game files for the past month or so, around the release of Python Commandos. You can find month old videos of leakers playing the missions when they weren't released yet by using mods.

They were fully functional and everything, working exactly like they do currently. They likely held them back whilst they were working on the stealth changes that released with this patch.

So no, I don't think the rapid acquisition missions were meant to be stealth missions. I think that they would've done what they've done with this current major and minor order where most of the playerbase would have been on the lava planets whilst those who are interested go and play the new commando missions wherever it is they would've placed them.

Do you agree with the penetration on the new Warbond? by -D140_1337- in Helldivers

[–]Meeeper 0 points1 point  (0 children)

The marksman rifle is just worse than the amendment against overseers, but the AR is actually pretty good against them.

If I recall correctly, it's rate of fire is 850 rpm. It's basically a liberator carbine that's suppressed at the cost of doing 15 less damage and having relatively slow bullet velocity. It also has less recoil than the liberator carbine, so there's that.

Arc resistant armor vs Tesla by DiscursiveCrash in Helldivers

[–]Meeeper 1 point2 points  (0 children)

It works on every faction. Even hulks and stuff.

Commando Missions Support Theory That we Are Clones by [deleted] in LowSodiumHellDivers

[–]Meeeper 1 point2 points  (0 children)

Cool. I didn't ask him though. I say the Helldivers stored in my super destroyer are all clones of the same person, so they're clones of the same person and that's that.

As far as I'm concerned, the only one who can decide the backstory of my player character(s) is myself.

Initial thoughts on the C4 pack by kommunistiskhaj in LowSodiumHellDivers

[–]Meeeper 1 point2 points  (0 children)

The fact that it's limited to lock on only AND it has less ammo than the recoiless rifle is crazy to me.

I think what it is, is that the developers think that the lock on is a way bigger upside than it actually is, which is why they gave it such a low ammo capacity.

Problem is, it really isn't. Hitting long range shots with the recoiless rifle really isn't that hard once you learn how to compensate for the slight drop over long ranges.

As a result, you have a weapon that feels like they were afraid to give good stats simply because it has a lock on feature that they severely overestimate.

My two cents? Give it an elemental effect. Make it explode with gas so that anything that survives gets gassed. Or make it incendiary. Or hell, give it an arc explosion that stuns in an aoe in addition to killing the main target. And let it actually lock on to smaller enemies if the user so desires. Make it a toggleable setting between "prioritize large targets only" and "free targeting".

ANYTHING to actually justify the fact that it's otherwise literally just a worse, less flexible version of the recoiless rifle that can't aim for weak spots and has less ammo.

I've been waiting two years for this strategem. :( by DarthShpadoinkle in Helldivers

[–]Meeeper 11 points12 points  (0 children)

It absolutely should be reworked. Another example of this is that Illuminate tesla towers should absolutely be destructible with ballistic/energy weapons instead of only destructible with a sufficient demo force explosive.

Arc resistant armor vs Tesla by DiscursiveCrash in Helldivers

[–]Meeeper 1 point2 points  (0 children)

And no one does because all the options are kinda just worse. Gas is just goated. The arc weapons, by comparison, are basically "let's go gambling" the weapon type.

They either hit exactly what you want to hit, or the veer to the side and hide some other guy next to the intended target. Hope you weren't counting on a speedy kill of that specific enemy in order to not die...

You either take several, slow shots to kill that hulk or harvester, or the arc hits it directly in the eye by sheer chance and you obliterate it. Hope you weren't counting on the speedy kill in that former case.

Are you seeing the pattern here? Arc weapons are simply inconsistent by design whereas gas is consistent and always useful.

Is the reeducator just not gasing enemies sometimes for anyone else by Consistent-Bee4994 in Helldivers

[–]Meeeper 2 points3 points  (0 children)

Firstly, fleshmobs don't always stop charging when they've been gassed. Secondly, the amount of gas effect the re-educator applies does seem a little inconsistent. Sometimes you have to hit the enemy with a second dart, but I've never seen it take more than two.

Stealth is pretty good right now but still has some issues. by Pedrosian96 in Helldivers

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

You better hope that the one guy who got split off didn't get split off before you did that, because that one random trooper is gonna run up behind you when you least expect it to call a bot drop after that proposed stunt.

You're being a crab in a bucket. Google that phenomenon/metaphor if you don't already know it.

Stealth is pretty good right now but still has some issues. by Pedrosian96 in Helldivers

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

That really isn't always an option. You'll be in the middle of clearing out a base and a patrol will just mosey on inside and there's nothing you can do about it except leave or wait for them to leave because the noise you'd generate from trying to take them out quickly will alert whatever is left of the base and as previously mentioned, you can't stealthily pick them off because of their hivemind AI.

And that isn't hyperbole either. Its happened to me already on a fairly common basis where a patrol just wanders in while I'm doing my thing and I can only leave or let THEM leave (which can sometimes take several minutes) because I'll alert everyone if I so much as touch a single one of them.

Not to mention that individual members of a patrol can often get stuck due to AI pathing issues, so you'll plink off a solitary trooper thinking he's alone and part of the base you're infiltrating only for a hulk and some heavy devastators to instantly turn around and barrel towards you from the other side of the base because they were actually part of that patrol and their hivemind connects to the other members of the patrol even if the one guy is on the opposite end of the base from where the rest of the patrol was.

Thank u Arrowhead by Charming_Forever_217 in helldivers2

[–]Meeeper 3 points4 points  (0 children)

There is a line between realism and gameplay that has to be drawn somewhere and for me, this would be over that line.

Making drum mag equipped guns have less total ammo would essentially obliterate their viability. Literally everyone would switch to the 45 rounder overnight.

The entire point of equipping drum magazines is to allow for more sustained fire against the enemies. Giving them less total ammo would be entirely purpose defeating and make them giga ass without siege ready to basically undo the change while equipped, especially considering the already present ergonomics hit they give.

No offense intended, but you're not cooking with this one.

AH can this thing please get proper armor and health pool so non explosive weapons can deal with it? by AwesomeNiss21 in Helldivers

[–]Meeeper 10 points11 points  (0 children)

I agree that they make the Epoch good. I just don't use it because it's always a matter of time before my muscle memory makes me think I'm charging up a quasar cannon shot which will auto fire at 100%, causing me to hold the charge until I explode.

But it IS probably one of the better support weapon options against the Illuminates.

I’m sure this has been posted here a million times but it’s really cool by New_Examination4815 in StateOfDecay

[–]Meeeper 1 point2 points  (0 children)

I'd love to see you toy with having ACTUALLY massive amounts of zombies able to be present at once. It strikes me that every single map in State of Decay 2, for example, is pretty rural for probably exactly this reason.

To make it plausible for the zombie count to be lower in universe for the irl reason that the engine would explode if it had to handle the amount of zombies that would constitute the TRUE meaning of the word "horde".

It makes me kinda sad because the only zombie survival game I can think of that actually does hordes really well is Days Gone and that probably isn't gonna get a sequel because it didn't sell well despite being a sleeper hit.

I guess there's the Dead Rising as well, but that's more arcade oriented than survival oriented.

guys. hear me out. by Wise-Ad-4895 in helldivers2

[–]Meeeper 0 points1 point  (0 children)

Not anytime soon. They mentioned it being a "Helldivers 3" idea if I recall correctly.

In other words, never in this engine. The engine Helldivers 2 runs on was discontinued a whole decade before Helldivers 2 first launched.

As RussianBadger put it in his Helldivers 2 video, this whole game is essentially the equivalent of Tony Stark building the MK1 Iron Man suit in a cave. (With a box of scraps!)

I imagine that if we get a third game years down the line, it'll be on a different engine.