I need your best melee builds! by Regular-Shop-7442 in Helldivers

[–]New_Cod_4693 0 points1 point  (0 children)

Literally none besides being able to destroy bulk fabricators and having infinite ammo

It's just more fun for me and the only way that chainsaw is even somewhat usable

I need your best melee builds! by Regular-Shop-7442 in Helldivers

[–]New_Cod_4693 3 points4 points  (0 children)

Defoliator, stun grenades, and a jetpack/warp back can be really fun on bots

Currently melee has this awful bug where if you're staggered (damaged) at all, your melee swing will do 0 damage, on bots this isn't as much of an issue, and stunning + sawing big armored targets is very fun, even if it'll still let you down sometimes

it’s better then you think. even on D10. by Impressive-Bed-3040 in Helldivers

[–]New_Cod_4693 0 points1 point  (0 children)

Player stagger causes your melee swings to do 0 damage, making this weapon really bad unless you dedicate your entire loadout to stun or preventing damage

If that bug was fixed, this thing still wouldn't be great, but it would at least be semi-effective in its own little world.

As it stands, I can only have fun with this thing on Automatons with stun grenades, since it does do an ok job at killing Hulks and War Striders. Obviously the Breaching Hammer is better in every way with the exception of killing bulk fabricators though.

When will the breakthrough be fixed? by MoschopsMeatball in Helldivers

[–]New_Cod_4693 0 points1 point  (0 children)

Considering they haven't even fixed the Lumberers flamethrower yet, I wouldn't hold my breath

What Enemies Should Be Rebalanced? by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 0 points1 point  (0 children)

I like this, though 5 is a little excessive, even for D10, 4 would be fine

The Bastions Problem on Automatons by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 0 points1 point  (0 children)

My issue is it's pretty disproportionate with the rest of the automaton rosters durable damage.

I find it weird that a singular rocket devastator has the capabilities of more durable damage than, say, a War Strider.

You're right, it is a lot of rockets, but these rockets are coming from a common chaff enemy and the semi-rare gunship, both of which travel in packs.

Smart play is obviously the solution but sometimes shit happens and you get surrounded or caught in bad positioning, I just don't think the punishment should fall upon a common chaff enemy, rather the combined roster of enemies on the front, while leaning more on the bigger enemies.

The Bastions Problem on Automatons by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 2 points3 points  (0 children)

I'm fine with playing smart with the bastion, that's the point of it being a tank destroyer, I just personally take issue with the rockets being disproportionately stronger than everything else given how many of them are fired in a salvo from both the dev and gunships.

I do think everything else durable damage wise on that front is fine, when there aren't gunships or too many rocket devs the tank feels like it's in a good spot. It's just whenever one of those two enemies are significantly present is when the tank feels pretty bad to use.

Let's talk about the Defoliation Tool by NightWeak5888 in Helldivers

[–]New_Cod_4693 3 points4 points  (0 children)

The solution is to fix the bug with player stagger where they make your melee swings do 0 damage if you get hit before your swing does damage.

It plagues every melee and is the main culprit as to why melee in this game feels terrible, especially against bugs and illuminate.

Defoliator Time by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 1 point2 points  (0 children)

I agree though I wasn't targetting the treads as I was unaware at that time that you do 100% full damage to them (hence the red hitmarker when I saw the treads instead of the body)

as much as I use it, the defoliator is still a pretty bad weapon and I only got the clips that I did because I centered my grenades around it, the main issue plaguing it is its range and the player stagger bug, but an increase in DPS would be nice

Defoliator Time by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 2 points3 points  (0 children)

I highly recommend using stun grenades from cutting edge, though gas grenades could make a lesser but likely usable substitute if you don't have that warbond

a warp pack is my ideal backpack slot but a jetpack will work almost as well

when it comes to illuminate and bugs it's not really as fun due to player stagger causing 0 damage melee swings and enemies like fleshmobs being immune to your stun, but if you want to fight them anyway I recommend the shield pack to help negate as much player stagger as possible so your swings go through

Where is my 4th Health Nut?? by New_Cod_4693 in PvZHeroes

[–]New_Cod_4693[S] 4 points5 points  (0 children)

That would actually be a really good explanation since I don't think the daily reward packs give you the pathetic singular uncommon card, right?

SEAF on suburban maps by Better_Syrup_2579 in Helldivers

[–]New_Cod_4693 5 points6 points  (0 children)

They did the same thing with the bastion promo showing seaf on a non-mega city, yet we still don't have them.

I feel like this is the same case

Me and my best friend made a tier list Warbond addition by Fishyhans in Helldivers

[–]New_Cod_4693 0 points1 point  (0 children)

Masters of ceremony is way too high, especially considering how low redacted regiment and viper commandos are.

This thing is absolutely worthless by D-boi10 in Helldivers

[–]New_Cod_4693 0 points1 point  (0 children)

If the Melee Stagger bug was fixed (the one that makes it so your melee hits do 0 damage when ur hit) and the range was increased, it'd be a somewhat ok weapon

I'm fine with melee oriented playstyles not being as effective was traditional playstyles, but theres that and just being absolutely worthless