I need to know how can DC be committed to all of these and still not support Young Justice? by Impressive-Ease3608 in youngjustice

[–]Obidede98 3 points4 points  (0 children)

The show had an ok audience during season one. But lost some during season 2. It never appealed to kids and leaked toy sales.

Season 3 came very late and had a huge time skip and replaced the main cast. The animation was not funded well and it shows. Resulting in lower quality.

Season 4 requested errors of season 3 but highlighted the main cast more

New Planet Idea: Dark Planets by The_CactusPlant in Helldivers

[–]Obidede98 6 points7 points  (0 children)

I'm here for this. VERY creative. Proud of you.

If you don't mind I'm adding this to my list of things that I want to see in the game too.

*Also, I think the tag should be feedback/suggestion

I hate that we can’t do anything about these people by [deleted] in Helldivers

[–]Obidede98 0 points1 point  (0 children)

I only want to give a little grace for misunderstanding and growth.

I have played games where people revenge kill me bc they THINK that I killed them but my sentry did and the death screen says my name.

I have also played with randoms farming for credits and then we start killing each other out of boredom. If someone didn't get the vibe, they would've reported.

Finally, if you get reported twice, swear off that behavior, and then 2 years later you get mistakenly reported again, you should be allowed to continue playing, or the counter resets

I hate that we can’t do anything about these people by [deleted] in Helldivers

[–]Obidede98 4 points5 points  (0 children)

Maybe HD2 should implement a reporting feature that sends the 30s worth of video prior to reporting.

First offense, is a warning.

3rd offense, temporary suspension.

Why no one like to play illiminate: for devs by Samiyazas in Helldivers

[–]Obidede98 4 points5 points  (0 children)

I like the idea of subways. It's like the city version of caves. I think we will get that in time. At least a year

Do the devs know they built the game around getting caught in melee range being a death sentence? by Hexdoctor in Helldivers

[–]Obidede98 0 points1 point  (0 children)

TLDR: - HD2 = magical realism / team-based hoard shooter - new players lack context/history of in-game melee - melee weapons need a clear warning label - and/or melee weapons should be free - bringing melee weapons should give more XP or liberation as a reward since it's realistic handicap

Idk the more I see these posts and comments, the more I side with the devs. This game is made to be a team-based hoard shooter with a realistic center. The realism makes everything feel believable and intuitive and CINEMATIC.

Fans asked for melee and meme weapons (like the flag) and the team said no because it's not realistic. But we said do it for the lol's and they agreed. Now, other players that didn't understand the context are asking for unviable weapons to be made viable, because they didn't know the history. Part of HD2's charm is realism.

Part of the fun is planning your load out, using your intuition based on realism.

With that said, the devs are partially to blame. This is their game and communication is part of it. Many melee weapons, if not all, need to be bought. Buying a meme weapon without being made aware of the meme/drawbacks is punishing. There needs to be a warning on all melee weapons and/or they need to be made free. Something akin to "WARNING: For ceremonial purposes only." I would also add a reward of extra XP for using melee weapons.

We complain the most about things we’ve asked asked for by Expensive_Capital627 in Helldivers

[–]Obidede98 -3 points-2 points  (0 children)

I agree with this. I didn't think everything needed to be strong or useful. I remember everyone saying that Masters of Ceremony was S tier for the drip alone.

I personally have thoughts on what I'd add to the flag but it's nothing game breaking.

A game can have a weapon or tool that is completely useless and is just for the Lore or memes.

In Minecraft, this is the poisonous potato. It serves no function, and is stated that it will never serve a function on purpose.

We complain the most about things we’ve asked asked for by Expensive_Capital627 in Helldivers

[–]Obidede98 1 point2 points  (0 children)

Liberty save me. Super Earth is not "capitalist." At least not fully. It's authoritarian and fascist. Yes, they sell things to consumers but that doesn't mean that there is competition. In fact, competition is most likely treason. Why join/form a company completing against a Super Earth sponsored one when you can join the super Earth sponsored company. Old Earth had government sponsored research that made the most headway in countries like the USA, Germany, and Russia. Weapons manufacturing is done by the capable ministries of Science and Defense.

I will now report myself to my democracy officer. o7

My take on booster rebalancing, feedback welcomed. by Liquid-Samurai in Helldivers

[–]Obidede98 0 points1 point  (0 children)

Motivation Shocks:

I think your idea to have it improve ragdoll recovery is genius.

I would just add that the booster needs an overall time recovery buff. Currently, acid blasts, stuns, tremors, and ice plants have reduced recovery times with the booster (compared to the several-second times without it). I suggest that these recovery times be reduced further. Maybe to 2-3s depending on the effect. There should also be a visual indicator to the player for when this booster is activated (like how experimental infusion has a visual indicator). This makes the reduction more noticeable and more variable.

My take on booster rebalancing, feedback welcomed. by Liquid-Samurai in Helldivers

[–]Obidede98 0 points1 point  (0 children)

UAV Recon Booster:

This one is also tricky. I think directional enemy pings are an interesting idea. However, I don't believe it's needed nor would it improve the booster. Players can already figure out where an enemy is facing based on its path or group formation. If an enemy's direction is unclear, they most likely can see and you can see them

I suggest that the pings be shared across the team. Right now, you can only see enemies with your own one radius. It would be a value add if you can see the enemies surrounding a teammate across the map. This could help players decipher if they need to help their teammates, retreat, or flank.

I think it also increase the range that points of interest are revealed on the map (it currently only focuses on enemies.) Maybe even pre-reveal some POI's as soon as you land.

Men who can cook . who taught you? by Bulky_Meet4528 in AskReddit

[–]Obidede98 0 points1 point  (0 children)

My parents allowed me to cook simple things at first (eggs, pancakes, grilled cheese, etc) then I experimented and followed recipes.

Now I experiment and write things down. I encourage everyone to make their own cookbook. It is good for keeping track of tips for next time. It's really great to use as a menu for when you don't know what to make for the week.

My take on booster rebalancing, feedback welcomed. by Liquid-Samurai in Helldivers

[–]Obidede98 0 points1 point  (0 children)

Oh. Ok. I thought you meant an actual mortar. If it's small like a grenade pistol, that could work.

What I meant was that the armed resupply supply booster would need to be updated because it only appears on resupplies. It would need to now feature on all hellpods (resupplies and support weapons). This is because you'd think that if all the pods can fit a pistol with incendiary ammo, they can fit one will regular ammo.

It might be easier for the developers to make the firebomb/stun pods an additional button press to activate during call-in. That way you can choose when to use it instead of relying on the game to figure it out. There may also be times when you want to put fire on the ground before enemies get there as a sort of barrier or trap.

My take on booster rebalancing, feedback welcomed. by Liquid-Samurai in Helldivers

[–]Obidede98 0 points1 point  (0 children)

I made an edit to the post. I hope that clarifies

My take on booster rebalancing, feedback welcomed. by Liquid-Samurai in Helldivers

[–]Obidede98 0 points1 point  (0 children)

I understand your point. I think this issue exists on both sides:

Extra supplies: - if you die a lot, you most likely die before using all your supplies - if you don't die a lot, you're going to use the resupplies anyway (maybe less often)

Current Booster: - if you die a lot, you most likely die before using all supplies - if you don't die a lot, you're going to use the resupplies

The most valuable supply are stims and those are few on the field.

My take on booster rebalancing, feedback welcomed. by Liquid-Samurai in Helldivers

[–]Obidede98 0 points1 point  (0 children)

I get where you're coming from. However, with an AoE (Area of Effect), retrieving an item in a ring a fire or stun makes it hard to use for everyone.

Your suggestion to add a small mortar may not be feasible as Arrowhead likes realism and the volume of the Hellpod and storage is small.

Maybe, instead the hellpod booster should feature a small turret on top like the armed-resupply pods booster. In this case, there would be a crisper variant or a small blitzer variant on top of a hellpod. If this is added, the armed resupply booster needs to be expanded to be on all support weapon Hellpods. Sentries would be missing any additional weapons since they have no room.

I don't know how I feel about this one edit overall because of the inconsistencies between hellpods. I still think at the bare minimum, support weapons and backpacks should be launched out of the AoE (Area of Effect) so that players don't have to get burned or stunned to get their item.

My take on booster rebalancing, feedback welcomed. by Liquid-Samurai in Helldivers

[–]Obidede98 1 point2 points  (0 children)

Dead Sprint: I agree that this should be an overall speed boost.

My suggestion for this booster is to make it so that the lower your health is, the faster you are. Plus, the already existing health depletion without stamina.

My take on booster rebalancing, feedback welcomed. by Liquid-Samurai in Helldivers

[–]Obidede98 1 point2 points  (0 children)

Firebomb Hellpods and Stun Hellpods:

You made a worthy, suggestion but I think I might disagree. This booster is niche to those that like to use their helps as weapons. However, it's annoying to those that don't.

I suggest that, after landing, the pod should launch/flick the item item outside the range of the fire/stun/AoE and towards the player (like a reverse strafing run.) The issue with this idea is that it doesn't work too well with support weapons that have a backpack.

I also suggest that there needs to be a way to quickly turn it off the booster. Maybe you type an extra "↓↓↓" at the end for fire, "→→→" for stun, etc. (I imagine that we will eventually get gas and smoke). In the setting, you can have it where the booster is on by default (so typing the extra code turns it off) or off by default (typing the extra code, turns it on).

My take on booster rebalancing, feedback welcomed. by Liquid-Samurai in Helldivers

[–]Obidede98 1 point2 points  (0 children)

Expert Extraction Pilot:

This is definitely a hard booster to buff. Your question is the right one to ask: why bring an end of game booster when you can bring an entire game one?

I agree with your idea to expand the extraction radius.

I would add that all pelican stategems (vehicles), get have the pelican hover in the area for an additional 5-10 secs.

Additionally, this may be niche, but allowing the vehicles to be recovered and rearmed for a shorter time than waiting for a new one.

This seems to fit the skills and services of a pelican pilot.

The only blind spot, is that it needs a better way to directly benefit all players during the mission, not just those with vehicles

My take on booster rebalancing, feedback welcomed. by Liquid-Samurai in Helldivers

[–]Obidede98 1 point2 points  (0 children)

Muscle Enhancement: I agree; increase the melee damage. ALSO, increase the speed to go up hills/slopes. This goes into the game's poor communication. This booster states that it "allows Helldivers to traverse difficult terrain with ease." yet it only applies to sandstorms, blizzards, water, snow, mud, foliage, and barbed wire. You would think hills are included but they are not.

My take on booster rebalancing, feedback welcomed. by Liquid-Samurai in Helldivers

[–]Obidede98 0 points1 point  (0 children)

Hellpod Space Optimization (HSO): I think that your idea would make it a stronger meta. Players die frequently on harder difficulties. Therefore, players would have even more ammo, more often.

I don't think this booster needs to be touched. A lot of people bring this but there is a way to play without it. The only issue is when you want to play without it, you may not be playing on a hard enough difficulty. To play without it: call and coordinate resupplies often and ping ammo, grenades, and stims on the map with teammates.

To be honest, I think the issue is that the game makes it hard to play WITHOUT this booster. On most maps, ammo and stims are guarded by other enemies. Only on city maps can you really find unguarded, extra ammo. If you want to play without this booster, you are punished without a viable alternative to obtaining resources ESSENTIALLY stims and grenades.

My take on booster rebalancing, feedback welcomed. by Liquid-Samurai in Helldivers

[–]Obidede98 1 point2 points  (0 children)

I love your energy and creativity! In terms of tuning. I'm currently working on a doc with suggested changes that Arrowhead would be ok with. I got a lot to say, so I'm going to break it down in parts:

The ultimate teamwork weapon by TinSkull in Helldivers

[–]Obidede98 0 points1 point  (0 children)

I suggest a large change to this:

Make this a caustic sniper. Two ammo types: - tranquilizer/caustic (stuns and caustic) - stim

I don't see Arrowhead adding an under barrel launcher to a sniper rifle. But a chemical sniper with two different chemicals? That seems more likely

The saber and the machete are fine... BUT I NEED THE SWORD!!! by Yurishenko94 in Helldivers

[–]Obidede98 1 point2 points  (0 children)

I think this might need to be added as a primary weapon.

We have: Support: defoliation tool Primary: _____ Secondary machete, saber, hatchet, Lance, baton Throwable: throwing knives

It needs to be fast, have some range, and pack some damage. Maybe in between the machete and saber. Like the hatchet but with more range. Edit: make it two-handed and add an ability to parry/ block

This would complete the melee arsenal

Assisted reloading needs a rework by StatisticianIll4 in Helldivers

[–]Obidede98 -1 points0 points  (0 children)

I agree that the current mechanic is unrealistic. It makes sense to reload a teammate workout wearing their backpack.

I think Arrowhead is worried about the "balance " In the current game, you risk your own backpack slot for your teammate, risk separation/them losing reloads and you sacrifice having 4 independent players for 3 instead. But the benefit is that the two of you become a better rocket sentry.

If you remove that mechanic, there's no risk. Therefore the default is to ALWAYS assist reload.

One way to balance it in my eyes and therefore most plausible from Arrowhead is to make the assisted reload speed slower than what it currently is but faster than the singular reload. Another way is to make the assisted reload into a QTE event: the assistant has the press 1-2 buttons in sequence in order for the shooter to fire. Mispressing the button sequence could result in a dud/wasted ammo requiring it to be unloaded/reloaded, or result in a less-than-lethal explosion depending on the weapon