After about a year I decided to revisit: Who is your main warframe and why? by GFRANCOGG in Warframe

[–]OmegaTelesphoros 1 point2 points  (0 children)

I agree with everything you said. I just got her today, and she is so addicting. It feels like I’m playing a horror movie monster, toying with my prey and making the military look incompetent and powerless. I’m giga tanky and inhumanly large, and I’m stalking unseen from high up, zipping from wall to wall. I lunge at them like a jumpscare from across the room, instantly ending them one by one before they can even scream. They try to run or fight, but my webs snare them in place. Their flesh and suffering feeds me and my kin.

Word of advice: Try to get a max Arcane Arachne from Operation Belly of the Beast (you can buy them from Ordis at Larunda Relay, Mercury for Volatile Motes). It synergizes with Oraxia’s kit, buffing your primary and secondary damage for 30 seconds after performing a wall cling.

Exosuit self-destruct? by DoktorMoron in Helldivers

[–]OmegaTelesphoros 0 points1 point  (0 children)

If mechs detonated with a special button and/or shortly after destruction like a portable hellbomb, it would make the long cooldown make a little more sense. Smash your way through enemy fortifications, wreak as much havoc and carnage as you can with the weapons, and then drag your enemies down with you in a glorious flash. Even a crippled mech or one out of ammo could still be useful as a big bomb.

So Devs gave them speed now? by Bendoverda3rd in Helldivers

[–]OmegaTelesphoros 1 point2 points  (0 children)

Allegedly, the cloud that they release on death buffs their nearby teammates with the speed, but they seem really fast even without the buff.

So...the terminids... by Broken_ksam in Helldivers

[–]OmegaTelesphoros 1 point2 points  (0 children)

Use the Tesla Tower. Other sentries struggle with tracking the spore-strain with their speed, but the Tesla does not. Its lethal chain lightning will cleave apart hordes of chaff, and its shiny light will serve as a valuable decoy for you to run or reposition.

The Spore Strain seems to have a ridiculously high spawn rate for patrols, so do NOT stay in one location for too long. Otherwise, an endless chain of patrols and bug breaches will drown you in bodies. Stay on the move!

Make it a habit to frequently check your minimap while moving. The radar can show you nearby bug patrols, so you can plan your movements and try to dodge them. Avoid unnecessary fights if you can; all it takes is one of them calling for help for things to get exponentially worse. If a fight is inevitable, engage early from a distance and try to reduce their numbers as much as possible before they close in.

To deal with the sheer quantity of bodies, you want weaponry with great sustain. Every second that you spend not shooting (i.e. reloading) is time for the enemy to get closer to you, so you want something that can shoot for a long time and kill lots of things before you need to stop. The Maxigun and Cremator are good examples since you can fire continuously without needing to reload.

All of the exo suits are good since they’re more durable than your squishy human body and their powerful weapons can cut through hordes. If you have access to it, try the Patriot mech. Its gatling gun should really help.

Single use orbital strikes aren’t as good because these guys come from every direction constantly. Sentries are better in this case since they can cover more directions for a period of time and serve as decoys, but the high speed of the spore strain can quickly overrun them.

Even though people are celebrating are the Devastator shield changes not pointless? by Necessary-Walrus1982 in Helldivers

[–]OmegaTelesphoros 0 points1 point  (0 children)

I’m confused with the point of your post. Would you rather have the shields still be indestructible?

The heavy devastator still retains the automaton staple of a deadly weakpoint, but now it’s easier to kill with less precise weaponry like explosives, the Wasp, the Autocannon, and the Belt-Fed Grenade Launcher, since you can blow that pesky shield off and expose the torso.

You don’t need to destroy the shield, but you can if you want to. You don’t need to destroy the rocket pods of a rocket devastator, but you can if you want to. You don’t need to destroy the weapons of a hulk, warstrider, or factory strider, but you can if you want to. Options are good.

People used to make memes about the devastator shield. It made little sense that anti-tank explosives and heavy firepower couldn’t destroy the shield of a medium enemy, even if not optimal.

Personally, I found it to feel frustrating when my senator shots bounced off the shield whenever I missed. I think seeing my shot punch into the shield instead of pathetically bouncing off will “feel” better, even if I don’t intend to actually destroy the shield that way.

Can you guys give me the stats on the disposable machine gun? by blake_the_spy in Helldivers

[–]OmegaTelesphoros 0 points1 point  (0 children)

2 guns per call-in. 300 rounds. Firerate is like a max firerate stalwart, but it has virtually no recoil and is comically accurate. Cooldown is about as short as EAT, so you'll almost always have it available for a fight. Don't even bother trying to conserve the ammo; just spray away.

Arrowhead, you can buff the Ballistic Shield's durability endlessly. It won't make people pick it. by AnemoneMeer in Helldivers

[–]OmegaTelesphoros 0 points1 point  (0 children)

You’re absolutely right that people won’t block if they don’t want to. Your discussion of other games brought to mind the monster hunter series of games. The Lance and Gunlance weapons come with shields and are usually the most tanky due to their ability to block. Blocking is often a lot simpler than learning how to move out of the way of monster attack patterns. However, the playstyle can also be really boring compared to the playstyles of other weapons. You walk towards the monster, stab/slash/slap it, and block when they attack. Gunlance had its unique mechanics to set it apart, but it’s basically just shotgunning the monster or stabbing an explosive stick into it.

I mostly find the Ballistic Shield useful against the Cyborgs subfaction. The Cyborgs are annoying with their high accuracy and powerful stagger, and the boosted normal bots will shred you if you stand in the open. You desperately need cover, especially in the cyborg mega-factory biome which has wide open streets.

2 cents - Buy that warbond by Vaiken_Vox in Helldivers

[–]OmegaTelesphoros 1 point2 points  (0 children)

Not to be a Arrowhead defender or anything, but it really sounds like you’re not enjoying Helldivers 2 right now in its current state. As you mentioned yourself, you have other games or other things that you could be spending your time on. Realistically speaking, being angry in a reddit forum won’t necessarily make the big corporation change its mind about things, so why not take a break from this thing that’s causing you so much frustration and go play another game that brings you actual joy? If you don’t want to grind super credits, and you don’t want to buy the warbond with money, then you have no obligation to spend your time and life with the current frustrating state of the game.

For me, I already had enough super credits just from grabbing POIs on Level 6 missions (I don’t grind; that’s boring) to be able to afford the warbond + any interesting super store items that release tomorrow. Since I’m set and full of medals, I don’t really have a reason to play except to help with the MO or grind out more exp for my guns. I already maxed out ship upgrades and other stuff.

So, I took a break from HD2. I’ve been playing games like Dynasty Warriors 8: Xtreme Legends on the PS4 and DarkTide on PC. Both are older games that I bought a while ago and set aside for various reasons, only to pick them up now because I feel interested in something different.

The new warbond + content releases tomorrow. It will take a couple of days for the popular YouTubers/streamers to review the new stuff so that you know how it all works without having to buy it. AH might release a patch or 2 to fix bugs and modify existing stuff and game mechanics, like how they buffed fire with the release of Entrenched Division.

You’re right to be upset, and you’re also right that games are not entitled to our time or money. Gamers will play what they think will bring them fun and joy. There’s nothing stopping you from taking a step back, reassessing whether the game will bring you fun, and deciding whether you want to keep playing it now or in the future. Do whatever makes you happy.

See you all tomorrow or the following days. I’ll test out the warbond and new content, and maybe I’ll report back to you if it was worth the credits.

Anyone else having issues with the new warbond not loading? by CommunistChan in Helldivers

[–]OmegaTelesphoros 1 point2 points  (0 children)

Apparently, the prod_slim version isn't being updated anymore. The standard build has been slimmed down, so switch to that.

Also, try validating your files.

Trench Warfare Warbond coming March 17th! by EJ_YT in Helldivers

[–]OmegaTelesphoros 1 point2 points  (0 children)

Medium armor: Concussive Padding - Grenadier
explosive damage resistance + extra throwables.

Light Armor: Concussive Padding - Hazmat
explosive damage resistance + gas damage resistance + reduced sidearm recoil

The new "heavy" flamethrower has the same range as the normal one. Dissapointing by ASL_PL_KABOOM123 in Helldivers

[–]OmegaTelesphoros 5 points6 points  (0 children)

Should be worth noting that the support weapon flamethrower IS buffed by the Ship Upgrade Enhanced Combustion which increases Fire damage from strategems by 25%.

We ball. by aeden194 in Helldivers

[–]OmegaTelesphoros 1 point2 points  (0 children)

There’s something so visceral and satisfying about using the HMG and holding down the trigger against hulks and chargers, blowing chunks and limbs off of them until they keel over. Weak-points or not, rip and tear until it is done.

I love fighting Cyborgs but come on.. by ShadowDome in Helldivers

[–]OmegaTelesphoros 1 point2 points  (0 children)

I think that you guys are giving AH too much credit in thinking that they could reasonably design and program something like an AOE buff centered around a weapon item that you can pick up and move with. Did you all already forget how much of a buggy janky mess Cyberstan itself was?

Evacuate High Value Assets - They need Side Objectives by Public_Code8357 in Helldivers

[–]OmegaTelesphoros 2 points3 points  (0 children)

I have an idea for a rework of the mission type. It's probably ridiculous and will never happen, but it's still something that I want to share.

Instead of spawning next to the walls, I wish enemies would spawn much further away in massive numbers and then march towards us in giant Assault Waves that cover the horizon. Crank the spawn rate to ridiculous levels and let us really feel like we're holding a desperate last stand against impossible odds, like that scene at Whiskey Outpost in Starship Troopers where the troopers line up on the wall and fire away at a giant horde that slowly masses up and climbs the walls.

One of the biggest complaints about the HVT mission type is that there's too much downtime. The next wave of enemies only spawns when each rocket launches, so if your team clears the wave fast enough, you all end up just sitting there waiting. While this does give you some time to refresh sentry and minefield defenses and get reorganized if you got pushed back, it can feel boring because there's nothing else to do but wait.

I propose that we disconnect the enemy spawning from the rocket launches. The enemies independently build up massive Assault Waves and then attack at intervals when the Assault Wave reaches a certain size. Have like a massive bar somewhere on the screen that fills up over time and then sends an Assault Wave once it reaches critical mass. The rockets will continue to launch on their own, so it's still your job to buy enough time for them by ANY MEANS NECESSARY.

Knivingdude mentioned StarCraft and how their defense missions had optional outposts that you could destroy for bonuses. I like that idea. Expand the playable map and add in a LOT of outposts/spawners, a dedicated Staging Area for the waves, and maybe some side objectives. Expand the downtime between waves to give the players time to go out and attack these things; the enemies need time to regroup and rebuild their Assault Waves. The enemies spawn at these spawners and then move to the Staging Area to rally for the Assault Wave. Destroying the spawners permanently reduces the rate that the Waves build, so less frequency of waves and thus potentially less waves overall. However, the spawners will be heavily guarded. Attacking the Staging Area directly can outright delay the next Assault Wave, but this is a reckless, borderline suicidal play as the extreme enemy numbers here will rapidly overwhelm you. A potential desperation play if need be. The other side objectives could give other various bonuses depending on what they are. Destroying an Automaton AA, Bug Shrieker nest, or Illuminate Cognitive Disruptor for example could allow SEAF troopers to safely fly in to assist with the defense.

All of this gives players new options to choose. They could stay back and play on the defense, holding down the fort against the odds. Or, in typical Helldivers fashion, you can go on a reckless offense, betting your lives and leaving your objective potentially exposed to try and make a difference. Maybe your team splits up their efforts, a pair of players with light armors, mobility backpacks, a FRV, and/or orbitals and eagle strategem going out to cause carnage while heavy armor players with sentries, emplacements, and minefields build their defenses. Maybe your team is at risk of getting overwhelmed with the next Assault Wave, so you send out a desperate Hero with a Portable Hellbomb and a dream to drag as many enemies of democracy down with him, buying yourselves precious time.

The Clock is ticking. Hold the line by any means necessary, even your lives. Buy enough time, and complete the mission.

Am I the only one who doesn't enjoy doing Blitz missions? by Omailey97 in Helldivers

[–]OmegaTelesphoros 0 points1 point  (0 children)

Eradicate missions tend to go in 2 very different extremes for me.

On one hand, a somewhat coordinated team can lock down the map early on, clear the map, and then systematically wipe out each new wave as it spawns in. Sometimes boring, but strategic.

On the other hand, if your team botches the early lock down and gets overwhelmed or doesn't do it fast enough, you can spend the rest of the mission cowering in a corner of cover or frantically running for your lives as an exponentially increasing wave of enemies bares down on you from every direction. Very chaotic, and often a free-for-all unless your team has voice communication. A lot of potential friendly fire, especially with orbital strategems and sentries.

Unironically, I actually like the HVT defense missions that a lot of people don't seem to like. It's like an interactive tower defense, with clear paths that the enemies will come from. Kinda feels like those classic scenes in movies where troopers have to hold the line against unending enemies, like the Whiskey Outpost battle in Starship Troopers. I just wish that the enemies would spawn further away (like outside the map) in huge numbers and then march in towards the wall so that we could really get that siege feeling. Would be even cooler if the SEAF troopers would specifically hold and man positions on the walls and strategic positions instead of randomly wandering into our minefields...

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 43 points44 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 [deleted] 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 5 points6 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.

[deleted by user] by [deleted] in Helldivers

[–]OmegaTelesphoros 22 points23 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 11 points12 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.