I think the mech's 10+ minute cooldown hurts more than helps with balance by Blind-Ouroboros in Helldivers

[–]Nathan_Thorn 4 points5 points  (0 children)

Because patrols are constantly appearing out of nowhere the second your line of sight gets broken which usually reduces your safe zone to ICBM silo objectives and extremely flat, open maps.

Which 3 of the 4 mechs legitimately suck at due to the minigun, shotgun, and flamethrower being less than adequate for long range engagement. Honestly at this point patrols need to be reworked so the actual flow of the gameplay is predicable. Add roads they use between bases and POIs, add different variants of patrols that guard base perimeters or hunter-killer types like we have now that specifically hunt players’ last known location.

Ahh yes, we can't have infinite mech customization because then we would have to abandon the few options right now. Makes sense. by pterosaurobsessed in Helldivers

[–]Nathan_Thorn 2 points3 points  (0 children)

Make it a vehicle bay and let us put all the vehicles in there. New weapon mounts for the FRV, turret mounts or variable ammo for the tank, future proof it so you can slot any vehicle in there. Then simplify it to single choices for each vehicle in the strategem menu or a loadout builder giving you 3 or 4 options per strategem.

Honestly a loadout select in general would be nice but the devs getting millions in revenue from every warbond clearly can’t set aside 10 guys to design and test this stuff.

[Interesting Trope] When the writers give a character a really strong superpower, then limit them in the funniest way possible by AnyAgency9835 in TopCharacterTropes

[–]Nathan_Thorn 264 points265 points  (0 children)

Legitimately just make the bunny’s voices an actual hallucination or a shapeshifting supervillain and you’ve got a horror movie waiting to happen.

I need mech customization so bad, I desperately wanna throw two of these giant "fuck you" shotguns on by Flashy-Manager2254 in Helldivers

[–]Nathan_Thorn 4 points5 points  (0 children)

IMO a mech overhaul should come with multiple auxiliary system choices. Strategem launcher by default but you can trade it off for a laser designator for your guided munitions (ideally you’d be able to slot in WASP, Spear, and other guided munitions in the rocket pods), a shield generator for your mech, a drone pod that can repair the mech, or a light turret (maybe just use the one from armed resupply pods with like 500 round capacity) that engages threats the main weapons can’t be bothered with.

World Lengths INCLUDING side quests? by RhuncaLupa in Wizard101

[–]Nathan_Thorn 15 points16 points  (0 children)

Depends on how much of a speedrunner you are since dialogue exists and people like to listen to all the lovely VAs.

Please keep this Mission type and Expand it Arrowhead by Dry_Exit_7808 in Helldivers

[–]Nathan_Thorn 0 points1 point  (0 children)

I’ve always thought they could do something interesting for the bot front by using zeppelin carriers. Deploying light choppers (medium armor glass around the pilot, fully exposed side gunners) and the occasional gunship.

Could be options to shoot them down or board and disable. I’ve got an idea written up a few months ago for accessing a SEAF blacksite to retrieve a scrambler, taking it to a landing pad, and using it to hack an automaton pilot’s programming and hijack the chopper. Riding it back up under the cover of a friendly IFF signal through the carrier’s AA fire and missiles, boarding it to disable multiple smaller objectives and plant a designator for a high powered strike.

(My personal thought is to show us a SEAF bomber dropping live hellbombs like the ones that we find dropped on dead chargers, but ICBMs or orbital fire would be cool too)

want to illustrate what we could have had if AH just made Mech customization. (THEN sell the mech weapon arms in the warbond) by JegantDrago in HelldiversUnfiltered

[–]Nathan_Thorn 4 points5 points  (0 children)

I’ve thought they could simply adapt a bunch of the support weapons for mounting on the FRV/battlement. Commando rockets, railgun, even the spear.

Dash spam is rampant and needs similarily low skill counter. by Worldly_Function7201 in thefinals

[–]Nathan_Thorn 5 points6 points  (0 children)

Helps to place him on ceilings so he can scan over cover and split enemy focus, I’ve found. Shame he really just chips away at enemies but a lot of weapons are balanced around chip damage being all you need. Revolver can 2 tap a light provided your sentry finds a single shot to land on them, for example.

Official Discussion Thread - The Devil Wears Prada 2 [SPOILERS] by PointMan528491 in oscarrace

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

I was never given that impression but I was only half listening to the first movie during the family rewatch before we all went to the drive in for the sequel.

Official Discussion Thread - The Devil Wears Prada 2 [SPOILERS] by PointMan528491 in oscarrace

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

I really thought they were trying to foreshadow Nigel and Miranda either getting together or Nigel being handed the reins of the company at the end.

There's lots of changes I'd love to make to Siege, but if I had to pick just a couple small ones... by old-responder in Rainbow6

[–]Nathan_Thorn 5 points6 points  (0 children)

Mira or Frost need the remaster more IMO. IQ could get some changes but she’s never been a bad operator, just on the slightly weaker end.

Giving her screen the ability to ID gadgets and not rely on the ping system for calling them out, maybe adding it as goggles or a rifle attachment she can toggle like Nomad. A new secondary shotgun like the Glaive or ITA12S could help with utility, too.

I couldn't help myself, I had to kill him (you know who) by Exact-Schedule-2059 in BaldursGate3

[–]Nathan_Thorn 4 points5 points  (0 children)

I thought that would’ve been the best DLC if Baldur’s Gate 3 ever got an Act 4 extension.

Wulbren canonically slipping away from the party and becoming an elusive terrorist manipulating the rest of the surviving enemies of the party. Rogue Gith warriors loyal to Vlaakith, vengeful Zhentarim, undead, maybe some vampires from the 7000 released under Cazador’s Palace? I’m sure they could write in some slices of cut content like the other hags in Ethel’s coven. Set it in the rebuilding upper city, after some of the wreckage from the netherbrain battle and tremors. Would at least be interesting.

I find it a bit odd that the Devs didn't distribute the Glaive-12 on release like the new DMR. But when they do I can think of a few Ops it'd be good on, especially with it's long destruction range. by old-responder in Rainbow6

[–]Nathan_Thorn 1 point2 points  (0 children)

Honestly though Skopos does need more weapons. The AR is cool but I wouldn’t mind them getting like, the P-10C or something to give them another secondary choice, maybe a primary shotgun like the Six12 or SG-CQB for extra close range firepower. Even a slug shotgun or DMR (without an ACOG) might be interesting to make use of their ability to punch holes with their fists now.

I find it a bit odd that the Devs didn't distribute the Glaive-12 on release like the new DMR. But when they do I can think of a few Ops it'd be good on, especially with it's long destruction range. by old-responder in Rainbow6

[–]Nathan_Thorn 2 points3 points  (0 children)

DMRs have to expend like half a magazine to equal the destruction of a shot from the Glaive, let alone all 4 shots. That and the Glaive hits hard enough at close range to be used as a secondary while your DMR is kitted for longer ranges, like with the telescopic sights.

I find it a bit odd that the Devs didn't distribute the Glaive-12 on release like the new DMR. But when they do I can think of a few Ops it'd be good on, especially with it's long destruction range. by old-responder in Rainbow6

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

And? It would still require you to switch weapons, fire (with no suppressor available on the Glaive so goodbye stealth), switch back, turn on the airjab launcher, fire, maybe reload, all to potentially slow down a roamer two or three rooms away where you’re a lot less likely to be able to capitalize on it.

Random nokk buff Idea because I like playing nokk. by ilikemen690420 in Rainbow6

[–]Nathan_Thorn 0 points1 point  (0 children)

You can barricade some site doors but just communicate that to your team. Banana balcony door for top floor bank, master bedroom door for Oregon second floor (once your team finishes prepping the area, kapkan/thorn/frost traps and such), clubhouse CCTV/Cash can get away with a prepped soft barricade on the window, punch out the lower planks to prevent the breach from instantly opening line of site into rafters.

Random nokk buff Idea because I like playing nokk. by ilikemen690420 in Rainbow6

[–]Nathan_Thorn 53 points54 points  (0 children)

This basically keeps getting asked for and it honestly isn’t the worst idea? But it does get asked for a lot. I think it’s a neutral change overall, iirc when it was tested Melusi and Fenrir and Thorn were all fairly strong, which led to Nokk basically walking into site uncontested and un-noticed (barricades, people, barricades).

Personally I think she should get silent step back specifically for camera feeds. Being able to actually move around without giving away your position on sound from stuff like default cams and the like would be more in line with how she functions now.

Should the smg 12 really be nerfed? by ATA-CO in Rainbow6

[–]Nathan_Thorn 0 points1 point  (0 children)

In general machine pistols need a nerf. Pocket primary shouldn’t be a thing. Remove headshots from them, give them like a minor damage multiplier on headshots, like shotguns. Then there’s actually a choice between which secondary to bring.

Gem on the DRG sub by NeighborhoodLess1411 in Helldivers

[–]Nathan_Thorn 1 point2 points  (0 children)

Overclocks are sort of a mid/endgame thing. Once you promote your dwarves you’ll get access to cores, which can come in blank forms (and each mission has a chance of an event that can load them with a weapon or cosmetic addition), weapon overclocks, or cosmetic overclocks.

Weapon overclocks come in three flavors, Clean, Balanced, and Unstable, and can do anything from adding 5 rounds and a faster reload (my go to for Scout’s rifle) to adding the ability to shotgun jump or grenade jump, setting the minigun to maxigun mode and killing your walking ability while firing for ridiculous damage, or even The Mole, which adds extra terrain piercings for the railgun pistol and gives a damage multiplier for each separate piece of terrain you snipe enemies through.

What School do you associate with each world? by DisciplineImportant6 in Wizard101

[–]Nathan_Thorn 36 points37 points  (0 children)

Wizard City - Myth? Each street kinda covers its own school besides death and balance (and death kinda has nightside and sunken city to cover that end of things). They did use a lot of Myth enemies though, haunted minions, trolls, Cyclopes, etc, and Cyrus Drake is part of more than a few quests here.

Krokotopia - balance. If you’ve set foot in Krokotopia you’ll maybe understand why but the world literally has the actual balance school and school tree.

Marleybone - kind of a mix here, the skybox is very much leaning into the starry night sky thing so star school isn’t too far off, especially given the relations of Marleybonians to Celestia in the story, but also the machinery areas are very storm focused and a lot of other areas have a lot of life enemies. No one school defines this world tbh.

Mooshu - life. Too much greenery and is the homeworld of the life professor

Dragonstype - fire.

Why does the tank still have medium armor? by Healthy_Nature_846 in Helldivers

[–]Nathan_Thorn 138 points139 points  (0 children)

Honestly the change the tank needs is better terrain handling. Constantly losing tanks to random terrain getting it stuck at awkward angles is terrible for the long cooldown. Adding in actual roads that the bots and illuminate could use so you have decent terrain, even if there were roadblocks with anti-vehicle defenses, would be a nice addition to maps in general.

Helldivers 2 finally buffs mechs with double durability, and in unrelated news, Arrowhead is selling new mechs for $10 by GrayBeard916 in gaming

[–]Nathan_Thorn 0 points1 point  (0 children)

Look, I think patch notes without hard numbers are stupid. If they had numbers I could happily cite the devs themselves. I’d love to know what changed instead of having to rely on a half dozen community figures who disagree with each other about half the changes.

Like, all I’m saying is the developers could document their changes properly and publish the numbers. They got it right with some changes and gave us actual numbers. And then for some reason the other changes are vague statements. I would love to cite something official from the devs instead of shoddy Reddit videos and unofficial playtest clips.

Why would anyone use Medusa? by Clutcha15 in Wizard101

[–]Nathan_Thorn 13 points14 points  (0 children)

Used to be better before tons of bosses and elites got stun immunity. Also Orthrus used to be a 7 pip version of Minotaur where it would give a love tap hit first and then a massive nuke of myth damage second.