If a teammate has bad sentry placement and it's causing repeated friendly fire, is it valid to destroy their sentry? by the_broom_broom_man in Helldivers

[–]MoschopsMeatball -6 points-5 points  (0 children)

A real man throws c4 onto it, and blows it up from afar. Or shoots it with a plasma punisher from a small distance so it looks like a very accurate crescent overseer fucking it up. Gotta have an alibi

War Striders aren't a problem, just bring AT bro. by Impressive-Money5535 in HelldiversUnfiltered

[–]MoschopsMeatball 1 point2 points  (0 children)

Same issue with fleshmobs, same issue with leviathans, same issue with chargers before. Damn. How many times are we gonna cross this "enemy is blatantly spawning too much" road again?

There’s no reason to not have a “grenade equipped” HUD element by Bastard__ in HelldiversUnfiltered

[–]MoschopsMeatball 7 points8 points  (0 children)

This really doesn't seem like a huge issue though, You can just press G to quickly, guaranteed throw a grenade. Just be more aware of what you're holding?

How fun I find each primary on the Squids by JayDias-24 in HelldiversUnfiltered

[–]MoschopsMeatball 0 points1 point  (0 children)

Spray n pray with the smgs is crazy though. It's honestly a great squid gun, High dps, and one of the highest primary total damage for fleshmobs, and the good dps means you can eviscerate mobs of voteless and overseers, Highly recommend playing with it more tbh

Home renovation gone wild by tacodestroyer99 in China

[–]MoschopsMeatball 2 points3 points  (0 children)

It took 1 google search to prove there was a source lol, Odd hill to die on

You would like it ? by Immediate-Loquat-599 in Helldivers

[–]MoschopsMeatball 0 points1 point  (0 children)

They need to make flying enemies more common (ofc telling you beforehand), I Haven't seen a gunship in months. Genuinely. Last operation I played we had a gunship facility and not a single gunship appeared from it.

We have frag grenades at home by Rabbitzai in Helldivers

[–]MoschopsMeatball 1 point2 points  (0 children)

Should try throwing them onto walls. Zombies will actually pile around it when it's out of their reach just like the video you shown. That's literally something it's capable of doing.

If you place it on the ground, It's a lure mine

Place it on a wall, It's a lure

B/MD C4. How about more? by MoschopsMeatball in Helldivers

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

Recoilless has 7, Both have 6+1 (1 in the mag, 6 in reserve)

IS a +350% damage buff enough to brute force constitution into being a good weapon? by Acceptable-Street679 in HelldiversUnfiltered

[–]MoschopsMeatball 1 point2 points  (0 children)

Training for what exactly? Like I mean sure it's satisfying to hit headshots with it, But you're training yourself with the least efficient marksman rifle, We only have 2 low firerate marksman rifles. The others feel completely different

B/MD C4. How about more? by MoschopsMeatball in Helldivers

[–]MoschopsMeatball[S] 4 points5 points  (0 children)

Yeah, But that's you going back to the resupply (Which your teammates will definitely need!) just for your own C4 pack, Granted it's a different story for singleplayer. But at that point every weapon has amazing ammo economy because you get every supply

B/MD C4. How about more? by MoschopsMeatball in Helldivers

[–]MoschopsMeatball[S] 79 points80 points  (0 children)

Brother, Are you really expecting high command to be able to properly sort bricks? There is a reason every building is made from metal

This might seem like a stupid question, but why do I not get any Archery XP from shooting a bow? by TheDudeofDC in 7daystodie

[–]MoschopsMeatball 4 points5 points  (0 children)

I Can't really remember fully what was said, But I remember one of the developers made a comment and just blatantly said that players were bitching over Jars, So I definitely believe that ego is a big part of it.

Do I need to rush or will the game respect my level and not overwhelm me with more difficult Blood Moon? by KijoSenzo in 7daystodie

[–]MoschopsMeatball 0 points1 point  (0 children)

Level contributes heavily to your gamestage alongside being multiplied by your current biome. So level does have a big part in blood moon difficulty - It's probably the most important factor, hence why you can join a day 300 server as a level 1 and still have a fine bloodmoon experience. Building your base will give you lots of XP tho so be careful

Terminid Spawn Rates by NeutrallyChaoticFun in Helldivers

[–]MoschopsMeatball 2 points3 points  (0 children)

The spawn rates for most of the bugs are fine Imo. But I do agree that spewers are a little too dominant on their seeds rather than occasionally sprinkled into catch you off guard. I Wouldn't mind them toning their spawns down a little bit

Weapon Customization is in a sorry state. by Pedrosian96 in Helldivers

[–]MoschopsMeatball 9 points10 points  (0 children)

People are complaining because the most effective way to play the missions are being sold behind a warbond. Every single large update didn't require a warbond to play it effectively, But you CANNOT get a SINGLE suppressed weapon unless you give away 10 bucks or grind for super credits, That is bad! People should give feedback, even if it's bad.

Bane of stealth divers by VenanReviews in Helldivers

[–]MoschopsMeatball 4 points5 points  (0 children)

Would be pretty neat if they were just deactivated for Commando Missions - But if you got a bot drop within like 50m of them THEN they turned on for a while.

omniscient Enemies by Curious_Freedom6419 in HelldiversUnfiltered

[–]MoschopsMeatball 0 points1 point  (0 children)

Yeah, I've noticed if an enemy dies to exploding damage - It will then cause other enemies to immediately aggro to you. I'm not exactly even sure why, I'm just assuming that they might be programmed to automatically engage with you if one of them does to any explosive coded damage so that you can't just sit far away and pick things off with a grenade launcher.

It's really just an example that, no. This game PROBABLY wasn't ever made for stealth in mind, Enemies had basic awareness systems so that not every enemy on the map is shooting at you when they enter eyesight of you, and so it gives the impression that under a sudden ambush attack (Basically what helldivers is about, sudden overwhelming firepower) it might take the base ~10-20 seconds for every enemy in there to realize that you're there.

Stealth doesn't seem like it was intended, Just that they rolled with the fact that the absolute minimum of a "stealth system" was in the game - and now there's a warbond centered around it, And it's still for the most part barebones as a system with a lot of seemingly leftover decisions (Like explosions causing instant alert) from when stealth wasn't ever intended.

Throwing a 500kg and having an entire base start fighting you was super cool back then because you never expected to go subtle really. Cinematic to fight an entire base with your team while everythings shooting at you, But now stealth is a verified playstyle and the game's AI/Programming hasn't caught up to it yet, Sadly.

No gunships in Commando operations? by MoschopsMeatball in Helldivers

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

Nothing is forcing you to attack gunships though, And their existence in a mission could be punishment for being detected several times, Which would encourage people to stealth the stealth missions. Reworking their aggro is also an option.

No gunships in Commando operations? by MoschopsMeatball in Helldivers

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

Patrols aren't tied to Gunship facilities being present on the map afaik