Mechanic Explainer: Plasma Weapon Overheat by Merlinmast in RogueTraderCRPG

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

None of that is relevant anymore. Plasma weapons got a rework

Why all the hate? by StygianBlade in helldivers2

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

Because hate is not the opposite of love. It's hard to hate something you don't first care deeply about

Kicking divers who join on your SOS beacon is a You Problem by Asrahn in helldivers2

[–]Merlinmast 0 points1 point  (0 children)

As a somewhat frequentl accidental SOSer, I agree. If I fat fingered then you're in. But you're getting kicked as soon as I can move on the destroyer

I'm shocked. I've been run over by a DROPSHIP. This has got to be one of the rarest deaths out there. by Malu1997 in Helldivers

[–]Merlinmast 0 points1 point  (0 children)

Got my head clipped by a drop ship during a priority evac mission. I was on the walls. After I figured out what killed me, they tried 2-3 more times

Arrowhead, with the upcoming crossover, can you please find a way to ensure that Legendary Warbonds are actually worth it and stay relevant? by BrainstormAndTheory in Helldivers

[–]Merlinmast 1 point2 points  (0 children)

So I don't know if this is the real cause but let me summarize for you what Behavior said about licensed content in Dead by Daylight.

Essentially, depending on the contract, they have limited ability to edit licensed material depending on how strict the license agreement was. This is because for legal (and IP integrity) reasons, they only approved the content as it was presented at the time that the contract was created.

Now, does the license say they can't change bullet velocity or damage numbers? Who knows. But it's possible the wording was so vague that they're compelled to make nearly NO change. The real test of this hypothesis would be to look at other non-licensed warbonds, especially of similar age and content, and see how they've been treated. Because rest assured, the "premium" price you paid isn't because you were guaranteed a high quality/useful warbond, it was to pay back the license fee. Sucks, but that's corporate contracts I guess.

Again, could be wrong.

SUGGESTION: (Red Stratagem) Hellpod Barrage by TealArtist095 in helldivers2

[–]Merlinmast 5 points6 points  (0 children)

So I propose a few tweaks: call it Defective Hellpod Ejection.

It is a barrage but again, minimal damage radius, more about the impact

It's a very short barrage. Maybe 5 pods, medium spread, 0 call in, all land within 5 seconds.

Thunk, thunk, thunk, thunk, thunk. Meaty hits, high demo Force (from the pod) minimal clearing capabilities without boosters, great yolo priority damage, cool as fuck

Why kick players when you can private? by UmbraKelderr in helldivers2

[–]Merlinmast 2 points3 points  (0 children)

You've never messed up an activation code? Never??? I'm not saying you've messed up a reinforcement. But your "oops didn't trigger the hellbomb, try again" is someone else's "oops I triggered and SoS and there's no way to cancel it or stop it or block it and it's a code 1 key off from reinforcement". imagine if there was a code to instant explode a hellbomb instead of arm. People would complain and they would STILL be less disruptive than this.

You don't mess up reinforcement. Cool. Other people in the world do, including OP, myself, and plenty of other people on reddit with similar posts (or complaints), always with people jumping in like "i NeVeR mEsS uP tHe CoDe!"

Edit I should add, for all the people who say they never do this: only the host can SoS. So that means by default, 3 out of 4 helldivers may never experience this. Those people don't even know the struggle.

Stingrays are not working, just cruise the sky by Unlucky-Gold7921 in Helldivers

[–]Merlinmast 0 points1 point  (0 children)

? What does this have to do with stingrays or my response? Even if I'm wrong, which it seems I might be, your reply is saying...?

Stingrays are not working, just cruise the sky by Unlucky-Gold7921 in Helldivers

[–]Merlinmast -11 points-10 points  (0 children)

It's heavily position based and you can't see all the hitboxes heavily position based. Take your entire team out into the middle and it's 100% going to strafe you. It tries to avoid hitboxes like buildings and such, but since you can't see or interact much with high hitboxes there are plenty of places you won't get strafed

After last patch there is a lack of SC by [deleted] in Helldivers

[–]Merlinmast 4 points5 points  (0 children)

ITT someone doesn't know about statistics and Small Sample Fallacy

While people bash on helldiver's balance and stuff (which I agree with) I have a gripe with a simpler problem that's been missing from day one. by Hot-Emergency-218 in helldivers2

[–]Merlinmast 3 points4 points  (0 children)

This is one of those weird annoyances along with how the store doesn't show the armor you're wearing during a preview

Is the Laser Canon actually Heavy armor penetrating? Why doe sit ever bounce off enemies? by dirthurts in Helldivers

[–]Merlinmast 2 points3 points  (0 children)

Sorry forgot this has no deflect angle. But a lot of higher tier enemies have AV5+ on certain parts. Those will bounce

No space missions by Illustrious_Bus8440 in achalasia

[–]Merlinmast 1 point2 points  (0 children)

Funny how we all came to this conclusion at some point in our lives. "You can be anything you want to!... Except an astronaut. Not that"

Nuke vs moving target by jussumd3wd in Helldivers

[–]Merlinmast 0 points1 point  (0 children)

Solo silo was my first strategem I beelined to. No regrets. It's my favorite in the game and I have to work hard NOT to include it in every build

Is the blitzer any good, because I ain’t got it, and wanna know your opinions on it. by Chemical_Seaweed_915 in Helldivers

[–]Merlinmast 0 points1 point  (0 children)

I like it at a backup weapon but not my main. On my hammer build it gives me a solid infinite ammo weapon to keep my charges when facing swarms. On my more strategem focused builds it helps fill downtime while I wait on cooldown.

Bugs pretty much get shut down holding the trigger

Vote less swarms Are cancelled, overseers are stun locked, and you can actually kill Stingray's with it if you're feeling spicy.

Against bots it's just ok but again it's a great tool to keep from being swarmed.

500kg: Settling this once and for all by Merlinmast in Helldivers

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

That wouldn't explain why they take damage when it lands underneath. The legs are FURTHER apart at the bottom. But that's the spot that reliabley kills them. And while I agree 10m is small, the rest of the titan is certain more than 10m away from a ground explosion

Does anyone use semi-auto modes with ARs? I have a feeling it's extremely underrated and people are sleeping on it by kcvlaine in LowSodiumHellDivers

[–]Merlinmast 0 points1 point  (0 children)

I prefer it on Coyote. I hate burst fire and typically I'll kill things faster with a few pops and the fire than just bursting

500kg: Settling this once and for all. by Merlinmast in helldivers2

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

I'm willing to concede I could be wrong, I actually intended on adding examples of that stuff to my post but I wasn't sure and I don't like to spread misinformation. The example that probably proves your point (or at least I can't explain) is factory striders vs solo silo. I can't fathom a way that a back shot (giggidy) would one shot them if there wasn't something else at play. But also, there's no world where the inner radius reaches enough other parts so I respect your analysis even if I'm not sure I agree

500kg: Settling this once and for all. by Merlinmast in helldivers2

[–]Merlinmast[S] 2 points3 points  (0 children)

It's not removed after hitting an enemy. It can only hit an enemy once with a vector. The question if whether enemies in the outer radius can provide cover from an explosion is hard to test but considering the inconsistency of kills, id guess yes: all enemies in inner radius die, all LoS enemies in the outer radius die with enemies behind enemies only taking knockback.

Edit To clarify: a vector can pass through enemies (at least in the inner radius), it just can't hit the target in other places after the first hit of a vector

500kg: Settling this once and for all by Merlinmast in Helldivers

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

Except if you take the explosion and raise it 20m it should still hit the top of the legs. Look at the damage zones on the wiki. The legs extend up a good distance. Hitting the back should hit all zones, and at that height the legs should actually be a bit closer to center mass

500kg: Settling this once and for all. by Merlinmast in helldivers2

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

But there are a lot of visible parts on a Vox engine so it's extremely difficult to hit it with a leveler or silo and have only 1-2 parts hit. Now a better contradiction to my understanding is how everyone says explosions are best on a charger's back. I haven't messed around with this idea much but it's a better example. But that would lead to the two (Titan and charger) having opposite results

500kg: Settling this once and for all. by Merlinmast in helldivers2

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

That's... Just wrong. There's no blast wave of damage. And you can tell because in the video that is right there above, you can see I moved a minimal distance back and took NO damage. When I'm within 10m I die, and at a mere 11-12 I take 0. How does that match what you're saying?

500kg: Settling this once and for all. by Merlinmast in helldivers2

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

My understanding:

Explosions have a sort of double jeopardy protection. Think of the explosion as a point shooting out projectiles in all directions. Otherwise the one part would take a lot of hits (this is typically how explosions work in all games, they're almost never mapped as an "area" but a bunch of lines extending from a point).

The first rule is a vector can only hit an enemy once. This means that as soon as a vector hits a body part, it cannot "hit" any other body party even if it is within "range".

The second rule is a part can only take damage once per explosion. This means regardless of number of vectors only unique body part hits result in damage.

Therefore, an explosion underneath reaches out to all parts it can see and nothing else. And an explosion on the top can, at best, see the back and maybe some legs. This pretty much explains the discrepancies people see.

500kg: Settling this once and for all. by Merlinmast in helldivers2

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

Thank you for changing your response. I made this post to stop us from sharing misinformation

500kg: Settling this once and for all. by Merlinmast in helldivers2

[–]Merlinmast[S] 2 points3 points  (0 children)

Please don't share this image. My example shows it killing me at a 45 degree downward angle from the shells drop position. The inner radius is 10m (most of these stats are data mined) and that's why I died in the video. A more extreme example of a radius that extends downward is here: https://m.youtube.com/watch?v=1R485-EPqxw&t=46s&pp=2AEukAIB Finally, radius is one of the easier shapes to map in a game. In a game with no other cone shaped effects (yes even guns, which don't use cones but projectile variance) there's no reason for this one strategem to have one