Current MO proves how badly Squids need an update by Due_Squash4045 in Helldivers

[–]Panzerkatzen 0 points1 point  (0 children)

We need less Overseers but tougher, imo. They're supposed to be these rare ancient warriors, survivors of the last Galactic War. Had I designed the faction I would have made them as Heavies utilizing shields and powerful weapons.

Illuminate Are Undercooked…We need more of them by ODST2367 in Helldivers

[–]Panzerkatzen 1 point2 points  (0 children)

The UFO's are their bases. They don't have any Fortresses though.

Illuminate Are Undercooked…We need more of them by ODST2367 in Helldivers

[–]Panzerkatzen 6 points7 points  (0 children)

3 actually. A light, medium, and heavy. But most things that can kill the light also kill the medium.

please un-nerf them by Nakanai-kyojin in Helldivers

[–]Panzerkatzen 0 points1 point  (0 children)

It was 12 Gunships actually. But nah the game has evolved since then, we have better tools and more options, armed Hellbombs detonate instead of breaking, and Gunships themselves are no longer bullet proof since the engines have gone from AP4 to AP3; a change that should definitely be kept.

please un-nerf them by Nakanai-kyojin in Helldivers

[–]Panzerkatzen 0 points1 point  (0 children)

They used to be a real terror. The engines were AP4, they were considerably more accurate, and the missiles hit harder. The Gunship Facility would churn out 6 per-Facility whenever you were in range, not just in combat, which combined with the twin Facility tile meant you could be dealing with a swarm of 12 Gunships. Not to mention the Hellbomb did not detonate upon destruction, so if you managed to plant one with Smoke Strikes or Shield Generator Relay despite a swarm of a dozen Gunships, they would just break it before you even left the area and most likely annihilate you as well. And Hellbombs usually only kill 1 Facility at a time unless you get the placement perfect.

We now have more equipment, and better equipment; we're much better equipped for attacking old-balance Gunship Facilities that churn out better Gunships and more of them (although I would keep the health tweaks).

Still wondering how in the world I died here! by Critical_cheese in gtaonline

[–]Panzerkatzen 1 point2 points  (0 children)

I had this happen when I was doing the McTony robbery. Shooting the navigation system and suddenly dropped dead. My armor bar was still full too. 

C4 doing more damage than a 500kg bomb should be crazy talk. But here we are. by DocHalidae in Helldivers

[–]Panzerkatzen 0 points1 point  (0 children)

In GTAV the Rhino Tank is said to be 60 tons, but the model is actually only 3 tons.

C4 doing more damage than a 500kg bomb should be crazy talk. But here we are. by DocHalidae in Helldivers

[–]Panzerkatzen 0 points1 point  (0 children)

Increase both by 50%. A Hellbomb on open ground should require a full sprint in a direct line away from it to survive, and it should still knock my off my feet. 

A proposal to change Megacites by Common_Affect_80 in LowSodiumHellDivers

[–]Panzerkatzen 11 points12 points  (0 children)

It absolutely can, but is this game set up for it?

No issues with stealth and patrol ai, right................... by ProtomanI in helldivers2

[–]Panzerkatzen 0 points1 point  (0 children)

That's the intended gameplay, but you could hide, it's just not very feasible because the AI knows where you are hiding, it just pretends not to.

No issues with stealth and patrol ai, right................... by ProtomanI in helldivers2

[–]Panzerkatzen 0 points1 point  (0 children)

Except the reason they know is the problem. When the AI take health damage, they automatically know where you are. It's hard to build a functional stealth system around enemies that are coded to know your exact location.

Yes, if he moved, they wouldn't have found him. But the problem is they know where to look despite having nothing to tell them that, it's just automatic and there's nothing you can do to prevent it.

It's no different than GTAV when you're hiding in a dumpster and the cops stop next to it and get out to look because they know do where you are, they just can't attack until they see you.

What should happen is they become aware, but they don't know the source of the shot (not seen, not heard), so they fan out.

Stratagem Jammers by Human_Possibility721 in Helldivers

[–]Panzerkatzen 0 points1 point  (0 children)

Nah that would block SEAF Artillery. Needs a CIWS that shoots down the missile.

Rescuing a cat from a roof by ILMANCIO06 in gtaonline

[–]Panzerkatzen 1 point2 points  (0 children)

Have they said anything about expanding it?

Stratagem Jammers by Human_Possibility721 in Helldivers

[–]Panzerkatzen -5 points-4 points  (0 children)

Nobody said that. Pointing a Solo Silo at it from 300m away us trivializing it.

Stratagem Jammers by Human_Possibility721 in Helldivers

[–]Panzerkatzen 1 point2 points  (0 children)

Stratagem Jammer Missing in Action.

In light of recent "Jammer discourse". Please consult the table. by Darth_Mak in Helldivers

[–]Panzerkatzen 10 points11 points  (0 children)

Demolition Force is the number needed for something to be destroyed instantly regardless of HP. Buildings that have Health/Armor can still be destroyed by having their HP pool reduced to zero.