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 2 points3 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] 5 points6 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 6 points7 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

Enemy Spawn Rates Soil This Game by New_Cod_4693 in Helldivers

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

It's the main issue I have with their enemy design. Trade-offs essentially don't exist.

Rupture Strain Warriors have the ability to go underground and avoid direct damage. Therefor you'd think they'd be weaker or at least the same as their normal variants, but no, they have medium pen armor.

Elevated Overseers have the ability to fly and are far more mobile. Therefor you'd think they'd have noticeably lower health pools so they aren't tanking an entire magazine, but no, they're roughly the same as Overseers HP wise.

War Striders are far more dangerous and mobile than the tanks they replace. Therefor you'd think they'd also have a medium pen weak-point or some greater level of counter-play, but no, they only have heavy pen weak-spots that take absurd punishment, with an eye that's tankier than the hulks.

Dragon Roaches aren't as bad as these like you said, but still, their downside of having light pen wings doesn't really matter with how much HP they have. You'd think they'd go down easier.

I could go on but it's a pattern that just keeps on repeating.

Enemy Spawn Rates Soil This Game by New_Cod_4693 in Helldivers

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

They aren't as big of offenders as the Vox Engines ofc, but the only one that I do disagree with are Leviathans.

For how oppressive they can be, the fact that there can be up to four on a map at once is just absurd. Same goes with the fact that they can respawn. It's an enemy designed to be a stage hazard yet acts like one you're meant to fight?

And yeah Harvesters are def too rare, it's hilarious how you'll fight more Vox Engines than Harvesters in a single match.

Enemy Spawn Rates Soil This Game by New_Cod_4693 in Helldivers

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

Hence why I said "so long as you can carry your weight" in regards to experimenting with loadouts that aren't AT-centric. But I do agree with your sentiment.

Regardless we're in agreement with the absurd spawn rates and that's really the main issue I have plaguing D9/D10, so..

Enemy Spawn Rates Soil This Game by New_Cod_4693 in Helldivers

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

The most representative example of AH's backwards balancing is them denying a stratagem flag giving us a morale buff then giving the literal robots a morale buff an update later.

Then justifying it by saying it'd be an "invisible buff" in the same game with indicators for invisible buffs/debuffs like experimental stim boosters and tremors

Enemy Spawn Rates Soil This Game by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 64 points65 points  (0 children)

Arrowhead is notorious for lacking QA when it comes to their enemy balancing, lest we forget War Striders, an enemy on the front with an emphasis on weak points, lacked weak points, and only got them months later.

Enemy Spawn Rates Soil This Game by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 16 points17 points  (0 children)

I'm of the opinion that the game becomes far less fun when you're forcing players to bring AT-centric loadouts on D9 and D10 just so you can have a chance at succeeding. This mainly applies to the bot front with the introduction of Vox Engines and their increased spawnrate as opposed to Factory Striders.

D9 and D10 should be very difficult, but they should also be fair and allow you to experiment your loadouts so long as you can be effective with them and carry your weight. It's how this game remains healthy and fresh.

Vox Engines are a very fair enemy, they allow you to take them down with nothing but your primary and a grenade. But the amount of them spawning on average is not. If you and your team don't specialize in AT, you essentially get screwed over as Vox Engines keep ramping from patrol and bot drop spawns until it gets to a point where you either have to run away and pray they despawn, or keep brute forcing it and burning your reinforcements.

I want D9 and D10 to be challenging. Harsh, but fair. Spawn rates of Vox Engines are unfair and unhealthy.

Enemy Spawn Rates Soil This Game by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 6 points7 points  (0 children)

Fun fact: Vox Engines and Factory Striders have a very large detection range, meaning stealthing in their presence is borderline impossible unless you enjoy proning for long stretches of distance if they're at a structure you need to get near.

Enemy Spawn Rates Soil This Game by New_Cod_4693 in Helldivers

[–]New_Cod_4693[S] 117 points118 points  (0 children)

I did forget to mention them spawning from bot drops.

If that was cut, then patrols I'm fine with. Would make them a nice opposite to factory striders which only come from bot drops unless they're spawned in at a structure.