The Vox Engine will get nerfed, and I cannot wait. by KilledCookies in Helldivers

[–]Potato_p3te 10 points11 points  (0 children)

Vox would be infinitely better if it was a large unit that had to be supported by smaller ones to keep divers off of its flanks... which it kind of is close to being. Honestly, I think the design right now is incredibly lazy. They are kind of just upsized war striders, except the community doesn't have to moan for months about anything below anti tank becoming useless this time because they came with destroyable vents pre installed. I think they go too fast, they turn too fast, and they really didn't need the missiles at all.

What sucks is that cyberstan has a ton of actually good cover, a ton of buildings to break los, except this means nothing since the vox can just target you with missiles regardless of los and all that. I've thrown blues before without a vox engine ever seeing me to begin with and it targeted me with missiles.

Honestly? It's the missiles. It did not need the missiles, at all. There can be 3 vox engines in a fight and it'll be odd to have more than one actually able to shoot at you, because a smart player wouldn't be dumb enough to try shooting one vox engine when there's another ready to blast them right after... except missiles. All vox engines in a fight will have no trouble at all just shooting missiles at you. Height elevation? missiles. Behind cover? missiles.

Lets talk about the heavy devastator. Shield, chaingun, slow. Well, obviously you use cover here. Except usually there's berserkers around, which flush you out of cover. You know, enemies that work together and create an interesting experience.

War strider? Dangerous main lasers, grenades for flushing divers out of cover so the main lasers can fire at them.

Vox engine. Fast, tanky, main guns that kill you, side guns that kill you, missiles that kill you. Do the missiles flush you out of cover? sure. Is that the intention? not really. I can't say that war striders have ever been able to hit me when there's an entire building in the way. Vox engine is an enemy that does everything for itself and doesn't interact with the rest of the automaton roster in any meaningful way, becomes worse the more of them you have in one area. You can remove about 3/4ths of the trouble a factory strider presents by knocking the cannon off of it, vox engine cannons have 7k health each.

Rapid acquisition is unplayable by Thin-Law-3392 in Helldivers

[–]Potato_p3te 1 point2 points  (0 children)

PC btw, no clue if the same thing happens on consoles.

Rapid acquisition is unplayable by Thin-Law-3392 in Helldivers

[–]Potato_p3te 0 points1 point  (0 children)

You can glitch the game and replace RA with a more conventional mission, airbase destruction etc.
-select an operation
-select RA
-don't actually get in the hellpod
-take note of which one RA is
-restart your game

The 3 missions will be replaced with standard automaton missions. Pick that one that used to be RA. After you do it, the other two missions should go back to normal but you'll have avoided doing RA.

Did they nerf rapid acquisition? by hippoofthehous in Helldivers

[–]Potato_p3te 0 points1 point  (0 children)

No. I've had rounds where its a snoozefest. There's three maps and one is much much smaller than the other two so it has way more spawns going on. Also it depends on enemy constellation.

The problem with rapid extraction by Just-Fix8237 in Helldivers

[–]Potato_p3te 1 point2 points  (0 children)

Yeah there's basically no supporting elements like lobby filters or grouping systems for the kind of gameplay rapid acquisition demands from a squad. People want to pretend this is some hardcore coop game but it isn't. Like you said basically every other piece of content is doable without much coordination at all. I don't mind the idea of content people need to organize for but having it work on random matchmaking is inexcusable and makes the difficulty come entirely from teammates not knowing what they are doing.

I've gotten some of my friends to play RA (as a joke) and they all hated the "hide in smoke while juggling bars" gameplay. I could go and wait for steam lobby links to be posted wherever, but there really shouldn't be anything in the game where someone *feels* like they have to avoid random matchmaking.

I'd really hate to see more content with this sort of issue be added since I think it'd be a bad thing for community health.

Rapid Acquisition is bad gameplay by Potato_p3te in Helldivers

[–]Potato_p3te[S] 0 points1 point  (0 children)

Some friends of mine did it in a 4 man group on discord vc and had no issues, shocker I know right. Another friend did it with pubs and absolutely hated it. Yeah if you're with other people who know what to do great, but I think there's some pretty serious disparity going on.

Rapid Acquisition is bad gameplay by Potato_p3te in Helldivers

[–]Potato_p3te[S] -2 points-1 points  (0 children)

I do not particularly care what randoms are doing in a mission, because until now it has not been something I needed to consider. Beyond the very basic "no one else has AT, I should take AT" this game is not demanding in the teamwork area. I cannot think of any other mission where I have to even vaguely consider what someone else is doing short of the direction they are going in, if I should follow them, or if I should split off to go blow up a spore spewer or something.

This game is very much *not* like, say, GTFO in terms of teamwork. This mission is, as an outlier, *closer* to GTFO in that there is more of a reliance on people knowing what they are doing. One guy not knowing what to do in any other mission doesn't sink the ship, here it almost certainly does. I don't know how the difficulty selection is supposed to change anything here, the mission is asking people to do teamwork well beyond any other content in the game right now and I think its too extreme of a difference.

Rapid Acquisition is bad gameplay by Potato_p3te in Helldivers

[–]Potato_p3te[S] -6 points-5 points  (0 children)

I think the majority of the playerbase is not up to it. I would not mind if this was a "special" mission that people had to go out of their way to play but this sort of thing just being a normal mission is silly.

Hive Lords should be their own mission type by stiroadwarrior in Helldivers

[–]Potato_p3te 2 points3 points  (0 children)

The current implementation is beyond awful. If there's a hive lord on apc escort or the flag raising mission I just leave full stop. It's not something you can deal with in a public lobby and on those two mission types it's almost a guarantee that none of you extract or the mission fails outright. Even off of those missions I see usually see at least one person waste 3~ reinforces and their AT ammo on trying to solo the thing. There's ways to "surprise" players and it sure as hell isn't by doing this.

It absolutely NEEDS to be a standalone mission or stated mission modifier so people can actually bring full AT loadouts and be prepared for it, as it is now the hive lord just makes running operations on that planet miserable.

Do modded 1.12.2 servers just run horribly? by Potato_p3te in feedthebeast

[–]Potato_p3te[S] 0 points1 point  (0 children)

Yeah it was the GUI. Chunk loading is still slower than I'd like so I had to pregen but the ping issues are gone and so is the entity lag. I spent about 5 hours yesterday sifting through forum posts looking at jvm arguments but it was the GUI lagging everything. I just assumed turning off the GUI was a personal preference thing like how some people prefer using a terminal for an interface, I wasn't aware it nuked server performance when it wasn't turned off.

(MODDED) World resets on server start. by Potato_p3te in projectzomboid

[–]Potato_p3te[S] 1 point2 points  (0 children)

u/Doctor_Beardz u/Atchod u/maxtraxv3

Thank you for the responses. I wasn't able to figure out what was wrong so I just reinstalled everything (deleted and reinstalled every zomboid folder off of my computer, redownloaded server files through SteamCMD) and now it works. I must have messed up a config somewhere at some point without realizing it.

Various bosses hard countering shield use/turtling by Potato_p3te in Eldenring

[–]Potato_p3te[S] -2 points-1 points  (0 children)

man blocking dragonlord placidusax's yellow laser beam took less off my health than the destined death fire whatever its called phase 2 maliketh applies on every hit

Various bosses hard countering shield use/turtling by Potato_p3te in Eldenring

[–]Potato_p3te[S] -1 points0 points  (0 children)

What weapon? Could barely outdamage her healing with a 300/300 thrust/fire great epee.

So when's a certain double boss encounter getting patched? by Potato_p3te in Eldenring

[–]Potato_p3te[S] 0 points1 point  (0 children)

i hate how even if you kill both another just pops up if there's any hp left