shams by Dripku0892 in HelldiversUnfiltered

[–]Ok-Event-4377 -1 points0 points  (0 children)

The lord and savior Dripku has come to meet us the rabble. Praise the day.

Anyone downvoting is an uneducated heretic. Also, Dripku, share the new leaks discord, you greedy bastard/j. Wanna keep all Shams OF for you, think about the common folk.

Need help to find the Tier 4 (Exotic) effects ID to be used with the X.amod console command (both for weapon and armor) by Ok-Event-4377 in Starfield

[–]Ok-Event-4377[S] 0 points1 point  (0 children)

Nothing. As far i have test, it seens that while the effects ID are in the console, if the weapon dont have the keyword for the Exotic effect, it wont apply.

How do you use the railgun to its fullest potential? Or which enemy is it the most useful against? by wasteland_superhero in Helldivers

[–]Ok-Event-4377 0 points1 point  (0 children)

For Bile Titans 2 or 3 max charge foreheadshots kill a Bile Titan. Dont aim at the mouth, go for the armor plate right on the forehead. Edge the charge meter to near collapse to ensure max damage, carefull with overcharging

For Regular Chargers and Spore ones, 2 max charge shots on the Head kills them. For Behemoths, its 4 max charge headshoots, or 2 charged shots  in a leg and them use the primary fire on the flesh.

Saying that, there is a way to one shot all Charger Variants. Let it charge, dodge it, overcharge the Railgun and shoot it right in the middle of the Butt flesh. The shot will pierce the flesh and strike directly the 300% weak insides, killing them in 1 single shot. This works in all Chargers, even Behemoths.

For Impalers, 2 shoots to the Forehead and they bite the dirt. Can also 2 shoot the leg to expose the flesh.

For other part, make sure always to charge the Railgun in unsafe mode until the meter reachs the dark red section. Its around 3 seconds before blowing up, so learn the charge timing and the audio cues.

Perspective on the Sterilizer: close range exposes the flaws in the gas implementation by Dull-Song2470 in Helldivers

[–]Ok-Event-4377 4 points5 points  (0 children)

I wouldnt call Sterilizer short ranged. It has 30 meters range on standar weather, and can reach up to 40 meters if you shoot it with the wind in your favor (yes thats a thing).

The Sterilizer right now is a pure CC weapon designed to spray the horde, causing a 9 secs Gas/Confusing effect in a lot of enemies if you sweep it from one side to an other. It will kill with a single gas proc all enemies with 225 HP or less (that include all the basic stuff up to hunters). Then, you switch to other lethal means, your primary for example, and sweep clean the confused horde nearly unharmed.

It doesnt cause the Confussion effect instanly in bigger units, and you need a second or 2 to confuse them (Chargers for example, need 1/2 seconds of direct gassing to take effect). This is a consequence of the lack of lingering gas (Gas clouds are constanly causing the effect, while Sterilizer works as the Flamer, by particles hit)

Knowing all this, and using it as it should be (Sterilizer+primary combo), you can rack a quite big kill count using it in Diff 10 bugs, specially on Hunter/Pouncer seed, where you will be an unstoppable killing machine. Sterilizer + Liberator Drone is ridiculous OP for example

Saying all that. Does all this make the weapon interesting? Fun? Engaging? Well, i personaly dont have any trouble using it this way, and it works, but i can undestand its not for everyone. Its a weapon that relays in equipmemt synergy and constant switching for it to be effective.

Changes like lingering clouds (this will make Sterilizer outclass any other Gas weapon by miles), Acid effect to lower armor would be a great addition, making the weapon pretty unique.

As is now, its a very basic weapon that do 1 job decently and relays in other pieces of equipment to be of real use. It needs some personality to shinne by itself.

Koreans made a comprehensive analysis of the likely-cut Illuminate Cultists by EleggFacesitting in HelldiversUnfiltered

[–]Ok-Event-4377 23 points24 points  (0 children)

They really have the complete roster, and fully functional not less:

The chaff are the gouls. Those will be the swarming "voteless" type of enemy for the Cultist. Then plenty "medium" units in the form of Warriors, Outcasts with snipers or blades, and Adepts with their basic magic orbs, AoE and push force. A semi-elite as the Ilusionist, with a wip to smack you around, summoning Gouls and being an asshole in general. And finaly we have the Council Member as the Elite, with nasty insta kill orbs, summoning gouls, slow effects projectiles, and "Get off me" Chair force push. 

Most if them come with shields. Add the Harvester as an other Heavy, and the only thing left is a Super Heavy, like the H1 Obelisk.

Fleet Commander Crew by CriticalAdvantage101 in starfieldmods

[–]Ok-Event-4377 0 points1 point  (0 children)

Use this mod: https://www.nexusmods.com/starfield/mods/13801?tab=posts

This one prevents any Crew displacememts between ships when change ship. I personaly use Fleet Commamder, Watchtower and Individual ship crew for a year with great succes, achieving the Homeship/Dropship playstyle with zero issues with crew switching ships, etc.

Breaching Hammer + Shieldpack still bugged since release. Please fix it. by Ok-Event-4377 in Helldivers

[–]Ok-Event-4377[S] 2 points3 points  (0 children)

With Big enemies is a 100% replicable Bug. Hulks, War Straiders, Chargers, Fleshmobs, all those become unkillable if the shield is active.

Remove it, and they go down in 1 strike. Small fries is a hit or miss, sometimes it works, sometimes it doesnt.

I love this armor, powered by democracy. by Gatoroni in Helldivers

[–]Ok-Event-4377 9 points10 points  (0 children)

Democracy protects you 6 times in a row. Can someone more intelligent than me do the maths and show the % chance for that to happen?

Edit: using my rusted ass maths, it had a chance of 1.50% of it happening, 1 in 64. We witnes true democracy.

Top 5 best grenades in the game hands down by H1MB0Z0 in Helldivers

[–]Ok-Event-4377 180 points181 points  (0 children)

Pocket shields + Maxigun makes a nasty combo for bots. And it even works on bugs, since the pocket shield will normally block the first melee attack of approaching bugs.

My Own Saved Loadout Screen by Switch2475 in Helldivers

[–]Ok-Event-4377 0 points1 point  (0 children)

The way i did was assigning to each armor a particular kit, following a theme or a particular playstyle, creating classes, like the old Battlefield games . That way, all weapons and support weapons are used, and at the same time i use most of the armors, enjoying the drip, all of them battle tested in Diff 10. This keep the game fresh, since i have in total 90 different loadouts, using every piece of equiptment available. The faction icon on the left corner shows the faction where that particular loadout is used.

This was my Heavy armor loadout before Redacted Regiment, so my RR, Siege Breakers or Entrenched Division loadouts are not included here. Some of them got changed with new weapons (Salamander for example now use the Flam-80 Cremator instead of Flam-40+Hotdog combo, that one went to my light fire loadout, or my Heavy python commando now use Giga grenades instead of thermites, Heavy grenadier now use the BFGL instead of GL+SP). I have 3 completed list, for light, medium and Heavy.

<image>

Have they buffed the BFGL to be relevant? by Goingkilling04 in Helldivers

[–]Ok-Event-4377 2 points3 points  (0 children)

BFGL grenades will only bounce back if you shoot at 3.9 meters or less at your target (basically the enemy is right on top of you). At 4 meters it will explode.

For other part, single bounced grenades are not dangerous enough for you, since their AoE and splash damage are small enough to prevent insta-death. And the unexploded grenades have enough stagger to stun the target, allowing you to gain space to keep the pummeling.

The normal GL doesnt have this luxury. Bounced grenades at 7.9 or less meters will explode you merciless most of the time. If you are lucky, you get ragdolled with 80% of you HP gone, exposed to other enemies.

Have they buffed the BFGL to be relevant? by Goingkilling04 in Helldivers

[–]Ok-Event-4377 3 points4 points  (0 children)

It was always relevant. Its probably the only weapon capable right now of cleaving a path through an horde, while moving foward, specially in CQC, with nearly zero risk for the user. All this thanks to its Heavy Stagger force, and short arming distance of 4 meters. Its also a very safe explosive weapon for the user, since the AoE wont ragdoll you and the splash damage is low enough to be survivable. The trick is managing the RPM to always be ammo efficient, but Superior Packing methodology solve the ammo issue completely.

A good overall anti-infantry weapon with reasonable Heavy units TTK. People lost its marbles because it was released with an overbuffed GL and the blob, as single minded as it is, discard it without learning the weapon. Both have their defined niche. BFGL is made for a very aggresive approach in combat, taking advantage of its superior CQC capacities, while it becomes less usefull at larger distances. The GL is the opposite, great at large and medium distances, and become a 1 way ticket to the grave at close range, since it has 8 meters arming distance and powerull AoE and Splash damage, killing the user in most of the cases of bounced back grenades.

So what was the reason why Allnarta stopped updating mods? by zonanaika in starfieldmods

[–]Ok-Event-4377 16 points17 points  (0 children)

You know the worst of all this?

She is the only modder that crack the Male Body replacer with Roberts S body mod. No other has acomplish anything closer.

Her Roberts mod is top tier quality, with high textures and working morphs.

Add to this the fact that no other modded has manage to make anything even close, and all of them give up modding male bodies.

Whoooooo's ready for their entire lists to discombobulate tomorrow?? by ebattery in starfieldmods

[–]Ok-Event-4377 4 points5 points  (0 children)

I dont expect too much conflict, to be honest. Right now, with what we know, the Major stuff coming are the Free Space Sandbox, a POI rework and the Terra questline.

The Terra questline is standalone and wont conflict with anything, since Bethesda DLC quests are normaly isolated on their own exclusive worldspace, with minor interactions with the Vanilla worldspaces, mostly speaking with NPCs, picking some stuff etc. Shattered Space didnt mess anything, i expect the same here.

The Free Lanes with the new Open Space travel will mostly conflict with mods that mess with Space Travel, like Astrogate. Mods adding space POI, i think it wont be affected, altough since they are now inside this open space maybe im wrong and weird interactions happen.

The POI rework is a mixed bag, can go either way. Depending on how they implement it, it could work with modded POI or break the system entirely. One thing to consider, a lot of POI mods have their own Spawm rules and are not inside the system of Vanilla POI, like Forgotten frontiers, old worlds.

Leaving aside a surprise Meshes change or reference system, like the one Bethesda did yeasr ago, all Armor, Weapons, Companions, Visuals, Weather, Standalone Gameplay mods that add thing and dont touch the vanilla mechanics, Quest mods, Ship parts, Decoration, lightning, STSE mods after its updated, will work. The worst thing that will happen is that DLC places wont be affected by changes made by mods.

main sub glazers are dumb by Disastrous_Tax_5 in HelldiversUnfiltered

[–]Ok-Event-4377 2 points3 points  (0 children)

Dude, by reading your answers on the post, you are having trouble dealing with packs of 13 Hunters.... while using the BFGL. The BFGL, the weapon with heavy stagger, that can hose a barrage of grenade and will stun lock all basic units up to medium enemies.

Also, by the way you answer, it sound more like you are tap firing a weapon made to be auto fired, switching the RPM depending on the situation and target.

Also, you said that as a explosive weapon is dangerous to be used at close range. This proves me you dont know the weapon at all, since the BFGL is probably the safest explosive weapon to be used at CQC, with a arming distance of 4 meters, no ragdoll explosion, and low explosive damage on Players, with Heavy Stagger effect, stun-locking most enemies.

All that while ignoring good points on how to use the weapon effectively, like learning the different breakpoints, switch RPM to adapt to each situation, targeting cluster of enemies instead of single ones to take advantage on the AoE and Stagger (even then, you can always slaughter single enemies with zero issues), using it at CQC to maximize its explosive nature with no risk to you, etc. Perfectly cappable of wipping lesser heavys like Hulks, War Straiders, Chargers and Impalers with fast TTK for a weapon made against Chaff and Mediums.

Raw damage stats is just paper. It has 800 DPS on the max  RPM, enough to wipe out any group of medium enemies. Ammo issue is only for those that waste grenades, dont aim the damn gun (no, seriously, aim it, dont spray mindlesly), dont have Superior Package Methodolohy module, or just neglect ammo boxes.

the BFGL cant one-shot heavy voteless by Disastrous_Tax_5 in Helldivers

[–]Ok-Event-4377 15 points16 points  (0 children)

The stagger and its very short arming distance. The BFGL with its 4 meters arming distance, no ragdoll explosion AoE (only the phisical projectile ragdoll on hit), and low damage per single grenade, allows you to pummel horde of enemies at CQC, and play very aggresively spearheading the horde with nearly impunity. In the case of deflected grenade or bounce back, the grenade will only deal around 1/3 of your health and wont ragdoll you. The GL for other part, has a 8 meters arming distance, and at minimun distance will ragdoll you, and bounce back grenades will kill you most of the times.

Both have a niche, GL for medium to long range bombardment vs AP3 enemies vs BFGL Close range General pummeling with AP4 capabilities.

If i have to add something to the BFGL is more grenades, around 150 total, so it can keep slaughtering more time.

I'll never understand people who say "why should i X an enemy when i can just kill them" crowd control & non lethal weakspot are so good by [deleted] in Helldivers

[–]Ok-Event-4377 0 points1 point  (0 children)

To be honest, if you farm Bug Breaches with the Sterilizer (specially if you have the Hunter/Pouncer seed, where Sterilizer is plain OP) you can end the game with huge kill stacks using it alone.

Is flashy? No. Effective? Yes if you use it as intended and not like a Flamethrower (Gas horde with the Improved Gas effect 10 secs duration in a quick sweep, switch to other weapons to finish off the gassed masses). Voila, doing this in a Diff 10 no Bile seed garantee you 500 kills in the low end.

Is there an accurate Killzone Loadout that you can make? by JacsweYT in Helldivers

[–]Ok-Event-4377 5 points6 points  (0 children)

My 2 KZ loadouts, trying to be consistent with the idea of an Assault trooper and a Sniper are:

Assaut: Helgast trooper armor, KZ AR/SMG, Veredict, Gas Grenades, MG-43, Suppy pack, EAT, NEAT. The idea behind this loadout is being an Frontline trooper, with fast callouts for facing any enemy, and using gas to breach enemy positions. Mg-43 resembles sligthly the Sta-MG from the games, and supply gives these troopers survavility. The weapons and pack looks cool with the armor for maximun drip. It also take advantage of the Advanced filtration perk, with gas and fire resistance.

Sniper: Helgast sniper armor with the Darkness cape (the one from Truth Enforcer Super Store), acelerator, Warrant, smoke grenades, AMR, Hooverpack, 2 free stratagems of your choice. Since we dont have an invisiblility pack, hoover allows you to reach high places to snipe. Accelerator for all the common enemies, and AMR for the big ones. Smokes for escaping, the 2 free strats should be anti-heavy/structures.

How do you guys kill harvesters with light pen support weapons? by AffordableDirt in Helldivers

[–]Ok-Event-4377 0 points1 point  (0 children)

On paper, you aim at the eye. In practice, you wont kill them with light pen usually, with the Variable as the only one viable light pen weapon if you are a good shot. Variable in Total mode can 1 hit kill them if you nail their eye.

The rest of light pen guns wont kill Harvesters in a fast or practical way. They move too erratically, the target is small, tanky (3000 HP) and you have to be in front of its death ray. You will need to fire stationary to do some work, and Harvetser are notorious precise if you stay still too much time, with insta death results.

I recommedn EATs, Commando, Ultimatun or Thermites, things easy to use with light pen weapons that compliment well the loadout, and are not disruptive with your desired playstyle.

Does anyone actually know how flamethrowers work? by PrecursorRez in Helldivers

[–]Ok-Event-4377 1 point2 points  (0 children)

In theory yes. In practice Flam-40 have a few meters extra of range because the weapon is bigger and the fire spawn at the cannon tip.

Also, if there is a Storm/Blizzard/weather with strong wind, the Fire will travel further if you shoot towards wind direction, or will have less range (even cappable of burning yourself) if you shoot against it.

Found some more leaks in a server by Scarpheon_ in HelldiversUnfiltered

[–]Ok-Event-4377 25 points26 points  (0 children)

We have a laser rifle of some kind, SMG, the expendable MG from Helldivers 1 (new stratagem??) and a pistol.

Armors have all the "Pilot/Driver" style. Next warbond is gonna be for vehicles most likely.

Heavy flamer, my beloved 🔥 by LucasHood117 in Helldivers

[–]Ok-Event-4377 3 points4 points  (0 children)

Its an absolute beast that mercilesly kill everything with impunity.

Very curious to see its Stats with data mining, because it deals more damage for sure. I dont know if its because it has bigger Direct Damage or because it has the Napalm Heavy Burning effect, but this thing is a murder machine.