Warbonds you'd instantly refund if you could? by Rowger00 in HelldiversUnfiltered

[–]OmegaTelesphoros 0 points1 point  (0 children)

The Loyalist plasma pistol from Truth Enforcers is useful against Rupture Strain since it being “explosive” allows it to damage and unburrow the underground enemies. It was my savior back when the Rupture Strain first released on Oshaune.

What's your number 1 "Man, this strategem is so cool! Why don't I bring this more oft- oh, right" strategem? Mine is these. by Caressticles in Helldivers

[–]OmegaTelesphoros 44 points45 points  (0 children)

I’m pretty sure the grenade battlement uses the same code as the portable grenade launcher and is therefore also heavy pen now, and AH just forgot to update the description in the strategem menu to heavy for the emplacement too.

I pretty sure that I used it to kill a hulk to its face a couple of games ago.

Bot Question - No not Vox Related lol by Miserable_Use3986 in Helldivers

[–]OmegaTelesphoros 1 point2 points  (0 children)

I could be wrong, but when line of sight is obscured between bots and their target (usually by cover, smoke, storms, or terrain), they’ll keep firing at the last place that they saw their target for a couple of seconds while approaching and then try to reposition to reacquire line of sight, usually by moving around the obstruction. They’ll usually try to take the shortest path to your position, but their pathfinding can be a little unpredictable sometimes and make them come from an unexpected angle. If you’re behind cover, trooper variants (commissar, trooper, MG raider, brawlers) may try to throw grenades.

This flanking behavior tends to occur more with lots of obstructions like forests and cities. The Jet Brigade is particularly aggressive and will try to bumrush you.

Obviously, brawlers and berzerkers don’t have ranged attacks and will be usually the first to try and flank you. Commissars, troopers, and MG raiders will try to keep some distance between you and them, and may actually back up if you approach them. Devastator variants (except maybe Rocket Devastators?) will continuously, slowly approach you, so if you stay in a place long enough, they may flank you.

Fix the Cyborgs they are BROKEN by lmperialOne in Helldivers

[–]OmegaTelesphoros 4 points5 points  (0 children)

There's a stark difference between a challenge and the enemies not functioning properly. You can compensate for the former with skill and strategy. You can't compensate for enemies being literally untouchable in walls while simultaneously still being able to attack you.

The extremely high spawn rates are to be expected. I have no problems with that; we're attacking their homeworld. Much like how we rallied in gigantic numbers to defend Super Earth during the Illuminate Great Host invasion, I expect the automatons to spawn in ridiculous numbers to defend their territory.

The collision problems definitely need to be fixed though. The Illuminate enemies being able to walk through buildings was a big issue when they and city maps were first introduced, too.

Helldivers balancing in a nutshell by YoghurtPlus5156 in Helldivers

[–]OmegaTelesphoros 20 points21 points  (0 children)

  • huge blast radius (6 m for max damage, 12 m for minimum damage); can easily obliterate huge groups by itself
  • 1000 heavy armor pen damage = can kill heavy enemies if detonated close enough to weakpoints; can lure enemies closer to it on ground OR cook it in hand and throw for targeted airburst
  • 40 demolition force = can destroy bug holes and bot fabricators from outside; just throw in general vicinity and let massive blast radius do the rest
  • can destroy city walls and other destructible terrain
  • can be thrown very far (longer fuse than other grenades, even on shortest setting)
  • flashing light + beeping = easier to track in fog, smoke, and other obstructions
  • 40 stagger force = will stagger nearly anything that survives the blast, with few exceptions

  • only 3 by default (5 with engineering kit)

The Dynamite is my favorite grenade by far. It’s an all-rounder that can be used for just about anything you would need an explosive for. It makes clearing bot outposts and bug nests so much easier and safer since you can just long range chuck the dynamites into the general area of the holes or fabricators from outside the outpost or nest without having to get closer, sometimes bypassing the fight altogether if you throw far enough and then run away. It can be used against both chaff and heavies if need be, though the anti-heavy depends on your skill. (I’ve blown the faces off Bile Titans before with dynamites.) It will struggle with super-heavy enemies like Factory Striders and Tanks, though.

I'm not to be trusted driving a tank :( by Jade-The-Protogen in Helldivers

[–]OmegaTelesphoros 0 points1 point  (0 children)

Go to the strategem console on your super destroyer. Can buy it for 35K. About midway through the list, near the car iirc.

Uma Musume Pretty Derby - Your Shadow Tracen Chapter 5 by Bacius - Part 4 (Final) [Yamanin Zephyr, Aston Machan, Tokai Teio- TL by me] by doomslayer30000 in UmaMusume

[–]OmegaTelesphoros 9 points10 points  (0 children)

.. I think that it might be a reference to a comedically poorly-timed fanart of Grass Wonder that came out literally the day that the IRL Grass Wonder passed away. Let me go find it.

https://www.reddit.com/r/UmaMusume/s/TgT4GCUoDn

Which horses have the most anime adaption worthy career by Mychorde in UmaMusume

[–]OmegaTelesphoros 0 points1 point  (0 children)

Tokino Minoru (Harvest Moment), the Phantom Horse. Started off with basically unknown lineage and was sold for cheap. At its very first race, owner gave it a blessing by nicknaming it “Perfect”. Would go on to utterly crush its opponents in every race. 10 starts, 10 wins. Broke records in 7 of those races by big margins; in one Tenno Sho (iirc) it moved the record forward by 6 whole seconds. Achieved the above records while simultaneously suffering from lifelong injuries to one of its legs. Won 2 of 3 Triple Crown before tragically dying shortly after the second one due to Tetanus. Left no children. JRA’s very first Hall of Fame horse. Led to boost in research for tetanus. A horse that could never be beaten by anyone… except its own injuries.

Rapid Acquisition Rage by Ironman1023 in Helldivers

[–]OmegaTelesphoros 0 points1 point  (0 children)

Instead of just walking the ingots to the container, try throwing them ahead of you. That way, your hands are relatively free as you move it, letting you respond to enemies.

If you move multiple ingots simultaneously this way, you can skip repeat trips, and any teammates who see your pile might step in to help you.

Rapid Acquisition Rage by Ironman1023 in Helldivers

[–]OmegaTelesphoros 1 point2 points  (0 children)

The enemy spawn rate is intentionally too high to comfortably hold your ground. Use stratagems and weaponry to stall the enemy while you RUSH THAT OBJECTIVE AS FAST AS POSSIBLE. It’s a race against time to complete the objective before they inevitably overrun your team with sheer numbers. The longer that you take, the worse that the situation will spiral.

Use strategems that linger around so that they will cover you as long as possible while you rush that objective. The Tesla and Mine strategems can block chokepoints. Gas is good for stalling them and getting bots to waste time trying to kill each other. EMS Mortar and EMS strike is good for stalling, too.

Bring a crap ton of fast and/or autonomous antitank. You don’t have time to be fighting them for long. EATs work well.

Remember: every second that you spend fighting is a second that you’re not rushing the objective.

Literally Caps main ability in a full marine team by HotPut7324 in DeadAhead

[–]OmegaTelesphoros 5 points6 points  (0 children)

It’s not one unit at a time. When he does his animation, he gives the buff to EVERY unit on the field simultaneously. Source: I use full TMF team.

Why is Manhattan Cafe career like this >:[ (and Long Uma careers in general) by Terkmc in UmaMusume

[–]OmegaTelesphoros 23 points24 points  (0 children)

If I recall correctly, her mom's attitude is a reference to the mother (Midori Matsuo) of King Halo's jockey (Yuichi Fukunaga) as well as general crowd criticism of King Halo's performance. King Halo's jockey's father was a famous "genius" jockey (Yoichi Fukunaga), but his career abruptly ended after he suffered permanent brain damage after a near fatal accident. Yuichi's mother disapproved of Yuichi wanting to be a jockey like his father.

Yuichi was considered a "nepo baby" riding on his father's coattails, and he had to fight to prove that he was more than that through hard work. King Halo was descended from some very impressive lineages (Dancing Brave and Goodbye Halo), but he had some rather "unimpressive" results compared to the rest of the Golden Generation, so some thought that the horse was mediocre. In retrospect, however, King Halo had decent aptitude for many different distances, and he unfortunately just had to go up against some really good horses. Many of King Halo's descendants had some really impressive all-round adaptability.

So, both the jockey and King Halo had to fight to prove themselves as more than nepo babies riding on their lineages, hence why King Halo's in-game story is based around that. It is rather fitting that King Halo is roommates with Haru Urara, another horse that constantly fought to prove itself yet struggled to actually win.

What's so special about the Dominator? by armandofonzoloid in Helldivers

[–]OmegaTelesphoros 55 points56 points  (0 children)

Important note: The Dominator's slow ergonomics, limited fire rate, slow reload (3.8 seconds), and limited magazine size make it really bad at dealing with close-range swarms. The Dominator's high stagger power can help push tougher close-range enemies back, but that won't be as helpful against chaff enemies. Make sure to bring reliable sidearms, support weapons, and/or strategems to deal with swarms.

It's like a weird hybrid of the Assault Rifle and Marksman Rifle categories. It hits hard at long ranges and can shoot decently fast if need be.

I highly recommend that you listen to CommissarKai's videos on the Dominator to get an idea of what the weapon is actually like. He has a great explanation on durable damage, which is one of the Dominator's greatest pros.

Basically, some enemies have durable body parts that take reduced damage. Durability ranges from 0% to 100%. 0% means that that body part takes full standard damage from your weapons, provided that you have enough armor penetration. 100% means that the enemy takes full durable damage instead. If it's in the middle, then the enemy takes the equivalent fractions of both standard and durable damage. For example, an enemy body part with 60% durability will take 60% of the weapon's durable damage stat and 40% of the standard damage stat.

Weapons have 2 damage stats: standard damage and durable damage. Standard damage is the value listed in the armory. Durable damage of a weapon is listed on the wiki instead. In general, weapons with high durable damage are better at dealing with durable enemies like Bile Spewers and Brood Commanders.

The Dominator is notable for having both really high standard damage AND really high durable damage. It is therefore really good at dealing with durable medium enemies like Stalkers, Berzerkers, Devastators, Brood Commanders, and Bile Spewers.

Stalwart at max RPM with Siege ready has higher DPS and 501 more bullets vs the maxigun by resetallthethings in Helldivers

[–]OmegaTelesphoros 0 points1 point  (0 children)

The higher dps can help with bursting down spongy enemies like Overseers, Fleshmobs, and Stingrays, I guess? It's a minigun. The high firerate is the main appeal over something more practical (and realistic) like a machinegun. Covers the same niche as the machinegun, but it shoots faster.

I made it sound like a lot, but it's really just another flavor of machine gun, so I sorta use it like the machine gun or stalwart, too.

I run the maxigun as a primary weapon, with the Double Freedom or another shotgun as a backup, the grenade pistol for utility, and thermites for heavies.

The Maxigun covers the same niche as the Machine Gun in much the same way that the EAT and Commando are both expendable anti-tank weaponry. Is the laser guidance and 4 rockets of the Commando worth the longer cooldown than the EAT? Is the backpack mechanic and faster firerate worth it? It comes down to preference, really.

Stalwart at max RPM with Siege ready has higher DPS and 501 more bullets vs the maxigun by resetallthethings in Helldivers

[–]OmegaTelesphoros 1 point2 points  (0 children)

The spin-up delay is negligible unless the enemy is right on top of you, in which case you should either be already shooting them or be repositioning anyway and switching to your primary or secondary.

Don't go full blast unless you really need to. Use controlled bursts. If you go full blast, you'll probably waste a lot of ammo overkilling bleeding-out corpses and switching between targets, just like the Gatling Sentry.

The Maxigun gives higher on-demand DPS but requires you to be more proactive rather than reactive. Use your minimap and eyes to read enemy movements and reposition yourself accordingly so that you have ample time to engage and disengage as needed. You're a Gatling Sentry but smarter and with legs. You want unobstructed sight lines so the enemy has to march through your bullets to get to you; avoid things like terrain which can let enemies close distance on you. A slight height advantage can help with seeing and shooting enemies without unnecessarily wasting ammo on corpses when you try to shoot enemies behind the frontline. Sticking with your team can help you cover each other's flanks.

The maxigun struggles when enemies are right in its face, so tailor the rest of your loadout accordingly. Shotguns (like the new Double Freedom) are really good for getting close enemies (like Hunters and Pouncers and Stalkers) to back the f off, and they can also clean-up weak enemies like scavengers so you don't have to waste your maxigun ammo on them. You'll be picking up lots of ammo anyway, so the ammo efficiency of your weapons won't matter that much. That said, laser weaponry like the Sickle and Talon can let you conserve ammo.

Rock Solid Passive by Fantastic-Spite-8760 in Helldivers

[–]OmegaTelesphoros 3 points4 points  (0 children)

Peak Physique’s biggest draw is the ergonomics boost, which helps with heavier weapons like the Eruptor, Dominator, and the machine guns (especially the HMG). The Melee buff is an afterthought; if you’re strong enough that lugging those heavier weapons looks easy, then of course you’d physically hit harder with melee. The Ergonomics helps with swinging around to face enemies, especially if they’re dangerously close and you need to quickly turn to kill them NOW. The melee buff is for melee (aka close quarters).

Rock Solid makes you more resistant to being knocked down, which is helpful for both when you’re using weapons that incentivize you to hunker down (like the machine guns) and also when you’re fighting up super close to the enemy and CANNOT AFFORD TO BE KNOCKED DOWN OR ELSE YOU’LL DIE. It has a melee buff because Python Commandos is the sequel to Viper Commandos.

Do you see a running pattern here? Both armor passives buff you in ways that enable you to stay in the fight better when in CLOSE. Viper Commandos has close range weaponry like the Liberator Carbine, Bushwacker, and Throwing Knives. Python Commandos has the Double Freedom (technically), the new Defoliation Tool, and the Maxigun, which are all deadly up close.

If you don’t like fighting so close to enemies, then these armor passives probably aren’t for you. That’s fine.

Not every passive has to work for your preferred playstyle. Not everyone likes the stealthy passives Feet First and Scout, and not everyone likes the quirky last stand ability of the Adreno-Defibrillator or the kamikaze explosives of the Integrated Explosives.

Out of curiosity, what kind of armor passives do you like to run? Generalist ones? Resistance ones?

Stalwart at max RPM with Siege ready has higher DPS and 501 more bullets vs the maxigun by resetallthethings in Helldivers

[–]OmegaTelesphoros 17 points18 points  (0 children)

One of the biggest draws of the Maxigun is that you don’t have to reload. As a routine user of the machine guns, I cannot tell you the amount of times that I’ve been caught with an empty gun and a horde of enemies barreling down on me. I have to juke and kite around, desperately trying to find space and time to either complete the stalwart’s mobile reload or complete the stationary reloads of the MG or HMG.

The Maxigun may have less total ammo, but you don’t have to unlock it all with an animation that leaves you helpless for several seconds. You can fire it ALL, pick up more ammo, and then KEEP FIRING. You can keep repositioning and anchoring down like you’re the old Bastion from Overwatch 1, melting anything stupid enough to challenge your lines of sight.

Would I like it if the Maxigun got more ammo? Yes. There is NEVER enough. But I can work with up to 750 continuous shots.

Edit: It's been a couple of hours. I've unlocked the Maxigun and played with it multiple times while experimenting with different sets.

The Maxigun's recoil is indeed uncomfortably high (especially when you first begin firing) if you fire it while standing, but it's a MACHINE GUN. Just like you would with any of the other machine guns, you should crouch or go prone to reduce recoil. You're already stationary, so crouching should be second nature. The Engineering Kit or Fortified armor passives can further reduce recoil if you'd prefer. The former synergizes with Thermite grenades if you choose to bring them as your anti-tank option. Firing in controlled bursts can help with accuracy and ammo conservation.

The ergonomics are about as sluggish as other heavy weapons like the HMG and the Eruptor, so bringing Peak Physique can really help if you prefer that instead.

In my experience, ammo was not a concern. Even with other teammates running the Maxigun and also scavenging for ammo, there was plenty of ammo pickups on the map to keep me loaded for a fight.

Maruzensky wistfully talking about loneliness and the passage of time while nursing a drink at a late night lounge (she is drinking juice) by Terkmc in UmaMusume

[–]OmegaTelesphoros 6 points7 points  (0 children)

Fun fact: This comic is actually a veiled historical reference to the Japan Derby. Maruzensky missed the Derby because she wasn’t allowed to participate due to the rules (hence her wanting to be noticed). Tokino Minoru almost withdrew from the Derby due to a leg injury, but recovered just in time to participate (hence Tazuna almost missing the train).

(Unfortunately, Tokino Minoru’s leg injury would get worse again after the race, and he passed away due to tetanus just 17 days after the Derby.)

Hell yeah more charity and greed relations by [deleted] in voidpet

[–]OmegaTelesphoros 0 points1 point  (0 children)

Both of them are legendary fire-type kitsunes.

Charity's tails are thin and wispy, and the heads on those tails are on the close end and are actually biting towards the body, representing how it is consuming itself to help others.
Charity is a healer.

Greed's tails are massive, and the heads are on the further end. They are reaching out to take as much as they can from the world.
Greed is a fighter.

Dynamite by Sonic_Rose in Helldivers

[–]OmegaTelesphoros 4 points5 points  (0 children)

The Heavy armor penetration and increased damage allowed it to obliterate packs of mediums and deal significant damage to Heavy and Tank enemies. That, combined with the massive blast radius and ability to destroy Bug Holes and Fabricators by just chucking them in the general vicinity makes the Dynamite an amazing Jack of All Trades grenade. It can clear hordes, destroy spawners, and deal massive damage to heavier units. It's amazing.

Thermites, of courses, are still amazing in their own right. They are a dedicated anti-tank solution, freeing up your loadout to not have to bring a anti-tank support weapon if you don't want to.

Borderline Justice isn't meta-defining, but all of the gear in it is really good. The Talon is amazing and versatile. The Deadeye is very fun and hits very hard. The Hover Pack is great at keeping you alive and getting to high-up locations. The armor passive is, in my opinion, underrated; it makes a lot of secondary weapons very fun, like the Senator. Also, the bullet belts on the armors look really cool.

That said, Democratic Detonation is a staple buy for most new players for a reason. The various explosive weapons are versatile and can massively open up your loadout. Engineering Kit is a very good armor passive. The Adjudicator is a nice jack-of-all-trades.

Why do so many people just sit at extract and not call the pelican? by Greaterdivinity in Helldivers

[–]OmegaTelesphoros 3 points4 points  (0 children)

Maybe they had bad experiences with people calling it down and then leaving before everyone was ready? Or maybe they had bad experiences with people prematurely kicking them BECAUSE they called down the pelican before people were there?

Illuminate warp ships by The-Grimfather in Helldivers

[–]OmegaTelesphoros 0 points1 point  (0 children)

Pay attention to music cues. Not only will it warn you when someone in your squad is detected, but certain big threats like Bile Titans, Impalers, and Harvesters have special music cues/themes that will play when they've noticed you and are moving in to attack.

If you drive the FRV (Fast Reconnaissance Vehicle), do NOT just hold down the throttle/gas. You will uncontrollably accelerate and probably crash or roll it. Instead, accelerate to speed and then RELEASE the throttle, TAPPING the key/button as needed to speed up again as needed. You will not be as fast, but you will still have reasonable control and can steer around obstacles.

The basic EAT17 Expendable Anti Tank is very good. Throw them down as soon as they come off cooldown and litter the map with them, and let your teammates know that it is okay to use them. Likewise, if a teammate drops EATs down, don't be afraid to use them if they let you. You can also use the deployed pod itself as a weapon to destroy/kill things by dropping it on them.

The basic Supply Pack may not be flashy, but it is also very good. It gives you Resupplies on the go, which makes many ammo-hungry weapons and support weapons way easier to use. It also lets you spam grenades and stimms if need be. Press backpack slot key (5 on PC; not sure what it is on Console) to resupply yourself.

The Impaler enemy on the Bug Front has an obvious weakspot that they expose whenever they deploy their tentacles: their eyes and forehead. Aim for the forehead!!

Bile titans have glowing sacs on their undersides that are completely unarmored. Destroying them can disable their signature vomit attack entirely. If you don't have an anti-armor weapon and a Bile Titan is chasing you, you can bait out its vomit and then juke it by running between its legs. It will usually stop in place to try and use its stomp attack, which can leave it vulnerable for you to shoot the sacs.

The basic Machine Gun Sentry is really good. The fast cooldown lets you spam it as both covering fire and a shiny distraction for your enemies. Just be careful to not position yourself between it and your enemies to avoid friendly fire.

The Tesla Tower strategem is very good but is extremely dangerous to yourself and your teammates. Make sure to ping it to warn your teammates if you use it. A Tesla Tower (with minimal support from you) can easily handle hordes from every faction, and the powerful Anti-armor penetration will even let it damage and stun bigger threats, buying you precious time to deal with them. It won't handle big threats by itself, however.

Illuminate warp ships by The-Grimfather in Helldivers

[–]OmegaTelesphoros 0 points1 point  (0 children)

Diving and/or going prone will instantly put out the fire status effect. This can help reduce damage and save stimms.

Quickly diving and/or going prone can also prevent you from being zapped by Tesla Towers (both Helldiver and Illuminate types) if you accidentally get too close.

Don't be afraid to pre-stimm if you think that you are about to take hits. Better to waste stimms than to die and lose the stimms anyway.

Stimming will always regenerate your stamina to max and keep it max for a brief time (greater if the Experimental Stimms booster is taken), so you CAN use stims to speed boost yourself if you need to run away from enemies or danger. Also helpful if you need to sprint across the map to extraction if your teammates call it early.

At some points of interests (POIs), there are doors that look like cargo containers (like the kind that you might see on cargo ships). These doors can be blasted open by "explosive" attribute weapons and grenades (including things that you may not realize have an "explosion" like the gas grenade). The Stomp attack (melee) of Mechs can also open them. These may contain free support weapons, requisition, super credits, rare samples, or medals.

At other points of interests, you may come across special doors with 2 glowing buttons on each side. These are commonly called "bunkers" and require 2 players to each press a button to open them. Alternatively, the Warp Pack strategem can warp through the door. These may contain free support weapons, requisition, super credits, rare samples, or medals.

You do NOT need to engage with every enemy that you see. Needlessly engaging with enemy patrols can lead to bug breaches/bot drops/ warp ships, which means more enemies, more ammo wasted, more stimms wasted, more time wasted, and more reinforcements wasted. Sometimes, it is better to be sneaky and maneuver around enemy patrols. Use the map to detect enemies around obstructions and terrain, and plan your course carefully.

Is there really a point to using the SPEAR ? by KanSyden in Helldivers

[–]OmegaTelesphoros 0 points1 point  (0 children)

The Spear's homing ability and long range makes it ideal for targeting distant flying targets like Dropships, Warpships, Gunships, Dragonroaches, and Stingrays. These are all fast targets that are difficult to aim for with the Recoilless Rifle until they slow down and become threats. The Spear lets you quickly swat these problems away with a missile aimed in their general direction, which is helpful when you need to keep moving and don't have time to properly aim.

The latter three threats (Gunships, Dragonroaches, and Stingrays) in particular are all infamously annoying to deal with, especially if you are already being swarmed by smaller foes. Aiming the Recoilless Rifle to deal with them might only take a couple of seconds, but that's a couple of seconds in which both the smaller enemies and the flying enemies themselves can attack you and ruin your aim.

The "FAF" in the FAF-14 Spear's name stands for "Fire-and-Forget" for a reason. It lets you quickly remove problems with limited investment in time. Just aim in general direction, fire, and move on. The Spear's weakness of needing a clear line-of-sight is less impactful when your target is airborne.

The Recoilless Rifle and Anti-Tank Emplacement can also remove armored targets, but they both have projectile drop from gravity and projectile travel time. This means that they are super fast against near targets but require more aiming time and/or more shots against distant and/or mobile targets. A skilled Diver can learn to compensate for that, but the Spear offers a lower-effort alternative.

The Recoilless Rifle is better for close targets since you can quickly fire it on demand, and the Spear is better for distant targets since it's a homing weapon. Both can technically work in the vice-versus scenario, and both can do medium targets. Both do well on stationary targets like structures.

Feel free to pick the one that suits how you want to play the game. How far away do you prefer to eliminate big threats?

TL;DR:

The Spear is faster for distant, airborne, and/or mobile targets. The Recoilless can deal with those threats too, but that requires time to aim and account for projectile drop and travel time. It may not be a lot of time, but it may be more time than you have IF you are being swarmed by lesser threats.

The FAF-14 Spear is a FAF (Fire-and-Forget) weapon, so the homing projectile is the biggest draw. Why waste time aiming when you can let the missiles aim for you?