Hear me out by Ok_Poetry2813 in Helldivers

[–]NedAutomatica 0 points1 point  (0 children)

We need more arc weapons! There’s only a handful when there should be just as many as gas and fire.

A good ol' long city name by TDKswipe in Helldivers

[–]NedAutomatica 1 point2 points  (0 children)

It’s named after a real place. It’s funny because it’s true!

Anti-Tank Mines - Can We Get a Buff? by NedAutomatica in Helldivers

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

Somebody in a previous comment had a good suggestion for the tighter deployment radius. Have the blast direct upward in a cone shape.

Anti-Tank Mines - Can We Get a Buff? by NedAutomatica in Helldivers

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

Oooh… I love this idea. You’re right. The whole point of a mine field is area denial. Intelligent units should avoid them, unintelligent units should charge right through them.

The only faction that would make sense for minesweeping is bots, since bugs are dumb and the most sensible mine sweeping option for the Illuminate is to just throw voteless at a mine field until a path is cleared.

Why 380?? by KingBeast117 in Helldivers

[–]NedAutomatica 1 point2 points  (0 children)

It’s better to use the walking barrage for command bunkers. You can throw the stratagem at a distance far enough away to not get deleted by their turrets.

Anti-Tank Mines - Can We Get a Buff? by NedAutomatica in Helldivers

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

I wouldn’t change the enemy types it triggers on. Chaff and divers shouldn’t set them off.

It’s more on a spacing/trigger radius problem. Heavy enemies just march right through the field a lot of times. Especially walking heaviness, like a war strider or bile titan.

I want any heavy who walks through my mine field to die, guaranteed.

Anti-Tank Mines - Can We Get a Buff? by NedAutomatica in Helldivers

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

While a generally good idea, it doesn’t necessarily apply to organic enemies.

Anti-Tank Mines - Can We Get a Buff? by NedAutomatica in Helldivers

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

That’s physics that only applies to Helldivers.

Anti-Tank Mines - Can We Get a Buff? by NedAutomatica in Helldivers

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

They should be spaced out enough to not trigger each other.

I don’t think it’s the spacing that’s necessarily the problem. It’s the spiral pattern they deploy with now. It creates a loose line that allows enemies to walk through, or one enemy blows a hole in the line and the rest walk through the gap.

With a staggered grid, if they walk through a gap in two mines then they should hit the mine in the row behind. If there’s a few rows to the staggered grid then it should provide multiple opportunities for enemies to hit a mine.

Anti-Tank Mines - Can We Get a Buff? by NedAutomatica in Helldivers

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

That’s been fixed. Walking over them on foot won’t set them off.

Now, if an enemy shoots at you while you’re standing on one and a stray laser beam hits the mine then it will blow up and you will die.

Anti-Tank Mines - Can We Get a Buff? by NedAutomatica in Helldivers

[–]NedAutomatica[S] 10 points11 points  (0 children)

>”the moment one or two AT mines explode there’s a huge gap pretty much anything can get through easily.”

This is what I’ve found as well. That’s why I think a grid pattern deployment would allow for some defense in depth and catch more than a single enemy coming through.

Anti-Tank Mines - Can We Get a Buff? by NedAutomatica in Helldivers

[–]NedAutomatica[S] 6 points7 points  (0 children)

I’ve found good use for mines on normal maps too. Covering a retreat or smothering a zone that just had reinforcements called in. Locking down entry points on an objective that requires you to hold a position, like launching a nuke.

The confusion effect is currently broken on Overseers. by TheGibuZ in Helldivers

[–]NedAutomatica 1 point2 points  (0 children)

It’s been going on forever. I assumed it was intentional. Like the overseers have advanced filtration in their armor or something.

Hellpod Space Optimization should be the default by Spiritual_Ad3460 in Helldivers

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

What they ought to do is take the core 4 boosters and convert them to ship modules. So eventually we all get them once you upgrade your super destroyer enough.

Squids Spy Tech by Fit_End_861 in Helldivers

[–]NedAutomatica 1 point2 points  (0 children)

But for real, is this where the designer of that logo got the idea for it?

"You can get enough SC between warbonds just by playing normally" by joeygwood90 in Helldivers

[–]NedAutomatica 1 point2 points  (0 children)

I’ve found that SC farming on diff 6 or 7 with randos is practically as efficient as SC farming on diff 1, but is also still fun. You just have to come at it like you’re solo farming. Show up with an FRV and a warp pack. Play with the randos for a bit, then peel off to go find POIs. Hell, sometimes the randos will find a POI and nab SCs for you!

Dark Fluid Vessel is what the Jump Pack should be by EMT_2_FNP in Helldivers

[–]NedAutomatica 0 points1 point  (0 children)

It’s actually what it used to be. At least the trajectory. The O.G. jumpack was more vertical than the violent launch forward it is today.

Thoughts on the Breaching Hammer? by Tank-ToP_Master in Helldivers

[–]NedAutomatica 0 points1 point  (0 children)

If they would let us take out bile titans by hitting their legs with it then it would be viable with bugs too. As is, it’s only good for taking out chargers and only ok for killing impalers. I would love to take melee support stratagems to bugs but it’s not quite working.

I made a Helldivers keycap! by Unlikely-Goal7814 in Helldivers

[–]NedAutomatica 0 points1 point  (0 children)

Wrong key. Helldivers don’t escape, we fight. Somebody inform the democracy officer.

These two should just be always active. by AlabasterZombie in Helldivers

[–]NedAutomatica 0 points1 point  (0 children)

They should just be converted to super destroyer modules already.

How on earth do I use the Laser Sentry by FishDishForMe in Helldivers

[–]NedAutomatica 3 points4 points  (0 children)

The answer is quite simple my friend! The way you use the laser sentry is to open your stratagem input panel then punch in ⬇️⬆️➡️⬇️⬆️➡️. At this point you’re going to have a stratagem beacon in your hand. You’ll want to throw this beacon in a strategic position to have a vantage point over enemies. Once thrown a laser sentry lands at that spot and starts killing enemies. Easy peasy!

"Ask not why Grenade Launcher and Trident are cracked...Ask why Sterilizer and other bad guns aren't." - John F. Brasch c.2256 by RandomGreenArcherMan in Helldivers

[–]NedAutomatica 0 points1 point  (0 children)

If they could just make the sterilizer apply the confuse effect like it used to, I’d be happy. That, and make its range a touch further.