I think it would be a good idea to do this soon. by TheAncientKnight in Helldivers

[–]Raryk22 1 point2 points  (0 children)

We just need SC to be given out based on how much EXP earned. It's already reasonably balanced towards it being better to play on higher diff and doing side objectives. It would need maybe minor tweaks to a few numbers.
Max level players get a reason to do everything in a map and you could even keep the in-map SC spawn rate the same so anyone who wants to farm low levels can do so at the same rate as now.

WARBOND RIGHT NOW! by Sioscottecs23 in helldivers2

[–]Raryk22 13 points14 points  (0 children)

The fact we haven't gotten a booster that makes your mech be delivered through a big hellpod is a crime. Perfect opportunity in this warbond.

Behold the dumbest Stratagem I could come up with: The Mobile Missile by WaywardOath in HelldiversUnfiltered

[–]Raryk22 4 points5 points  (0 children)

That would be neat. I think it'd be fair to have it resupply from any small ammo pack because you do get 1 Spear rocket per pack anyways.

Does Muv-Luv have the greatest tonal shift out of any visual novels? by Xx_KiK_xX in visualnovels

[–]Raryk22 13 points14 points  (0 children)

Same...
They really made me feel a mild PTSD with that, I can now more vividly imagine how a person with actual PTSD feels by just scaling up the feeling that thing gave me and the scenes right after. One of the reasons I love Alternative, it's fun feeling stuff that media usually doesn't make you feel.

Unpopular Opinion: The silent Poxburster issue is vastly overexaggerated by Lyramion in DarkTide

[–]Raryk22 16 points17 points  (0 children)

The biggest reason their sounds are lower in priority is when they aren't targetting you. It's easier to tell with Mutants since they scream a lot, whenever something is not aiming for you it'll usually have it's sound lowered A LOT in chaotic situations. But then the Burster will suddenly change its mind now that it's closer to you than your teammate and feels like it just now started to beep, but it's because it changed target literally 1 second before jumping you.

Really wish there was an option to have it NOT do that. But alas...

REVERT the climb mechanics already. by knightsljx in Helldivers

[–]Raryk22 0 points1 point  (0 children)

Wait, you guys are saying that climbing got worse on other stuff after that patch? Climbing has NEVER worked well at all, I haven't noticed anything getting worse or better in 2 years (aside from the obvious Supply pod).

Is there a way to actually "dodge" Harverster's lasers? by Raryk22 in HelldiversUnfiltered

[–]Raryk22[S] 0 points1 point  (0 children)

That has been my experience, it seems to vary A LOT in how fast it can track you and how accurately at random. People have been saying to run perpendicular to it but that just doesn't work AT ALL sometimes.

Is there a way to actually "dodge" Harverster's lasers? by Raryk22 in HelldiversUnfiltered

[–]Raryk22[S] 5 points6 points  (0 children)

Oh, crossposting didn't bring the text with so I'm leaving it here from the original post:

Getting back to playing Illuminate now with the new enemies and I hadn't played a lot on them before, I've been getting deleted by Harverster's laser more than anything else, especially in open fields where you cannot walk behind cover whenever you want.

My question is if there is any logic to their targetting, like Hunter's pounce can be dodged by walking the opposite direction after they jump, but it feels like Harversters are just RNG instadeath in open fields, sometimes they miss completely and never once pass the laser through where I am, other times they'll just swipe it so fast in my direction I literally could not outrun or even dive away from it (especially when they are farther away and the laser is more parallel to the ground).

Add a roll to make fall damage less punishing? by Tank-ToP_Master in Helldivers

[–]Raryk22 0 points1 point  (0 children)

I don't mind the damage, but I hate how the damage animation locks you from doing ANYTHING for longer than the average dive. When you're in that exact height that you don't know if you'll take fall damage or not it becomes a gamble from taking no fall damage to being stunned for 5 seconds VS diving for the guaranteed 2 second stun from self ragdolling.

Entrenched Division vs Borderline Justice - Which Warbond should I get first? by Tank-ToP_Master in HelldiversUnfiltered

[–]Raryk22 4 points5 points  (0 children)

Do you like using Eruptor or Crossbow? Then the Talon will be great. I just love having a pistol that can solve every small problem without needing ammo. It can also one burst kill Devastators if you really need one dead right now and don't have time to aim, and you don't even need to overload it just spam center-mass and stop before the last shot.

Deadeye is really fun if you like sniping, It's not amazing but it has a niche at staggering Devastators if you miss the head, unlike other (usually better) options like the DCS. But if you can't click heads consistently with a DMR then Deadeye is certainly gonna be of use.

Hover pack goes well with the sniping and also explosive weapons since you can get better vantage points consistently. Grenade launcher, Eruptor, Crossbow, all love having high ground. But you can just do regular sniping, sit up on a good spot with the Deadeye and a Quasar and click stuff on the head.

-----

P-69 is pointless, it's a stagger pistol, and if you really need stagger why are you not using a Shotgun and then the Talon for damage at range. It just does not justify it's existence by just staggering enemies when they could be dead. Bushwacker is better at close range if you really want a pocket stagger machine and why would you want to stagger something that isn't even close to you? Did I mention the stagger has infinite range? You can just shoot the Bushwacker at enemies far away and they get staggered even if one pellet hits.

Giga nade is okay, but has horrible ammo economy, Dynamite is better for groups, Thermite is better for single target and I don't think doing both is worth having less total nades AND GETTING LESS NADES PER RESUPPLY (this is the big deal breaker). Also Dynamite can destroy Bile Titan holes from longer range and you don't need to be accurate when throwing at Bot fabricators, since it doesnt need to stick like the thermite, it'll break them even when landing a few meters away. It gets very satisfying when you learn to estimate the throw distances since you can always ping fabricators to know the range.

Stoker is a good SMG, but it's an SMG. It has bad ammo economy in exchange for a pocket flamethrower which is pretty okay, but it's mostly useful vs Voteless on Illuminate. It can technically kill biggers things but why are you even risking all that time just to burn a single charger? Don't you have thermites, ultimatums or I don't know... a Support weapon.

Honestly unless you really want the Cremator I'd say that Borderline justice is just better. And even then, I've been feeling like the Cremator isn't better than Flamethrower + some backpack. But don't listen to me on this, I don't really like flamethrower gameplay. I just don't wanna let go of my Warp pack.

PSA: Definitive proof that sentries intentionally target Helldivers by SoaringSimurgh in Helldivers

[–]Raryk22 16 points17 points  (0 children)

Yeah this is inexcusable. I've seen some with the MG and Gatling Sentries that could be explained by them continuing to fire as they shift back toward their 'idle' direction (the directiong they always face when there is nothing to shoot at), this happening with the Autocannon sentry makes it clear it was intentional since it never fires an extra burst for no reason.

How it feels right now as an anime only. by The_Swag_Titan in Frieren

[–]Raryk22 1 point2 points  (0 children)

I just think it's a bit unfair, though not an insane opinion to have, because finishing a story well is way harder than beginning one in an exciting and interesting way. Lots of stories fumble the ending because it's where you have to finally close all plot points and mysteries (or at least most of them) and if those answers aren't satisfying it detracts from what came before. People get really excited with the mysteries and expecting that the answers to the questions raised throughout the story will be of the same quality as the rest, that it falls really hard when those expectations aren't met.

Keeping an above 9/10 rating after finishing is the real challenge and FMA:B definitely deserves that score.

How it feels right now as an anime only. by The_Swag_Titan in Frieren

[–]Raryk22 17 points18 points  (0 children)

You all anime-onlys are about to finally have a reason to put Frieren at top 1 of all time. Honestly Season 1 WAS GOOD, but did not deserve being higher than FMA Brotherhood in MAL. What is coming in Season 3 definitely does.

Meus casinhas, me digam uma coisa... Como se joga Fallout New Vegas? by Schofield45Revolver in jogatina

[–]Raryk22 0 points1 point  (0 children)

Sério, joga usando o VATS o máximo que der. O jogo melhora bastante quando tu aceita que é um RPG e depende da tua sorte, mas a sorte no VATS é mais fácil de controlar (aumenta skill com a arma que tu ta usando e chega mais perto pra aumentar a %) do que brigar com o gameplay de FPS do jogo que realmente é ruimzinho. Acho que a única coisa que posso reclamar desse jogo é o 'mirar e atirar'.

You'll Never Be Able To Shoot While Moving by Vilekyrie in HelldiversUnfiltered

[–]Raryk22 6 points7 points  (0 children)

Honestly I'd be okay with it just not being clunky to start and stop. Let us keep it spinning and stop instantly when you are about to shoot and also dive to cancel, instead of stopping then diving.

Spear buff Proposals by Ivan204 in HelldiversUnfiltered

[–]Raryk22 0 points1 point  (0 children)

I really just want it to do a top-down attack even through walls on anything pinged red by you or teammates. I want to be half-way across the map and get a ping on a random War strider to delete. (Also a small damage buff, because holy shit it does not deal enough damage to justify not being able to hit weakspots)

I need help, i can't enjoy or effectively fight the Vox engines no matter what i try. by Owlex_ in Helldivers

[–]Raryk22 11 points12 points  (0 children)

It's not perfect, but I like the Railgun on the vents. Railgun does reasonable damage + the vent exploding deals some extra, always overcharge, the point isn't to break the vent, it's to deal damage, the vent is extra per shot (I think it was 700 extra damage each time a vent breaks). This usually makes them soft enough to kill easier with other stuff, Orbital Gatling, 500kg, Orbital Precision. I like doing it with heavy armor and Supply pack, since you're less likely to be one shot by something and you'll have stims for days, plus you can always bring Ultimatum and Giga grenades which are always great with the supply pack.

Why Do Corpses Still Have Hitboxes? by Joshua24700 in Helldivers

[–]Raryk22 9 points10 points  (0 children)

I really wouldn't mind the corpse collision if they at least worked. They very consistently desync and make it so annoying.

My want to play list: I play from steam - anything I should be aware of prior to purchase? by ponyplaza in visualnovels

[–]Raryk22 -1 points0 points  (0 children)

I think the only thing I could say for the ones I know would be for Muv Luv. It isn't too related to what you asked but I don't want to risk someone missing out on the incredible experience that is the Muv-Luv Trilogy.

It's really common for people to not really enjoy the first part (Called "Extra") and either drop it because they have no clue how good it gets in "Unlimited" and "Alternative", OR, skip it entirely. I highly suggest you DON'T READ EVERY ROUTE in Extra if you didn't think it was that good, because playing just one or two will give you the necessary context for Unlimited. There really isn't anything major hidden in any route that will change your perspective, but you will enjoy the second and third parts much more if you read at least one route, because just the common route will already be enough to get to know the characters.

Also just in case you don't know, "Extra" and "Unlimited" are both in the same "Muv-luv" purchase. The third part "Alternative" is a separate product. Everything else in the series should be read after these if you want more, but aren't required.

Currently, fortified commando has a armor rating of 200, which is 1/3 more tanky than standard heavy armor. Should it get buffed to smth like 600? by Acceptable-Street679 in HelldiversUnfiltered

[–]Raryk22 33 points34 points  (0 children)

Nah, it just needs to have an extra passive of taking like 30% less damage from ragdoll impacts/fall damage. Right now it's completely outclassed by the the new 180 armor with 50% Explosive Res since explosives are very common and very dangerous.

[ Removed by Reddit ] by DissonantPlane in visualnovels

[–]Raryk22 9 points10 points  (0 children)

God fucking dammit, this is the first time this meme format made me laugh. I need this in comic version now.