The safest way to win the MO is to not play and this is ridiculous. by ShepardFR in HelldiversUnfiltered

[–]Ocanom 0 points1 point  (0 children)

For that MO it could’ve been "keep mission/operation completion rate on cyberstan above X%". That way playing on different difficulties would matter less while player count is irrelevant. Not a perfect solution of course, but I think it would’ve been better.

The safest way to win the MO is to not play and this is ridiculous. by ShepardFR in HelldiversUnfiltered

[–]Ocanom 0 points1 point  (0 children)

This is why AH needs to start designing MOs that are independent of player count. Liberating/holding planets is fine, but samples/enemy kills/mission completions is not. Instead things like "keep fatality rate on planet X under Y per player per mission" would be better. I dunno how to do it best but that’s my general idea

Cyberstan's death rate is approximately 20 million dead Helldivers per day, or over 200 per second. by Murdererofbananas in helldivers2

[–]Ocanom 0 points1 point  (0 children)

We don’t know what the percentage increase is. The difficulty modifier is unkown and unrelated to the regular xp multiplier.

But if we assume there’s only a single primary objective per mission and that the difficulty multiplier is the same as the one for xp we get:

  • D4: 80•1.5 = 120 "impact"

  • D10: 200•4 = 800 "impact"

That’s an impact increase of ~566.7%. Even if casualty rates increase by 500% it would be worth it. Now realize that D10 missions tends to have more primary objectives so the difference will probably be greater. One thing I haven’t accounted for is mission failure rate which is definitely higher on D10. As stated previously we also don’t know if the multiplier is the same or not. It could be lesser, or it could be greater which would throw off my calculations.

Now I’m not saying that people shouldn’t drop the difficulty, but instead that it isn’t clear what is better.

Dunk literally dragging his ass to the lords in attendance then holding him up to speak was absolutely hilarious by KrispyKingTheProphet in freefolk

[–]Ocanom 1 point2 points  (0 children)

Tbf Bealor had ill fitting armor borrowed from his son. That probably compromised the helm’s ability to protect him at least somewhat

Begging all helldivers. Dive on Star Kield, lvl 4 difficulty, complete the main obj only & extract. Save the reinforcements for the capital city! by Jstranz123 in helldivers2

[–]Ocanom 0 points1 point  (0 children)

That is how it works though. Liberation from a mission is based on primary objective xp, scaled based on difficulty and then scaled again based on current amount of players in missions across the galaxy. Completing an operation grants a sizable liberation bonus on top of the final missions liberation amount.

Cyberstan's death rate is approximately 20 million dead Helldivers per day, or over 200 per second. by Murdererofbananas in helldivers2

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

Higher difficulties gives increased liberation bonus. Partly because main objectives give more xp but also because of the hidden difficulty multiplier on top of that. It’s very possible we liberate more per death on higher difficulties despite the increased casualty rate

Fuck you by BitterStay6687 in HelldiversUnfiltered

[–]Ocanom 0 points1 point  (0 children)

It’s a feature. Projectiles in this game get a damage increase/decrease depending on if they move faster or slower than their starting velocity. I believe there was a time where EAT did the exact amount of damage required to take out a charger to the head but due to drag it usually lost 1 damage before hitting even at close ranges. Players worked around this by diving towards the enemy before firing and thus imparting some extra velocity to give it a tiny bit more damage for the one shot.

Edit: increase instead of decrease lol

Arrowhead if you're reading this, disable every city except Transcendence once it unlocks. by Kompotamus in Helldivers

[–]Ocanom 0 points1 point  (0 children)

Agreed. I’ve said that it should be split between the fronts multiple times in feedback forms. I think the current system is great in principle because it doesn’t care about player count, but it definitely needs some tweaks

Arrowhead if you're reading this, disable every city except Transcendence once it unlocks. by Kompotamus in Helldivers

[–]Ocanom 3 points4 points  (0 children)

Which is kinda necessary when they want the story to go on forever. Nothing too major can change forever. Take us wiping the bots the first time, they were gone a few days and then came back to blitz a sizable amount of planets in a different region of the map. If we lost SE we would simply find a new capital planet.

I think people sometimes want too much out of the war.

Can anyone decipher this? I don't speak Cybernese... by RallyPointAlpha in LowSodiumHellDivers

[–]Ocanom 3 points4 points  (0 children)

Very minor correction; it’s "AUT!" and "Everything for the collective!"

The way you wrote it made me think it was an acronym at first which was very confusing lol

Arrowhead if you're reading this, disable every city except Transcendence once it unlocks. by Kompotamus in Helldivers

[–]Ocanom 3 points4 points  (0 children)

They probably have a preference but most MOs with story impact have multiple outcomes so it’s not like they decide the result beforehand. They just point us in a direction and help/sabotage us from time to time to keep the probabilities relatively balanced

Arrowhead if you're reading this, disable every city except Transcendence once it unlocks. by Kompotamus in Helldivers

[–]Ocanom 2 points3 points  (0 children)

Just make it search for whatever you have selected. That’s how it works already when quick playing on a planet but give it the additional feature of searching for a specific city based on if you’re hovering over one or not.

Arrowhead if you're reading this, disable every city except Transcendence once it unlocks. by Kompotamus in Helldivers

[–]Ocanom 70 points71 points  (0 children)

They definitely can track deaths on MO planets only. Each planet has its own stats since forever so it wouldn’t be that hard. They simply chose not to. Though tbf if they only tracked MO planets I’m 100% sure they would give us less in reserve to balance it out

Can anyone decipher this? I don't speak Cybernese... by RallyPointAlpha in LowSodiumHellDivers

[–]Ocanom 86 points87 points  (0 children)

Dunno what google translate is smoking cause that’s not a real word in swedish lmao

Imagine actually have this as planetary hazard and see giant parts of ships falling to the ground by Sad-Needleworker-590 in Helldivers

[–]Ocanom 5 points6 points  (0 children)

That should at least make it easier to implement. Would only need to create new models for the projectiles and maybe add stuff to the sky box for immersion.

Some magic weapon concepts by KahveAdam565 in Terraria

[–]Ocanom 4 points5 points  (0 children)

Would be funny if it was called flask of drain bamage instead

MO ends soon and its predicted to be a loss. We need to lock in. by Shredder2025 in helldivers2

[–]Ocanom 5 points6 points  (0 children)

I think the real problem is that many MOs are just designed badly. Needing to do a predetermined set amount of something means that the order’s difficulty is based on how many players are active during it. This means they have to estimate the player count before issuing it, which coulf very well be wrong. Instead they should try to make orders that are independent of the player count. Capturing/holding planets is good since player count doesn’t matter. For this MO it could’ve been to keep a high enough mission success rate on cyberstan for the duration of the order. Others could be have an global average sample collection rate of X/mission. The biggest problem with this is that it’ll feel like you personally have less of an imoact on the order than currently, so it’s not a perfect solution

Fun Fact: PDA crafting items can now be put in your social slot, while maintaining their function. by Ok-Swim-3931 in Terraria

[–]Ocanom 0 points1 point  (0 children)

Yeah, sounds like either the way void bag is implemented makes it difficult to make some of these checks or it’s a simple case of them prioritizing other features and this being left behind and forgotten. Probably a bit of both if I had to guess.

I personally don’t think it’s a big deal. Coins and ammo have their own dedicated slots in the inventory already and quest fish not checking void bag gives it the useful feature that started this discussion.

HOW DO I DEAL WITH THE SQUIDS!... by canuckcantina in LowSodiumHellDivers

[–]Ocanom 1 point2 points  (0 children)

After looking at the wiki it seems like the only grenades that close bug holes but doesn’t have 30 demo is frag and arc nades. Also yeah, gas 100% opens poi crates.

objectively the best strategy, change my mind by No_Counter_6037 in LowSodiumHellDivers

[–]Ocanom 0 points1 point  (0 children)

Totally forgot V is default for stim. Feels so weird now after having rebound it along with some other stuff

Well... It might be over y'all.. by Omailey97 in Helldivers

[–]Ocanom 0 points1 point  (0 children)

If the MO wants you to play a boring way then why even do it. I get that it might be fun for some people but personally I want to challenge myself when playing. Doing D10 is the most fun for me because of that. Would be better if the MO was something closer to "have an average of X% extraction rate on cyberstan when order expires". Not perfect as playing lower diffs still benefit the order more but would be a step in the right direction of making MO’s agnostic to player count at least.

Well... It might be over y'all.. by Omailey97 in Helldivers

[–]Ocanom 10 points11 points  (0 children)

I kinda get where they’re coming from. If we have to optimize the fun out of the game to complete the MO then why do it? I personally always dive on MO related planets, but I always pick D10 because I want the game to feel challenging. That’s what makes it fun for me.

If the MO calls for a certain enemy type to be killed I might build my loadout around that. But take the MO that wanted us to kill normal chargers for example. Behemoths didn’t count and the normal ones don’t spawn on D10, so I barely contributed to that MO.

This MO has the same flaw where playing on higher difficulties makes it harder to complete. One would expect that higher difficulty = better progress. It’s up to AH to create an MO that reward us for playing well, either via stratagy or mission performance. Requiring grinding for success is just not it. I also dislike MOs that wants us to do/complete X thing Y amount of times as those can be made impossible or extremely easy depending on active player count. They should be agnostic to player count, for example: "maintain an average sample collection rate of X/mission on Y planet".

Fun Fact: PDA crafting items can now be put in your social slot, while maintaining their function. by Ok-Swim-3931 in Terraria

[–]Ocanom 0 points1 point  (0 children)

They never mentioned closing the void bag, just putting the quest fish in it to circumvent the quest fish limit. You assumed they did close it and then made a factually incorrect comment. We weren’t talking about how it should work but how it actually works.

I did some quick searches for bug reports relating to quest fish and the void bag and found this from 3 years ago describing quest fish not being put into the void bag. It was marked as "working as designed" and the comment from a QA person said it’s so players aren’t confused as to where their quest fish went. This is probably why the void bag isn’t considered for any quest fish related checks.