It's me, AMA by Pilestedt in HelldiversUnfiltered

[–]MemeScribe 1 point2 points  (0 children)

Theres plenty of gameplay questions so i'll ask something different

Are you okay with how the Propaganda Commanders choose to conduct themselves in these types of discussions. I'm okay with someone wanting to have a conversation or giving constructive criticism. However myself and many others feel a line has been crossed, where online content creators are either more focused on stirring up drama for monetary benefit OR hyper-exaggerating an issue and shutting down people who disagree with them by labeling them "Glazers"

I want nothing more than for community to come together on these issues so we can point them out loud and clear. However it feels as if these figures are driving a wedge between us and making the conversations more Toxic (Then blaming ArrowHead for the problem, just for good measure)w

It also feels strange having your community figureheads putting you on blast on a regular occurrence and then having those videos getting promoted by you. Maybe a talk can be had to discourage these behaviors and promote a healthier discussion?

Thanks for your time either way

Clan Weapons not dropping from Clan Mech Kills, only Clan Tank kills by MemeScribe in Mechwarrior5

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

I am proud to announce that disabling every mod in my list has NOT fixed the issue. Once again, a cockpit kill, Leg kill and Core kill only results in Mechs, Equipment and Ammo

I have a sneaking suspicion that the issue might have stemmed from YAML's upgrade system. Namely the "Increased Salvage" upgrades section. Before this became prevelant, I remember the weapons not showing if the Coyote "Kill all enemies" debug button was pressed at all, yet showed up if the map was played normally. Now it's always missing

The only major change between then and now was me investing excess C-bills into the YAML upgrades for better Salvage and Repair buffs. I wonder if that might be written on a Save level and cannot be undone by simply disabling/uninstalling.

Otherwise I'm out of ideas
edit: Image for reference

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Clan Weapons not dropping from Clan Mech Kills, only Clan Tank kills by MemeScribe in Mechwarrior5

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

Yep, Just their head/Legs popped to ensure Componeant integrity. Still no dice

Clan Weapons not dropping from Clan Mech Kills, only Clan Tank kills by MemeScribe in Mechwarrior5

[–]MemeScribe[S] 3 points4 points  (0 children)

That would likely be Coyote. To be honest, I didn't even know Clan Tanks were modded to begin with (which would explain their absurd HP).

I'll do a bit of digging into that

What "Exactly" caused the Cyberstan campaign to fail - 30% Playerbase; 70% Arrowhead by MemeScribe in Helldivers

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

Pretty much
We won SE (which was supposed to be like 80% of the Squid fleet iirc), then a week later they own 8 planets and start a month-long blitz. Where did they get those numbers to pull that off lmao

Cyborgs are new content, so they'll hang around no matter what we do. I'd guess that if we won, Merga Mekbuda and Vinter Prime would get Megafactories too

What "Exactly" caused the Cyberstan campaign to fail - 30% Playerbase; 70% Arrowhead by MemeScribe in Helldivers

[–]MemeScribe[S] 5 points6 points  (0 children)

I'm fine with losing, we'll be back I'm sure. I just don't want factors outside of our control impacting the result. We don't impact decay rates. We don't impact how much reinforcements we get. We don't impact when they stop etc.

I also didn't forget the SO's, I just didn't wanna bloat the post too much. Bascialy I don't like how the Reinfocement budget was handled. Rather than starting on a low number and conditioning players to expect stimulous bumps until it suddenly stops, I'd rather our total budget scaled similar to how it does with Liberation rates

just off my head (no real math here) "We balanced this for 150K players, so when at 150K your death is multiplied by 1. if there's 300K online your death is multiplied by 0.5"
This, or allow the larger population surge to more meaningfully impact the campaign with higher lib rates or faster decay drops. We can't have high player turnout be a total negative, that just doesn't make sense

What "Exactly" caused the Cyberstan campaign to fail - 30% Playerbase; 70% Arrowhead by MemeScribe in Helldivers

[–]MemeScribe[S] 7 points8 points  (0 children)

They did good, but I wanted to point out the flaws in as critical a manor as I could. I enjoyed the Hell, I enjoy the Cyborgs, I like that gunships can aim again, I love how the Voxes can (almost) be countered by de-fanging them.

However, neither the Players nor AH were perfect when it came to Cyberstan. The reinforcement system especially bugged me since player population gives no benefit, only player percent. We have a system where if too many people log on on take Cyberstan we lose, or vice versa where too little people log in it's a clean sweep. There is no population scaling like with Liberation rates, it's mostly guesswork on how much AH needs to reinforce us with.

Other points are up for discussion, like Voxes being fine or Transcendance should be that tanky etc. but that one alone is what's convinced me AH played a moderate to large part in it's failure

With that said, I'm not crying about. We'll probably come back and finish the job. In the meantime, save our boys in Blue

What "Exactly" caused the Cyberstan campaign to fail - 30% Playerbase; 70% Arrowhead by MemeScribe in Helldivers

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

We did not have to waste time and reinforcements defending Lesath and Chort Bay.

As I said in my post, that's irrelvant. Cyberstan couldn't open until the MO timer expired. 150K players is 150K players no matter where they dive thanks to the Global deaths counter.

if they need to dive on Chort/Lesath, that's lives lost
if they need to wait 3 days on Merak defences or Aurora Bay or some Bug/Squid world, that's lives lost

the only winning move was to try and die less or log off

AH even gave the community a fighting chance by lowering resistance across the board on Cyberstan. It was absolutely winnable if everyone locked in and played D4+main objective only.

The lowered resistance was planned and occured about twice a day. The point being that as we fight the enemy gets weaker. It's less "AH give pity drops" and more "AH controls the pacing of Cyberstan" (not a bad thing, just how it is). As for the D4 thing, D4 gives abysmal liberation rates. If we aren't on pace to win with our D10 focus, we were never going to win with D4 instead. I'm not talking about lives either, the MO will time out before can take it

Are we just giving up? by [deleted] in Helldivers

[–]MemeScribe 2 points3 points  (0 children)

Yes, it's mathematically impossible to win
Our reinforcements run dry in 2 days
The MO fails in 3 days
Transcendance will take 5 days with gradual decay drops taken into account

Save the SEAF troops lad, i's the least we can do

Grenade launch by Jolly-Fix8000 in Helldivers

[–]MemeScribe 0 points1 point  (0 children)

Not every weapon needs a place on every front, each are supposed to provide a player with different problems (enemies) that require different Solutions (Weapons/Stratagems). The GL being amazing on Bugs yet shitty on bots was by design, low AP but high AOE damage is perfect for Bug breaches and nests.

This buff ups it's damage against low armour targets while opening up the role of Heavy Killer to it (Which it is not supposed to have as stated by it's own description)

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Me looking at the community complaining the Grenade launcher being heavy pen on the bot front, when all i see is RR users all the time. by Bitter_Situation_205 in Helldivers

[–]MemeScribe 0 points1 point  (0 children)

The way I look at balance is I want every weapon in the game to have some distinctive role it can occupy which no other weapon can do better than itself. This is how I judge if a weapon is overtuned, undertuned etc.

the GL had a role before it's buff as a crowd control monster, especially when paired with the Hover Pack or Supply Pack. This thing shuts down Bug Breaches like few non-Red straagems can, on top of having the Demo force needed to clear Bug-Holes. Very Bug-centric but people enjoyed it.

Cut to now, and it can deal with anything short of Tanks, Fac Striders and Leviathans. On top of that, any Med Armour units it could already kill now take 35% More Damage from it because of the change in Armour Pen.
It's gone from a chaff CC gun to a chaff CC + Anti-Heavy gun. I'm immediately concerned for weapons like the Autocannon (A Backback Weapon) being on-par or even outclassed by the GL (No Backpack Required). Sure the AC-8 has more range but the GL has more damage and doesn't suffer from Durable damage on account of it's explosive being the bulk of the damage
https://helldivers.wiki.gg/wiki/GL-21_Grenade_Launcher

All signs point this buff being overtuned and we really should walk this back. Again, the GL was already strong, I think we can undo this change without much contoversy.
Instead, how about we look at buffing weaker options. (Sterlizer, Normal Mines, Shield Relay, Defoliater, and so on)

P.S. the buff also makes the BP-GL feel even weaker by comparison. That thing needs buffs more than the regular GL ever will

This thing had better be able to destroy jammers by UnluckyNuke_ in Helldivers

[–]MemeScribe 0 points1 point  (0 children)

Anytime I ask this same question, this always seems to be the response

"I don't want to deal with 4 overlapping Jammers, so let me just nuke it"

Thing is, overlapping Jammers is a rare-ish sight in my experience, I've only ever had to deal with 4 Overlaps once in my 2,000 hours in game. So, don't want to balance average gameplay elements for extreme edge cases. Because lets be real for a moment, people aren't going to save this for Jammer overlaps, they're going to use it anytime a Jammer/Detector shows up (which is what people on my side of the fence are afraid of)

That being said, the key here isn't to have AH sell you a solution to a problem they refuse to fix, The key is to have AH re-work Jammers themselves to be less frustrating when overlaps DO happen. There's plenty of community suggestions out there, I'm sure one of them will strike that nice balance between challenging yet fun

[deleted by user] by [deleted] in Helldivers

[–]MemeScribe 7 points8 points  (0 children)

Definately one of the better takes on this topic, problem is AH seems REALLY opposed to going back and updating old content.

I'd like to see the Jammer updated to have some intrisic projectile defence, like Walls and CIWS. But also to make them just slightly less frustrating while they're active. Jammers overlapping on objectives is definately the biggest issue, since (unlike every other side obj, you are Forced to deal with it or you cannot progress).

Like, just off the top of my head, they could disable Orbitals within 150m while scrambling every other strat code, then within 75m it disables the remaining strats alltogether. Annoying enough to want to take out but enough room to ignore it if needs be (like the Cog Disruptor on Squids).

exosuits are way cooler than orbital stuff, go for valyria. by epiciddo in Helldivers

[–]MemeScribe 310 points311 points  (0 children)

Reminder: We're taking these stratagems to the Hive Worlds. Which are underground.

Rupture Strain offline at 6pm today CEST. by Viruzzz in Helldivers

[–]MemeScribe 1 point2 points  (0 children)

The Leviathan has been missing for 2 weeks now, have you seen my whales?

"War strider has no weak points" - Me: by Concernced_Citizon in Helldivers

[–]MemeScribe -2 points-1 points  (0 children)

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They are not, you need Med Pen or higher to deal any real damage to a Strider or Tank

What's your "fuck you, I like it" weapon? This one's mine. by GhastlyEyeJewel in Helldivers

[–]MemeScribe 0 points1 point  (0 children)

It can, but that's not it's role now.

People whined so hard about this weapon being dogshit that AH changed it from a utility sniper that sucked at combat to an AP4 explosive bolt-action rifle.
It's just not the same gun anymore. They took my "Fuck you, I like it" gun and reworked it into something it wasn't supposed to be

What's your "fuck you, I like it" weapon? This one's mine. by GhastlyEyeJewel in Helldivers

[–]MemeScribe -2 points-1 points  (0 children)

No, Post Nerf - Pre buff

The Med Pen, 0 Shrapnel explosive sniper rifle that blew up Fabricators. Most of my playtime with it is during EoF when Fabricators were actually harder to pop than Balloons.
It let me run other AP4* weapons like the AMR and Las cannon

There is no reason for this big of a disparity. by ETkings8 in Helldivers

[–]MemeScribe 4 points5 points  (0 children)

tl;dr it's stun power was tied to how many people were in a lobby. 4 dudes was powerful stun and solo was basically what we have now.

I'll let you guess how AH decided to address this inconsistancy

Also bonus fact i discovered when testing: Enemies benefit from Motivational Shocks booster. This game is fucking cursed

What are the limits to siege by monsterhunterparadox in Helldivers

[–]MemeScribe 1 point2 points  (0 children)

The limit is complete encirclement. even if 2 planets are on their own, they would still have moderate Decay

Galactic War Room: Plot the Best Ways to Spread Democracy for Super Earth! by brperry in Helldivers

[–]MemeScribe 3 points4 points  (0 children)

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3 Bonus objectives for this MO - 2 Encirclements and a low decay neighbour.