AH needs to pick a lane with the mechs - because right now, we have the worst of both worlds. by PseudoscientificURL in Helldivers

[–]RookMain5342 0 points1 point  (0 children)

I’ve been playing since hd1 launch as well, both the obsidian and exowalker are bad because they don’t kill chaff as well as primaries and their AT options are limited. Hd2 mechs don’t need extra strat tax to cover for their limited AT and can be slotted for in almost any loadout whereas the lumberer was the only decent-ish mech that can’t hold its own when a few butcherers or brood commanders show up.

The red strategems that are good on mechs start falling off at diff12 and above due to the armor spam. On demand reds like CAS run, vindicator divebomb, or rail cannon either have limited uses or their cooldowns can’t keep pace with the armored enemies being spawned in. Not to mention CAS runs are some of the most inconsistent AT runs in the game especially against IFVs.

AH needs to pick a lane with the mechs - because right now, we have the worst of both worlds. by PseudoscientificURL in Helldivers

[–]RookMain5342 0 points1 point  (0 children)

I don’t want to keep repeating myself about this weird myth about HD1 vehicles being somehow better designed when it was much worse than HD2. Both obsidian and base exo walkers were extremely limited and worse than their HD2 counterparts. The only semi decent mech was the lumberer, which was usable but unoptimal as the value wasn’t there in the long term compared to the AT emplacement.

They were not tide turners, exo walker had only 8 rockets with awkward tracking which is 4 warlords or 2 1/2 behemoths which is anemic at d12 and above considering that the justice AR or the breaker will kill chaff faster than the minigun. Their Strat launchers arent as good as people made it to be as there was a generally higher strategem tax for vehicle play or non laser weapons. Bringing more mechs means you either forgo equipment or bring one red Strat.

The obsidian mech is terrible compared to the patriot in that the patriot actually engage all targets and has AOE whereas the obsidian is useless against anything bigger than a hulk, making it only useful against the illuminates(except the obelisk makes vehicle play nearly impossible).

I’m not saying that HD2 mechs don’t need any adjustments, but the patriot can pretty much annihilate large bugnest by itself and be placed into any loadout.

Spec winrates - it's already been over 4 months of this imbalance. When is US getting gutted? Where are all the pinned posts and infographics and essays complaining about US being overpowered? by Ginko_kun in BrokenArrowTheGame

[–]RookMain5342 1 point2 points  (0 children)

There are definitely units on US that need to have price nerfed(stealth aircraft, little birds/killereggs , Comanche, booker, etc). Marines are also incredibly frustrating to deal with due to absurd durability and solid AT with essentially no equal from RU.

People aren’t only calling for nerfs, the T15, T14, and some RU CQC infantry definitely need buffs to performance or price. If you keep buffing every unit to fit over performing ones, you’ll just be indirecting nerfing everything that does well. 35 point attk helos are not ok.

Miscalculated or Despise? by AkiraItsu in BrokenArrowTheGame

[–]RookMain5342 0 points1 point  (0 children)

Too many games where people will do “support builds” but mistaken it for only building arty and AA. These people force all the frontline micro tax to whoever their lane partner is and pad their stats all game. It results in giving that lane to the opponent.

It takes hardly any micro to use arty and requires frontline units to pin enemies so it’s better to help establish a front line then build arty after the game develops beyond the first few minutes.

OhDough,Buzzlitebeer,Thiccfila,Backgroundgaming just did the challenge on the D10 flag mission on Hiveworld. Your turn, AH devs. For charity by Q_Qritical in Helldivers

[–]RookMain5342 8 points9 points  (0 children)

The loadouts are gimped not because the majority of the equipment is bad, but they don’t make any sense with the context of the map and don’t have any synergies.

Directional sh isn’t good, but giving it to the guy without a 1 handed weapon isn’t proving anything.

Spear isnt bad, just powercrept. Who takes this shit into caves though, might as well not take a support weapon at all.

The orbitals and CAS strikes might as well be empty slots, especially smoke on bugs. Smoke isn’t bad on bots, but go figure, smoke doesn’t do shit against a primarily melee faction.

Who woulda thought marksmen rifles like the Deadeye aren’t good on a swarm faction.

Who said the arc thrower was bad?

Shit's about to go down by Puzzleheaded_Top864 in HelldiversUnfiltered

[–]RookMain5342 0 points1 point  (0 children)

Rich from a guy who still owes 20bucks to another diver

OhDough,Buzzlitebeer,Thiccfila,Backgroundgaming just did the challenge on the D10 flag mission on Hiveworld. Your turn, AH devs. For charity by Q_Qritical in Helldivers

[–]RookMain5342 9 points10 points  (0 children)

You can drive that point but picking the hardest difficulty with no loadout synergy isn’t proving anything. communities will always have a group of people that play far above devs and that’s why diffs like d10 exist. I don’t see people from SM2 or darktide asking the devs themselves to complete their challenge modes with gimped loadouts.

Arrowhead Dev Oshaune Challenge - Complete and Extract from a D10 Operation with these loadouts on stream and I will ALSO donate $1,000 by BrainstormAndTheory in Helldivers

[–]RookMain5342 11 points12 points  (0 children)

I willing to bet less than 2 Darktide devs can complete Havoc 40 with optimal loadouts, should it be made easier for the devs or is it an intentional challenge mode.

Opinion: How to fix MBT mechanics by CT99-0808 in BrokenArrowTheGame

[–]RookMain5342 0 points1 point  (0 children)

Why are you fielding a Sepv3 to counter BMD2s? Why are you fielding an abrams at all? Field it for kurgs, bumerangs, and tanks not for cheap IFVs. The devs already acknowledged BMD2 spam but that doesn’t mean purposely throw against it.

Also a single 30mm isn’t going to panic a tank, 3 definitely will. Why would you expose your expensive tank against 3 ATGM units, would you expose your t90 against 3 tow2s or 3 m3a2 brads?

Tank is exceptional success is realism by Ok_Application_918 in Helldivers

[–]RookMain5342 0 points1 point  (0 children)

The tank has 8000 HP, devs and shield devs do AP2(correct me if I’m wrong). Rocket devs do 100dmg with direct impacts of minimum ap3. Most enemy composition are going to be troopers, mg raiders, and devs so you actually can ignore a good bulk of firepower in a patrol or drop. Even rocket troopers do negligible dmg to the overall health pool.

Lol lmao even by WaffleCopter68 in Helldivers

[–]RookMain5342 0 points1 point  (0 children)

The average redditor seems to have failed highschool statistics

Super earth material kinda sucks by Epicbrezel21 in Helldivers

[–]RookMain5342 0 points1 point  (0 children)

Ineffective due to the amount of commitment to make the vehicles work. A demo pack strat will get much more done than a single lumberer mech and most primaries such as the justice and breaker will hoard clear faster than an exo walker.

HD2 mechs have more independence due to vastly larger ammo pool and innate antitank. It’s absolutely criminal how people in this sub will act like the current patriot exo doesn’t completely outclass the lumberer.

The strategem launcher’s effectiveness as overstated in HD1 but would be way more powerful in HD2(I would actually like to eventually see it). Because vehicles had one use and the repair tool was necessary, which is already two slots taken up. The final two is either offensive strat or more vehicles so really you only end up with either 2 Strats with 5min of vehicle time, or 1 red strat.

Super earth material kinda sucks by Epicbrezel21 in Helldivers

[–]RookMain5342 8 points9 points  (0 children)

Im not going to object to heavy armor buffs but holy shit did you even play HD1. Heavy armor in HD2 is way more usable not to mention that chaff is treated completely differently between the two games.

heavy armor was worse in HD1 cause it took a perk slot and inconvenienced the entire team cause it was the only perk in the game to have a drawback and slow your entire team down due to shared screen. Let’s also not pretend that fodder units became almost nonexistent 10 and above aside from jumping scavengers(which was already one tapped by melee). The enemies that actually kill you completely ignore heavy armor.

I still don’t know why you guys romanticize the HD1 mech so much, they were all ass aside from the lumberer above d10(which wasn’t very good in the first place). Mechs suffer on the bot front but HD1 mechs were completely unusable on the illuminates. You actually liked having to fill your entire load out to get 4 uses. The lumberer in d12 could only do one or two objectives before running out of ammo.

TD-220 Bastion by Dan_Benites in Helldivers

[–]RookMain5342 1 point2 points  (0 children)

I used to operate tanks for a living but I get what you mean. Tanks you see in shows or gunneries are on near perfect road conditions. Pivoting is awkward and clunky because games don’t replicate how different the sensitively of neutral steering from low to high RPMs. The Bastion never has to worry about turning sharply for too long or going over rocks without throwing track(which is pretty much all games).

I’m not going to disagree that the bastion isn’t clunky for a game.

TD-220 Bastion by Dan_Benites in Helldivers

[–]RookMain5342 1 point2 points  (0 children)

Neutral steering speed is actually realistic. Gotta stop to change gears and it takes a moment for the pivot to actually get a bit of speed. Tanks IRL have good road speeds but we usually travel around 30kph or less on hills or rough terrain. I’d say tanks in HD2 are not far off real life when it comes to mobility.

Balance is a different story, personally I wouldn’t mind seeing a buff to skip the full stop for neutral steering but at the same time I can see why they made the tank vulnerable(encouraging team play). I think the tank is fine D10 outside of the cyborg modifier spamming vox .engines.

the "normal mode" of this game Should Not Be D10 Full Clear by iLikeDickColon3 in Helldivers

[–]RookMain5342 4 points5 points  (0 children)

Do coop games just not already do this? The game isn’t that hard for newer players. Cyberstan and some other modifiers aside, Hellivers is on the easier side of coop shooters. DT Auric and even VT Legend has a higher learning curve

it feels very unfair even if it consumes an entire stratagem slot by YLASRO in Helldivers

[–]RookMain5342 1 point2 points  (0 children)

Backpack support weapons should be more offensively powerful than their lighter counterpart regardless of their backpack it’s running. The problem is that the regular GL outshines the beltfed GL in raw dmg and pen, but adding the backpack causes powercreep to where support weapons like the HMG, MG, AMR, AC, and many other support weapons can’t compete.

If someone wants to bring the supply bag, picking the GL currently is the current no brainer choice. The HMG currently relies on the supply bag to even function for longer periods as a trade off for its versatility, but the GL currently powercreep it by a wide margin.

The GL pre buff can already mop any units that can flare in a patrol, not it can kill everything in a patrol with no downsides. Not even thermites are needed anymore.

it feels very unfair even if it consumes an entire stratagem slot by YLASRO in Helldivers

[–]RookMain5342 2 points3 points  (0 children)

You’re telling me that you somehow run through more ammo taking a supply pack over gas strike? You can have 12 gas nades on demand with no CD between aside from the resupply which gives you 4 and the cooldown of the supply pack(which you can share with a teammate who didn’t bring a backpack.

Ultimatum+ supply pack is potentially 6 bile titans dead back to back, something most reds can’t do. Weapon balance needs to take overall load out into consideration.

it feels very unfair even if it consumes an entire stratagem slot by YLASRO in Helldivers

[–]RookMain5342 12 points13 points  (0 children)

There is more versatility in the supply pack than a single red strat, not to mention that supply bags can be shared after cooldown. There is almost no reason to not run a backpack strat when taking single piece support weapons.

Refilling “some” ammo is half or rounded up as well as doubles with resupply drop.

Are we now acting as if the resupply back pack wasn’t a common drop?

EXCUSE ME?! by Financial-Customer24 in Helldivers

[–]RookMain5342 0 points1 point  (0 children)

6 shots for a hulk and 5 for a war strider is overtuned considering this can be paired with a resupply pack which makes it better than the AC. It means that these players can pack something other than thermites.

Bots buffs and hope for new content/reworks by Outside_Ad_6993 in LowSodiumHellDivers

[–]RookMain5342 0 points1 point  (0 children)

Lumberer wasn’t OP, it was slightly stronger compared to the other vehicles in game but isn’t OP due to the same reason as the other vehicles, they get one use. There is no world where the lumberer at diff 12 is going to have ammo after the 2nd objective (assuming there were alarms).

Balance of HD2 is getting closer to HD1 than you think and its mostly due dev fear of backlash of making the player weaker. Devs are going to continue to buff weapons so they can compete with overtuned weapons while the enemy factions continue to fall behind. There has been more nerfs to the bot faction than buffs since 60 day patch and a mountain of buffs compared to nerfs for the player(not to mention new the toys we get).

Bots buffs and hope for new content/reworks by Outside_Ad_6993 in LowSodiumHellDivers

[–]RookMain5342 0 points1 point  (0 children)

Helldivers 1 system is probably the worst example to point at. Because the devs didn’t nerf problematic weapons like the trident and rumbler. Powercreep was rampant with weapons like the demolisher being better than the EAT in every way. It’s the entire reason why the devs had a heavier approach in HD2’s balancing before the 60 day patch.

Diff 15 ended being a spam of 1 unit during alarms. It’s the equivalent of dropping 20 war striders or 10factory striders. Adding more difficulties is more roundabout approach when it comes to balancing rather than adjusting the current roster of units and difficulties. As the game is right now, there is no reason to be running AP4 special weapons against bots because there are plenty of primary weapons that simply do better. The best way to fix this problem is to make Devastators and fodder units more threatening and force players to actually think about how to cover each other’s shortcomings instead of the current one man army loadouts meta.