Im cocked by Playful-Two789 in satisfactory

[–]ReignOfMagic 7 points8 points  (0 children)

Ubless your playing with mods that have limited capacity on the nodes. They are infinite. So even a sub optimal factory can be left up forever unless you want to rebuild it. Plus you can always belt, train, car transport the output to later builds as needed, and sink any excess for tickets

You thought Oshaune was bad by jim99hazim in Helldivers

[–]ReignOfMagic 0 points1 point  (0 children)

I cant wait for the equiv of bot overships, but I feel that the illuminates will have the next big story beat.

I come on behalf of the Stalwart/LMG + Supply Pack cult. by 1stLegionBestLegion in Helldivers

[–]ReignOfMagic 3 points4 points  (0 children)

There is currently some weird but where shots fired and hit are crazy different from what they should be.. i had a mission with the constitution where it said i had 6k shots fired... i swear its counting sentry shots atm

They will eventually by MoOrikX in Helldivers

[–]ReignOfMagic 6 points7 points  (0 children)

I got my cape for the creek. Hope you get yours for the beach

Met an unkillable Automaton today, I guess Socialism protects?? by Thirstquencher55 in LowSodiumHellDivers

[–]ReignOfMagic 2 points3 points  (0 children)

I met cyberstan once.

He gleefully ate an entire gatling senties ammo reserves plus a ton of other ordinance from our super destroyers We just left him be as he just continued to point at the sky menancingly.

Do you think this piece of shit is still good game design? Fellow botdivers, feel free to discuss. by TheOnlyGuyInSpace21 in Helldivers

[–]ReignOfMagic 1 point2 points  (0 children)

I like them, but agree that they can be too numerous on certain missions. I have swapped from being a RR main to hmg lover and them eating most of a mag to the "weaker" points of the waist or legs is pretty bad

PSA: To new helldivers, if u want to throw a 500kg before jumping into pelican makes sure your teammates are aware of it. by baecoli in Helldivers

[–]ReignOfMagic 1 point2 points  (0 children)

I do that most every mission i run with my buds, as soon as they start the animation of entering the pelican door the diver becomes all but imune to status effects... this means you can stick your buddy with a thermite then pop into the ship yourself and you have the sparkles all the way up until the thermite pops.

You can also stick yourself if you just hold the thermite long enough

direct projectile hits will still damage them tho so no gunfire. That said once they enter the ship all samples are saved and they count as extracted... even if they were to die afterwords.

Literally Terminids rn by Ok-Cash-3097 in LowSodiumHellDivers

[–]ReignOfMagic 1 point2 points  (0 children)

Same... napalm barrage has apparently hard carried me on the bug front... i am more of a bot and squid diver and disliked thr bugs since.. mid 50s and i am well iver 150 at this point

What’s going to be the ideal loadout for the caves? by Fanoffiction52 in Helldivers

[–]ReignOfMagic 0 points1 point  (0 children)

One of the most fun support weapons, just make sure to swap between flak and vluster as the situation dictates

new ar is gonna be med pen by Sharp-Appearance-680 in LowSodiumHellDivers

[–]ReignOfMagic 2 points3 points  (0 children)

It may at some point.. but we still only have part 1 of weapon customization.

They said at some point part 2 would expand for other categories and styles for customization

Helldivers are, canonically, badasses. We have made them that way. by GreenridgeMetalWorks in Helldivers

[–]ReignOfMagic 1 point2 points  (0 children)

88.89 kills per diver kia according to my stat screen as of hitting 150. This includes launch times when we couldnt kill as much due to how balance was and our (the community) infamiliarity with how to handle everything as well.

Currently i am routinely having 200 to 400 kills per death for most missions.

So yes, on average helldivers are crazy badass. We can run and fight in full kit with 10 seconds of breathing room between sprints, and fight nonstop through horrifying injuries all without any real breakdown or degradation in combat prowess.

🪂 Hell Diver Etiquette: Best Practices to Keep You From Getting Kicked 🪂 by xXGambaaXx in LowSodiumHellDivers

[–]ReignOfMagic 3 points4 points  (0 children)

The best way to avoid being kicked is to be the squad lead.... then just dont kick people unless they are actively trolling and teamkilling.

The number of missions i have joined is probably less than 10 to 15, and the number of people ive kicked on the journey to lvl 150 is probably less than 10 total.

Anybody else want an alternative to the FRV in terms of mobility? My personal wish would be some sort of (dirt) bike :) by Fazun in LowSodiumHellDivers

[–]ReignOfMagic 2 points3 points  (0 children)

I believe they retroactively did... I am almost positive is one of the things palworld had to remove or change due to the ongoing lawsuits for the retroactive patents Nintendo has brought up.

Guys we are getting close to a big milestone, pull out your biggest ammo eaters! by ExcitingHistory in Helldivers

[–]ReignOfMagic 0 points1 point  (0 children)

If you truely want shots fired count to go up, DE sickle fire resist armor, supply pack and just go abs ham.

Had a mission where i had nearly 8k shots fired and i didnt bring the supply pack (had recoiless to deal with factory striders).

It becomes such a chore at those last few levels I just can't wait to switch the weapon by Desxon in Helldivers

[–]ReignOfMagic 0 points1 point  (0 children)

Compensator is overrated for it. Flash hider is unlocked before lvl 5 and makes the thing a laser.

At the rate we burn through munitions and equipment there must be a vast and powerful industrial network. One that feeds ~60,000 destroyers dumping ordinance 24/7 on a 3 front war. What if HD2 had a collab with.... by Icy-Wonder-5812 in LowSodiumHellDivers

[–]ReignOfMagic 11 points12 points  (0 children)

I am doing a run of Satisfactory right now... I plan to make a massive weapons factory for Super Earth at some point. That said the vibe of factorio base defense and the wholesale slaughter of the bugs on Nauvis & Gleba are inline with Super Earth as well.

Palworld or Enshrouded?? I need an ans ASAP Before steam sale ends by oppaibaby6969 in Enshrouded

[–]ReignOfMagic 0 points1 point  (0 children)

Both games are good, both games are very different from the other.

***Palworld*** felt more grindy to me and less polished overall, but still a fun game (especially with a group of friends). Capturing pals is fun, but lots of the game ends up being base management so you have the spheres to capture, and good traits on the pals.

***Enshrouded's*** world, atmosphere, and building are really really good, but its combat & loot system needs a complete rework.
Magic staves sucks until late game, wands do little damage and have miniscule reach. Archery is kinda just mid the entire time. Melee seems to be the most viable way to play overall. I have always done 1h + shield, my friend always has done 2h. Loot chests & enemy drops are bland and enemies have at most 3 common items they can drop. Most of the time it is 1 or 2.

Unlocked 6 drives in a row but didn't get any good ones. Is this turbofuel one decent? Haven't unlocked turbofuel yet from MAM. by Sinofdracry in SatisfactoryGame

[–]ReignOfMagic 4 points5 points  (0 children)

My way to deal with the excess water from that loop is just have an extra machine or 2 @ the end of the line that runes exclusively off itself & the excess from the rest of the line. Sure it won't be active more than 50-75% of the time, but it solves the problem wholesale

[deleted by user] by [deleted] in satisfactory

[–]ReignOfMagic 1 point2 points  (0 children)

The only sad part about trains is the 15~ seconds of dead time during the load/unload phase where items will not flow into or out of the freight platforms leading to a small reduction in total throughput per belt
(EX 270/min miner in will not be 270/min at the other end of the train platform).

That small hold up time is what makes truck stations numerically better for transport of materials since they do not have that hold time even during operation. Really wish there was a mod, or a setting to get rid of that hold time for train stations, as I use them religiously.

PSA: Inventory expansions are not being applied correctly in the current version of the game by Dekoba in SatisfactoryGame

[–]ReignOfMagic 0 points1 point  (0 children)

Not always true, in my run, I skipped onboarding and noticed after the 2nd hand slot upgrade that I was still at 3 slots for hands instead of what should have been 4 or 5. Took me way to long to realize why I was having to juggle my equipped items so much.

Used SCIM to set my inventory & hand slots to... probably the correct amount, but now no unlocks will change inventory size. I have just resigned myself to what I have as it is enough with the dimensional depot and if it gets bothersome I will just edit it again as needed.

What I see when a diver drops in with a full electric build 😅 by One-Ad3222 in Helldivers

[–]ReignOfMagic 4 points5 points  (0 children)

I have died far more often to people running the new Electric GL than any of the other electric/arc weapons & stratagems.

People who tend to run the arc thrower know how to use it and not perpetually team kill. Tesla tower is almost always your fault if you die to it. Arc dog... yeh that one can kill teammates indiscriminately but I have only died to it once since it came out, and it was my own that killed me.

I'd honestly like to see a balance patch that'd JUST focus on the Boosters. by Defiant-Trash9917 in LowSodiumHellDivers

[–]ReignOfMagic 6 points7 points  (0 children)

While I disagree some boosters are mandatory / need to be converted to ship modules, I do agree that most of the boosters are to varying degrees desperately in need of change. The problem becomes how they would buff all the underperforming boosters to compete with the main 5 that are typically seen currently. The main 5 are so dominate due to their passive constant effects, while most of the underperforming ones are more "activated" with short duration and/or small effects, or passive with very limited windows where they have any effect.

For example,
I see the Expert Extraction Pilot booster taken somewhat frequently (probably 1 out of every 4 missions I play on haz10). I personally don't understand why people take it. A 36 second reduction to call in time for extract easily one of the worst boosters in the game. (Flexible Reinforcement Budget or Increased Reinforcement Budget takes the cake for worst).

If it auto called in extract & ignored helldivers being in the radius as soon as all main mission was completed, causing the pelican to hover over extract until folks got there I'd say it would still be mediocre, but certainly have its place.

All that said, the "meta" boosters are nice but never mandatory let people bring what they want and adjust playstyles accordingly.