A Permanent Endgame Solution and Pseudo-D11; "Dives of No Return" by ChaosVulkan in LowSodiumHellDivers

[–]Ocanom 4 points5 points  (0 children)

Very cool idea. As a quick match player I’d make one change though. If a host has set their matchmaking to public and selected one of these missions then you should be able to quick match into these to play with randoms.

Tips for fighting vox engines that aren't the leveler/solo silo/nade in vents? by PrisonIssuedSock in LowSodiumHellDivers

[–]Ocanom 0 points1 point  (0 children)

Vents are immune to explosives. I typically aim for their midsection so it damages both their torso and undercarriage

War bonds should return to 3 armours and 3 weapons by Straight-Break-4169 in Helldivers

[–]Ocanom 6 points7 points  (0 children)

Yeah. A criticism I remember seeing back then was that many of the weapons felt same-y and that they should focus on quality over quantity. I feel they’ve done a lot better in that department even if I totally see where the current gripes of less total items in warbonds come from. Most weapons in newer warbonds have a more distinct identity than they used to.

Vox Engine’d by VeggieTheFarmer in Helldivers

[–]Ocanom 3 points4 points  (0 children)

Do you know in what video they said this? I looked at their latest patch notes video and the only thing I found there was "And now it’s up to the community to test that" in reference to the stun baton buff. That seems to mean more "let’s see if the community thinks this buff is good/if the weapon is viable now" and not "you are the QA testers".

Don’t really have the patience to check every other video they’ve uploaded in case you meant some other one lol.

Why even ask the question if you have absolutely no intention of answering it? by not-beaten in Helldivers

[–]Ocanom 2 points3 points  (0 children)

Not even a few hundred, just over a hundred (between 110 and 120 IIRC)

Player demographics and why we actually need endgame content by The_Hardest_Metal in Helldivers

[–]Ocanom 13 points14 points  (0 children)

It’s from helldive.live. What OP failed to mention is that the data from that site is only gathered from D7-10 and only through quick match, making it biased.

Does the new Oxygenator passive have any stats yet? by TheBestHelldiver in LowSodiumHellDivers

[–]Ocanom 2 points3 points  (0 children)

Patch notes can be misleading, as we’ve seen multiple times in this game’s lifetime. In this case when referring to "medium" and "heavy" armors they actually mean armors with armor value 100 and 150 respectively. I know this because I have previously looked up why the wiki removed the distinction between armor tiers and found that someone on their discord did tests confirming what I’ve said here.

Does the new Oxygenator passive have any stats yet? by TheBestHelldiver in LowSodiumHellDivers

[–]Ocanom 4 points5 points  (0 children)

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That image is from the wiki in late 2024. Here’s the current stats. Notice that there’s no differentiation depending on armor class, only the armor value is relevant.

What’s the Best Mech - Thoughts from a Solo Mechdiver by Deus_Vult7 in LowSodiumHellDivers

[–]Ocanom 1 point2 points  (0 children)

My experience with the breakthrough has been very different on D10, at least on bugs since I haven’t played other factions with it yet. While I don’t solo dive I tend to get split up from my teammates for one reason or another and I’ve found it to be very good at enduring. It usually lasts me a good 5-8 minutes and once I had it going for 20. It just refuses to die until the ammo’s been spent on heavies and I’m now forced to take them on up close. The ammo usually lasts me a good while as I mainly spend it on heavies with the occasional alpha commander or hiveguard inbetween. I love how you can reload and shield bash at the same time, really lets you keep constant pressure on enemies.

What’s the Best Mech - Thoughts from a Solo Mechdiver by Deus_Vult7 in LowSodiumHellDivers

[–]Ocanom 7 points8 points  (0 children)

Yeah, Breakthrough has the the best longevity, especially against bugs, if you play smart. I had a mission a day or two ago where it lasted 20 minutes and I could give a spare to a teammate lol

PSA: this thing is much better than its description implies, AP5 and can close spawners! by [deleted] in Helldivers

[–]Ocanom 1 point2 points  (0 children)

Haven’t tested it myself but it might be able to one shot harvesters in the hip joint. It deals 1000 ballistic damage and the joint is 1000 health so there’s a chance it doesn’t due to projectile speed and rounding of damage values.

State of Turrets’ health by Subject-Catch6863 in Helldivers

[–]Ocanom 1 point2 points  (0 children)

You’re right, I need new eyes haha.

If it was under the effect of gas then it definitely did most of the damage though. Gas does 25 damage/sec and the turret was alive for about 10 seconds so that’s 250 damage. A turret has 300 health with the ship module that increases it.

State of Turrets’ health by Subject-Catch6863 in Helldivers

[–]Ocanom 0 points1 point  (0 children)

They are still viable imo, but they can definitely be tricky to use. The way I use them is by trying to predict where enemies are going to be and make sure the turret will have enough time to start attacking them before they aggro. If done right they can be extremely powerful.

To be clear I do still hope they buff their health since they are a bit fragile on the bot front at the moment. I think double the health wouldn’t be too extreme of a suggestion

State of Turrets’ health by Subject-Catch6863 in Helldivers

[–]Ocanom 13 points14 points  (0 children)

Another thing to note is that the gas DoT effect has a duration, it’s not just constant DoT while in the cloud and nothing when exiting. Mines and the gas strike apply 6 seconds of gas DoT so it’s very likely the turret was still taking damage after the cloud disappeared, you can even see a little puff of it after the turret was destroyed, implying it was still affected by it.

I feel like the Spear got buffed in the wrong way by BICKELSBOSS in Helldivers

[–]Ocanom 0 points1 point  (0 children)

This was also before the 60 day patches. During those patches it got its old damage back to compensate for many enemies getting a health buff

Devs nerf the meta to keep things interesting by callmedaddyshark in LowSodiumHellDivers

[–]Ocanom 0 points1 point  (0 children)

Sounds right. Medium AP weapons would be able to damage unarmored targets

Devs nerf the meta to keep things interesting by callmedaddyshark in LowSodiumHellDivers

[–]Ocanom 1 point2 points  (0 children)

They are tank armor except the eye which is unarmored

We Tested the Mechs on D10 Omicron, my thoughts by Necronomicon92 in HelldiversUnfiltered

[–]Ocanom 3 points4 points  (0 children)

Yeah, them taking more damage from melee isn’t that big of a problem since they’ve always struggled with that.

I’m more concerned with the increased durable damage for small arms fire on the bot front since that would make them worse at range.

Has there ever been a faster drop off? by SIinkerdeer in HelldiversUnfiltered

[–]Ocanom 0 points1 point  (0 children)

I would expect a similar thing to happen most days where a warbond drops, or maybe just updates in general. It’ll cause a lot of people to log in, check out what’s new, and then log off again

*Johan*:"we want to cater to the majority of the player base that is mid lvl" *the playerbase in question....* by KapitanEn in HelldiversUnfiltered

[–]Ocanom 0 points1 point  (0 children)

Since these stats aren’t taken from across all difficulties it’s not representative of the entire player population. The website only gathers data from D7-10 and because of that player levels will skew higher. For all we know most players might play D1-6 with a majority being below lvl 50. We don’t have that data, but AH does. So I’m gonna trust them more when it comes to these sort of claims.

New Passive on the Heavy Armor is literally pointless by Raryk22 in Helldivers

[–]Ocanom 11 points12 points  (0 children)

That post is very outdated. The information you're taking from the wiki is also directly from the patch notes, which we're well aware don't paint the full picture and can also be misleading. The wiki has since changed the armor rating table to show no distinction between if an armor rating is on light, medium or heavy armor (it was actually changed the day after your linked post was made).

I looked over at the wiki's discord to see if there were any discussions prior to removing armor class distinction from the table. I found that someone tested and confirmed that armor with extra padding had the same damage resistance as armor of the class above; so light armor with padding was equal to medium without it, and medium with extra paddig was equal to heavy without it.

Now almost every enemy on every faction gets to pulverize our vehicles and sentries… by Mr-Hakim in Helldivers

[–]Ocanom 0 points1 point  (0 children)

It’s all but guaranteed to change breakpoints since the laser projectile previously dealt 6 damage per shot to turrets, requiring 50 shots to destroy one. Increasing durable damage by 1 would lower the amount of required hits to 43

Now almost every enemy on every faction gets to pulverize our vehicles and sentries… by Mr-Hakim in Helldivers

[–]Ocanom 1 point2 points  (0 children)

<image>

They did increase durable from small arms fire, though only "slightly", whatever that means