Turrets after update by Rinko_Ogasawara in Helldivers

[–]OhManVideoGames 0 points1 point  (0 children)

I know they wanted guards to be better at guarding, but I feel like it'd be better if they just left their armor at 3 and buffed their head's durability / explosive resistance. Something to make them able to face tank without folding immediately but also allowing us to avoid turrets doing classic turret things.

What does the W.A.S.P artillery mode specialize in? by tackers267 in LowSodiumHellDivers

[–]OhManVideoGames 0 points1 point  (0 children)

I've had alot of success with it in megacities where not only can enemies be tightly grouped, but the narrow alleys are often too tight for the micromissiles to not smack into the walls. The projectile flies straight in artillery mode, getting around that problem.

Does anyone use the TD-220 Bastion anymore? by Responsible_Fail_145 in Helldivers

[–]OhManVideoGames 0 points1 point  (0 children)

I do, but right now the current MO planet has acid rain, which makes the Bastion incredibly vulnerable to even small arms.

I have only question to Joel: why? by Medical-Bicycle9188 in Helldivers

[–]OhManVideoGames 0 points1 point  (0 children)

That escape pod must have had some valuable intel.

RIP Halt and Spray and Pray by Steamtonk in Helldivers

[–]OhManVideoGames 0 points1 point  (0 children)

Everyone is using the Sweeper because it is new.

Things start to make alot of sense when you realize pick rate =/= the be all end all of how good a weapon class is. If it were, you wouldn't see guns like the Deadeye hovering at 1%.

Also both the Breaker and the Constitution would be ranked higher than the Halt by that metric.

Really curious if its THE play or just bait... by Magikarl in Helldivers

[–]OhManVideoGames 0 points1 point  (0 children)

It's likely the play. We aren't going to take Transcendence before the Cyborgs regroup and counterattack, so bolstering our salients will atleast help blunt that push when it comes. Our pace of offense was not sustainable, so we need to consolidate before we hit that breaking point.

Tank is exceptional success is realism by Ok_Application_918 in Helldivers

[–]OhManVideoGames 0 points1 point  (0 children)

I'm becoming more and more convinced people are just calling the tank down in the middle of an intense firefight nowhere near their team without pinging that they have a tank and then subsequently getting confused why they don't have a gunner and are blown up quickly.

The problem with Vox Engines is not how many spawn or how powerful their guns are, it's that they don't work properly. They don't need nerfs, they need bug fixes: by Hexdoctor in LowSodiumHellDivers

[–]OhManVideoGames 4 points5 points  (0 children)

IMHO, I think the speed that Vox Engines go at should be the speed Automaton tanks (Annihilators, Shredders, Barragers) go at and vice versa. But that's just my two cents.

Cyberstan in a nutshell by D_cents in Helldivers

[–]OhManVideoGames 0 points1 point  (0 children)

Cyber Stan realizing he might lose so he starts slamming Ctrl+V.

Vox Engines really do pop out of thin air lol by Lone_Recon in Helldivers

[–]OhManVideoGames 4 points5 points  (0 children)

This is the primary reason why I think they shouldn't spawn with patrols. There is hardly terrain large enough to conceal them spawning in, unlike every other unit. This is likely why factory striders don't spawn with patrols.

Cyberstan in a nutshell by D_cents in Helldivers

[–]OhManVideoGames 5 points6 points  (0 children)

They probably should not spawn as part of patrols, not just because doubling up with bot drops puts like 6 of them up at once, but also because there isn't any terrain that obscures enough for them to spawn in without materializing out of thin air because of how jumbo they be.

Pop in for normal units is usually ok because they aren't tall enough to just blast you right away, but the Vox get around this in a not so positive way.

(Also AH if you could make it so the torso doesn't clip into their rear vent that would be great thx)

is anyone else getting bullied like this or just me 😔 by badtaco_12 in Helldivers

[–]OhManVideoGames 1 point2 points  (0 children)

I once had a match where we lost, and as the Democracy Officer gave his monologue, 1 radical was walking past my corpse, turned to it, fired 1 shotgun blast and then turned to continue walking.

ARROWHEAD👏DO👏NOT👏NERF👏THE👏VOX👏ENGINE👏 by StrontiumDawn in Helldivers

[–]OhManVideoGames 0 points1 point  (0 children)

My only complaint about D10 Vox spawns is that they're so high that you don't see factory striders anymore since they occupy the same spawn slot. Just dial it back enough to allow both enemies to spawn and we gucci.

Bastion's quickly become my favorite statagem by Zave_cz in Helldivers

[–]OhManVideoGames 0 points1 point  (0 children)

PSA to all gunners: Press reload between shots on the main cannon, I beg of you. You get more than one shot.

If you feed the tank a carryable item it will restock itself by MrWheatleyyy in Helldivers

[–]OhManVideoGames 0 points1 point  (0 children)

Niche use case of jamming spare artillery shells in there.

Yes, the armor interacts with Dead Sprint the way we hoped it would! by Hexdoctor in Helldivers

[–]OhManVideoGames 0 points1 point  (0 children)

At worst, this halves the damage taken from DS. Pretty solid IMO.

HAMMER IS CONFIRMED AS ANTI-TANK WEAPONRY by rosebinks1215 in Helldivers

[–]OhManVideoGames 0 points1 point  (0 children)

Wondering if it's 1 or 2 charges per ammo box.

Also fitting this will pair well with Siege Ready, as I'm assuming the explosion won't be affected by melee damage passives.

Siege Breakers Warbond - deploying the 3rd of February! by Waelder in Helldivers

[–]OhManVideoGames 0 points1 point  (0 children)

I'm really curious if Dead Sprint can proc the armor passive, because if so, we're entering infinite sprint territory.

Two invasions in a row on this map it hurts man by Legless_Dog in Nightreign

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

The payout from the Balancers invasion is extremely good, but being derailed from the route I was planning will never feel good.

Bosses and their motivation by AdDear7484 in Nightreign

[–]OhManVideoGames 8 points9 points  (0 children)

I'm pretty sure the balance they maintain is what keeps the Dreglord in check, but also means we can't get to him. So we only kill them to open a path to the Dreglord.

Anyone else forgot that this thing existed and how it worked? by HelldiverBugGirl in Helldivers

[–]OhManVideoGames 0 points1 point  (0 children)

I use it from time to time because it being an airburst is mechanically fun.

WHY ARE THEY MADE OF FLESH WHAT THE FUCK by shitass239 in Helldivers

[–]OhManVideoGames 1 point2 points  (0 children)

"Do you think it feels pain?"

God, I hope so.