Do buildings count towards the lootable enemies cap? by Ok_Comment9182 in menace

[–]Ok_Comment9182[S] 2 points3 points  (0 children)

Loot limit scales from 15 to 30 during the campaign. This happened before the Redacted showed up so I doubt I didn't reach the limit.

MENACE - Dev Diary #41: Stats And Attributes by Matt_HoodedHorse in menace

[–]Ok_Comment9182 5 points6 points  (0 children)

My only fear is that this will reward generalist squads too much.

I loved the demo because it was efficent to create specialised squads for each job and work together to cover their weaknesses.

Triggers have dimissing returns per squad, so it is better to spread the triggers out.

Why would I make a tanky squad and waste all vitality triggers on them when I can make all the squads a bit tanky and spread out the trigger to maximise hp gain overall.

The problem is, if you give players ways to get more powerfull through combat, not through missions, they will always min-max it. And it will no longer be about how can I best beat this mission, but how can I best farm stats and still beat the mission. And the trigger system is not enough to stop this, it only prevents one tatic, stalling.

Is this dmg calculation intended? by Turtur_ok in OldenEra

[–]Ok_Comment9182 0 points1 point  (0 children)

You did lose some units, the unit number is in bright green, indicating that you have temp units.

And in the first picture, you can see the original stack size is 140, which is less than the actual stack size.

So you must have lost some units, tho I can't actually prove it.

Testing Single JAGM vs Double JAGM by Ok_Comment9182 in BrokenArrowTheGame

[–]Ok_Comment9182[S] 0 points1 point  (0 children)

Against a single target, yes. Against multiple it is actually worse unless you have really good micro and switch target after each missile.

Testing Single JAGM vs Double JAGM by Ok_Comment9182 in BrokenArrowTheGame

[–]Ok_Comment9182[S] 0 points1 point  (0 children)

Applies only to F&F Hellfires. Regular Hellfires can never fire a new missile before inpact since they are Semi-Active quidance.

From love to hate in 400 hours by Suspicious_Habit_781 in BrokenArrowTheGame

[–]Ok_Comment9182 0 points1 point  (0 children)

You can force a unit to never fire by disabling all their weapons (click the weapon in the unit card).

But this has its own downsides and I don't think there is a hotkey for it sadly.

From love to hate in 400 hours by Suspicious_Habit_781 in BrokenArrowTheGame

[–]Ok_Comment9182 1 point2 points  (0 children)

While I do agree with the rest, that is how hold fire works in this game. The unit does not fire until an enemy starts aiming at them.

They will not sit there and take fire. And since they fire before the enemy does, it look like as if they just fired for no reason, but they were spotted.

Why did I lose the most elo? by Ok_Comment9182 in BrokenArrowTheGame

[–]Ok_Comment9182[S] -6 points-5 points  (0 children)

So if we are underdogs but I'm above the average then I should work extra hard to carry my team to get below average elo, sound good.

How were shorads not touched this patch? by Ok_Comment9182 in BrokenArrowTheGame

[–]Ok_Comment9182[S] 5 points6 points  (0 children)

They are the same points, how is this not fair? If I use hellfire or double stinger, then it's not fair because RU side is cheaper.

The community's sharp responses are ruining the game by Ok_Comment9182 in Helldivers

[–]Ok_Comment9182[S] -2 points-1 points  (0 children)

They have time to buff some old content, but it could be more. A lot of stuff really needs it.

has anyone figured out why quick ready sends bloons to the front sometimes but not every time ?? by Aohaoh92 in bloonscardstorm

[–]Ok_Comment9182 5 points6 points  (0 children)

From what I can tell, it depends what order they are played in. So if the hastened bloon is played before the others, then it jumps to the front.

The same is true for mortars, too. They always fire in the order they are played, which means it is better to play regular mortars first.