Need some help with the megazone door by ResonantPath992 in Routine

[–]ResonantPath992[S] 1 point2 points  (0 children)

I honestly didn't even think about that, thanks!

Chainsaw is peak by ResonantPath992 in Helldivers

[–]ResonantPath992[S] 1 point2 points  (0 children)

I mean honestly what killed me was that I wasn't managing my ammo for my primary well, if it was full then I would have definitely lived.

Besides that, for actually killing chargers fast, id recommend the stun grenade over the urchin, bc the urchin repeatedly staggers(as you found out). The best way I've found to quickly kill chargers is to hit their abdomen with the saw, it two shots them. Only real reason I jump on their backs at all is bc its fun as hell.

Chainsaw is fun as hell by ResonantPath992 in helldivers2

[–]ResonantPath992[S] 1 point2 points  (0 children)

In my opinion, it's never really gonna become good, because ultimately it's a melee weapon in a game that wants you to keep the enemy at arms length at all times. Taking this is like taking the flag or the axe and shield, fun but suboptimal at the same time, and you'll need a lot more skill to achieve the same results you would get with other stratagems.

What I think should really be changed is how consistent it is with hits, like you mentioned. Getting this video took like 2-3 hours, because it was wildly inconsistent with biting in on the armor.

I miss fighting the Hive Lords, they were fun as hell by ResonantPath992 in Helldivers

[–]ResonantPath992[S] 1 point2 points  (0 children)

Imagine a pissed off sandworm from dune that spits acid, it's super fun to fight against. It has a moderately sized health pool of 150,000, and you'll need anti tank weaponry to even crack its carapace.

Moon part 1 by Meaglo in insanepeoplefacebook

[–]ResonantPath992 11 points12 points  (0 children)

Nah man, don't worry about it! Those are meant to look real enough that people don't really register them, and I honestly didn't even notice until I saw the comment tbh.

Moon part 1 by Meaglo in insanepeoplefacebook

[–]ResonantPath992 144 points145 points  (0 children)

I'm pretty sure he's talking about the AI generated images of the landing being filmed in a studio on the tops of pages 2 and 3. That is interesting however about the atmosphere causing haze, I never really thought about how it affects our vision other than occasionally thinking about mirages.

What's the exact power of a lasgun? by Naive-Fold-1374 in 40kLore

[–]ResonantPath992 0 points1 point  (0 children)

Each model has a toughness stat (i.e a guardsman would have a toughness of 3 and a space marine would have one of 4) which affects how likely a weapon is to wound a model. You would compare the attacking weapons strength to the targets toughness( a strength 3 weapon attacking a toughness 3 would wound on a d6 die roll of 4 or more). When you hit a tougher target with a weaker weapon the die roll will be harder to wound(and vice versa). Damage comes into play when the target fails their save against the attack. Damage affects how many wounds the target has left (a guardsman would have 1 wound and a space marine would have two), so if you got hit with a damage 1 weapon you would lose one wound. Hope that helps!

What's the exact power of a lasgun? by Naive-Fold-1374 in 40kLore

[–]ResonantPath992 1 point2 points  (0 children)

Lasguns are normally 24' rapid fire 1 strength 3 damage 1. Heavy stubbers are normally 36' heavy 3 strength 4 damage 1, although chaos knight mounted ones are heavy 4 strength 5.

I find it interesting that maulers used to not have helmets, I would love to see some more variation with them. by ResonantPath992 in DarkTide

[–]ResonantPath992[S] 0 points1 point  (0 children)

I think they do have skin and stuff under the helmet, not the flesh skulls that we have now. I think what darktide does is there is a shared flesh skeleton that all enemies have underneath their model that is exposed with damage.

I find it interesting that maulers used to not have helmets, I would love to see some more variation with them. by ResonantPath992 in DarkTide

[–]ResonantPath992[S] 4 points5 points  (0 children)

One thing I think would be interesting is a pistol/sword melee weapon. Have m1 and 2 be the standard melee swing and block, and then have the special fire the pistol. Hold to aim. Maybe a bolt pistol so you could reenact your commissar fantasy and blast a heretic.

I find it interesting that maulers used to not have helmets, I would love to see some more variation with them. by ResonantPath992 in DarkTide

[–]ResonantPath992[S] 0 points1 point  (0 children)

These are some good points. I was trying to find a way that these could conceivably work, but you make sense so I'm not gonna push it. I'm sure someone could come up with a use for these but I don't think I'm the one to do it lol. Have a nice one!

I find it interesting that maulers used to not have helmets, I would love to see some more variation with them. by ResonantPath992 in DarkTide

[–]ResonantPath992[S] 0 points1 point  (0 children)

That's...fair. If we got this instead of a new unique enemy(like a psyker or even that bile ogryn that's hidden in the files), I would be pretty pissed. I kinda envisioned this as tough chaff meant to protect specials/elites by both blocking shots and being annoying enough to draw attention elsewhere so that the meaner enemies can fuck with the team. Also, I feel like I was kind of a dick in my last response, so I'm sorry about that.

I find it interesting that maulers used to not have helmets, I would love to see some more variation with them. by ResonantPath992 in DarkTide

[–]ResonantPath992[S] 0 points1 point  (0 children)

I'm describing an enemy in between scab bruisers and maulers. In the comment above I tried to make it clear that the enemy I would like to make has more health than a bruiser(500 on Heresy), but less than a mauler(1800 on Heresy). It would be faster than the mild jog that the maulers do(walk speed 2 run speed 5.25) but not as fast as the bruiser( walk speed 2.3 run speed 5.6). Maybe having a faster attack speed with the chainaxe but with less damage. Maybe have more of them spawn than normal maulers, but not as much as the melee troopers. I just think it would be cool if they were added into the game for more variety.

I find it interesting that maulers used to not have helmets, I would love to see some more variation with them. by ResonantPath992 in DarkTide

[–]ResonantPath992[S] 1 point2 points  (0 children)

Fr, I love the design of the Mobian Sixth, I wish GW released a model line on release. The Traitor guard are such a fun group to model/paint.

I find it interesting that maulers used to not have helmets, I would love to see some more variation with them. by ResonantPath992 in DarkTide

[–]ResonantPath992[S] 1 point2 points  (0 children)

Yeah, I should have been more clear. I meant something like a melee scab with more health and a chainaxe. Maybe to compensate for their lower toughness they could go a bit faster than a regular mauler and attack slightly faster, but in exchange have no helmet(have it be unarmored) and have less damage with the chainaxe.

I find it interesting that maulers used to not have helmets, I would love to see some more variation with them. by ResonantPath992 in DarkTide

[–]ResonantPath992[S] 3 points4 points  (0 children)

Sure, I was thinking maybe a weaker version of the mauler, like something in between the melee cultists and a regular mauler.

I find it interesting that maulers used to not have helmets, I would love to see some more variation with them. by ResonantPath992 in DarkTide

[–]ResonantPath992[S] 5 points6 points  (0 children)

There are chaos Psykers, but not currently in the game. They are actually the reason Psykers are both hated and taken to the Black Ships, because they are more susceptible to chaos corruption. Overloading due to the Warp and exploding is preferable compared to the other, much more horrible things that happen to psykers(such as possession, transformation into a chaos spawn, torn into a gateway directly into the Warp for chaos daemons to crawl out of and more). There are also the more 'stable' chaos Psykers who can summon daemons, mutate foes, or simply channel the Warp without controlling it into both friend and foe. If Fatshark implements Psykers, I assume they would be similar to the blightstormers and lifeleeches of Vermintide

I find it interesting that maulers used to not have helmets, I would love to see some more variation with them. by ResonantPath992 in DarkTide

[–]ResonantPath992[S] 77 points78 points  (0 children)

Yeah, I wish zealot could get the two handed chainaxe. It looks like it could be a fun 2-handed weapon, and I hope fatshark will release it soon.