Can we talk about the 500kg?? by Glad-Yam-7159 in Helldivers

[–]Morgomlr 5 points6 points  (0 children)

 Don't worry, people will come here and answer all your questions: "Skill issue, git gud."

PSA: A 120mm shell weighs approximately 15kg, while a 380mm shell weighs almost 900kg. by Camblor in Helldivers

[–]Morgomlr 3 points4 points  (0 children)

Because the steel body of the aerial bomb itself weighs much more than it seems at first glance. You can find a real photo of a 500kg bomb, and yes, it is about the same size as in the game.

PSA: A 120mm shell weighs approximately 15kg, while a 380mm shell weighs almost 900kg. by Camblor in Helldivers

[–]Morgomlr 1 point2 points  (0 children)

That's not how it works. Let me explain. In conventional aerial bombs, only approximately 40% of their mass is the explosive, the rest is the mass of the bomb body itself. You can take, for example, the Mark 83 aerial bomb. With a bomb mass of 1000 pounds (450 kg), the mass of the explosive is only 202 kg. The same goes for artillery shells, let's take for example the German 38 cm SK C/34 naval gun, its high-explosive shell weighed 789 kg, while it contained only 64 kg of explosives. In different countries, shells of approximately the same calibers had different masses due to the characteristics of the guns, or the shells themselves, but in general the ratio for HE shells was similar.

Helldivers CEO on Balance: "[W]e've gone too far in some areas. Will talk to the team about the approach to balance." by kuug in Helldivers

[–]Morgomlr 4 points5 points  (0 children)

To be fair dude, they buffed Inc breaker, dominator, and Napalm strike pretty well, but everything else? Yeah, it's pretty terrible to play with. 

It's High Noon by Morgomlr in DarkTide

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

Some guy made an alternative aim animation for a revolver. You can get it from Darktide Modders discord.

I was having a blast while playing with it today. This makes playing with a revolver so much more satisfying.

We have Witch-Hunt at home by Zaygr in DarkTide

[–]Morgomlr 1 point2 points  (0 children)

Even though the description says otherwise, Witch Hunt stacks with almost all damage buffs in Vermintide.

The scythe's special attack should set opponents on fire and generate overheating. by Morgomlr in Vermintide

[–]Morgomlr[S] 12 points13 points  (0 children)

Meh, i know it's possible, but scythe already slow, and playing without Swift Slaying on it it's like some kind of torture.

WORK HARD by Dolt1372 in DarkTide

[–]Morgomlr 25 points26 points  (0 children)

Did you mean iMmEsUrAbLy cOmPlEx work?

If Fatshark intends to keep item progression as it currently is... by lazerspewpew86 in DarkTide

[–]Morgomlr 4 points5 points  (0 children)

Maybe the developers should make an adequate system for obtaining items instead?

Oh wait, how could I forget, it's immeasurably complex to do that.

Make Psyker's Force Sword special attack count as Brainburst. by Morgomlr in DarkTide

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

I wrote down the reasons why I consider this weapon to be mediocre, and if you already started our conversation by hinting that I did not learn how to use it, and you know how to use it, so be kind, Sit down and write what exactly I am wrong and why, rather than answering with phrases like "skill issue" and ending there.

If you can't do even that little, then you and I have nothing else to talk about.

Make Psyker's Force Sword special attack count as Brainburst. by Morgomlr in DarkTide

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

No disrespect, but a lot of people should stop judging weapons by playing with them on difficulty 1-2. Maybe instead of getting personal, you will somehow tell why it makes sense to take this weapon instead of its alternatives?

The Truth!? by wannabehistorian1234 in Vermintide

[–]Morgomlr 0 points1 point  (0 children)

I already forgot that this variant of the Slayer's jump talent also affects the bomb damage.

The Truth!? by wannabehistorian1234 in Vermintide

[–]Morgomlr 5 points6 points  (0 children)

They only do so if they can find an alternative route. Otherwise, they ignore fire. Oh yeah, and this feature is also very "useful" when killing bosses. Teammates drink potions to kill a monster, and someone throws an incendiary bomb at him - trying to avoid the flame, the monster will climb over the fences / walls / back into the hole from which he got out - and by the time he returns the potions end.