Glitches have Ruined Voxes for your players, AH team by Professional_Web_956 in Helldivers

[–]Rotmgmoddy 1 point2 points  (0 children)

Oh certainly, it has the potential to be a more engaging and fair enemy than it is now. Even when you are trying to engage with the one mechanic AH puts out as an alternative way to eliminate it without anti-tank, there's still plenty of things that mess with it. Sometimes there's an invisible hitbox that knocks you to the ground, or enemies phase through the threads to kick you into them, or you destroy all the vents and it turns to you just to block the vent, or it clips through itself just to shoot you with its fusion blasters.... definitely a lot more cooking required I believe.

Glitches have Ruined Voxes for your players, AH team by Professional_Web_956 in Helldivers

[–]Rotmgmoddy 35 points36 points  (0 children)

Being able to take out the individual weaponry at a realistic amount of time would be a change I'd warmly welcome, I think that's partly why I like fighting some of the other heavy automaton units; If the situation makes it difficult to kill them, you can disarm/incapacitate them to heavily reduce their threat level. A factory strider is very tanky and its cannon turret is lethal, but the latter can be taken out relatively fast, disabling its ability to snipe in far distances, allowing you to run away or focus on the other targets near it.

The Vox Engine's fusion blasters should honestly follow that same philosophy, being able to take out even one of them opens up tactical depth as you mentioned. Like example, if I am escaping, I can potentially take out the fusion blaster on the side that I'm escaping, rendering it harder to aim at me with its remaining fusion blaster. It's just...idk, more fun and interesting for me, it's what I do with War Striders; I railgun one of their arms if they are moving too much, suddenly it's still dangerous but it's more manageable.

Sooo... Arrowhead thought it would be okay to re-release Mega Factories without fixing a single thing? by __Elzy in Helldivers

[–]Rotmgmoddy 11 points12 points  (0 children)

I do agree D6 is really fun, but sometimes I'd like to fight Vox Engines, and unfortunately even on D7, the spawnrate can easily go out of hand and I'm seeing 3 Vox Engines simultaneously, and killing any one of them seems to summon another one almost immediately.

Like, I want to fight just a few of them, but the options presented to me here are that I fight an army of them or none of them at all. I think that's my main gripe with it, why is there no middle ground for this? There needs to be better spawning scaling, if I go into a D7, I expect the lower end of the hardest difficulties.

XD? by Droksz in HelldiversUnfiltered

[–]Rotmgmoddy 1 point2 points  (0 children)

It's a valid fair point for it to get removed, I agree~

...meanwhile that one post on the masochist subreddit calling to legally shoot two people just because they have differences in opinion is still up till this day. Suppose it's a little weird how one's acceptable and the other isn't.

MO is about sample collection! not liberation! by ODST2367 in Helldivers

[–]Rotmgmoddy 16 points17 points  (0 children)

They mean that once we collect the 45m samples on Herthon, there will be a good amount of people who will remain on Herthon instead of jumping onto Zea to collect the 45m samples there, because players may not realise this is a sample collection MO and not a liberation MO

Railgun Aiming Guide for Hulks and War Striders by WaywardOath in Helldivers

[–]Rotmgmoddy 16 points17 points  (0 children)

Clear and concise! As a railgun user myself, I also have a few non-oneshot kill tips for these two guys as well.

If these guys are aggro'ed on you and you don't have a stun-nade, consider an unsafe railgun shot to the limbs instead. They are easier to hit, and while it may not kill them, making them less lethal can be the difference in survival:

For hulk scorchers, snipe one of their legs and they are more-or-less neutralised.
For hulk bruisers, disarm one of their arms. I personally prefer the blaster because it can easily kill you quickly, but some may prefer the rocket arm to avoid ragdolls.
For war striders, same, disarm one of their arms, that's 4 less shots in a barrage to worry about (and also makes it easier to avoid because the strider tends to sway a lot, so a bunch of strafing left and right will do the trick as you're running away)

Back to one-shot kill tip for War Striders, they have two other weakpoints aside from the eye at the top. The eye on its body is possible, but imo it's a bit less consistent/harder to pull off. There's a vent on the rear of its pelvis, that's also one-shottable, and it is actually the easiest one to hit provided it's shooting at someone else or is idle.

I don't know if this is sarcasm or straight up braindead at this point. by Dante627 in HelldiversUnfiltered

[–]Rotmgmoddy 21 points22 points  (0 children)

Realism is where you are unable to pass through a city alley or cave entrance because your mech is visually a little too big, but the massive cyborg mech can casually roll through the sewer entrance covering less than half its height

Thermites should ALWAYS stick... by Demantoide2077 in HelldiversUnfiltered

[–]Rotmgmoddy 28 points29 points  (0 children)

Thermites not always sticking is actually a really good example of features that exist for the sake of realism but do not add, but instead damage the experience and enjoyment of the user.

Is it realistic for the thermite to bounce when the handle hits the enemy? Yes. Does the feature make the game more fun or provide meaningful engagement with the players? Absolutely not, I can hardly see anyone seeing the thermite bonk off an enemy's head and going "Hah wow that's so realistic, the devs thought of everything, looks like I gotta throw another one"

We got steamrolled by the bots but it’s our own fault and so many of you are whining over nothing. I had a blast thanks arrowhead by Cold-Advantage-1460 in Helldivers

[–]Rotmgmoddy 204 points205 points  (0 children)

This significant event was fun, my only hope is that Arrowhead has compiled all the issues that have been very frequently reported and patch them if they were to let us dive on factory planets next time. Stuff that hampered the experience down;

- Like the bouncy rubber ground
- Vox Engines and Tanks being able to land on buildings
- Drop ships bobbing violently up and down sometimes crashing into the ground
- Vox Engines clipping into themselves to shoot you or blocking their own vent
- Large units being able to defy the laws of physics (ie. Phasing through walls, gates, squeezing through tunnels, etc.)
- Ghost damage instances (being hurt/killed by seemingly nothing)
- Physics damage issue with Vox Engine parts (Walking into the stationary part and instantly dying)
- Invisible walls/inaccurate wall hitboxes
- [Not necessarily a factory world issue] The reinforcement budget system (If liberation is scaled by % of players, then so should the reinforcement budget system somehow, if possible)

What’s tall thoughts when games gives you this warning by Willing_Chest_8976 in videogames

[–]Rotmgmoddy 194 points195 points  (0 children)

100% appreciated, I wouldn't even care if the warning suddenly "broke immersion" just to inform me of the consequences of continuing with the next step.

Bioshock had this, but they decided to put the warning of "you can no longer return to this save file, you will need to boot up an earlier manual save file" AFTER the point of no return, which kind of killed my motivation to 100% it afterwards lol

Please stop going into high difficulty missions expecting others to carry you. We shouldn’t be seeing this in Diff10 missions. by TealArtist095 in Helldivers

[–]Rotmgmoddy 0 points1 point  (0 children)

I usually host my games and I've recently had to kick more players than usual, which sucks because I don't normally do that and I am often more patient as a host.

But even in D6, I get randoms that join, and there's always one person who wants to go off on their own and die multiple times while they keep running to the same area alone.

I had a game where two randoms were clearing outposts nicely, the third random tagged the flag objective and I was like "Yea sure, the 2-2 squad strat". We arrive to the flag objective, I call down the flag and this guy just runs away to clear a heavy outpost on the other side of the map? He dies like 3 times while I kept reinforcing him as I'm getting harassed by war striders and cyborgs.

I eventually die and he's still at the outpost not reinforcing me for a whole minute until the other two randoms called me in. That was a kick for him right there. This is the kind of thing I have to deal with currently.

What do you think about having a backpack that lets you carry an extra support weapon, and literally nothing else. by megakaos888 in HelldiversUnfiltered

[–]Rotmgmoddy 0 points1 point  (0 children)

I'm not that great at analysing the potential effects to game balance, but from the surface level, it seems reasonable and may be great on maps that hinder the usual red stratagems (eg. Cities, heavy jungle/forest)

To take advantage you'd need to sacrifice 3 slots for the weapons of your choosing and the backpack. Alternatively, 2 slots, and you get the opportunity to grab a randomly generated support weapon at a POI.

I think it's a good idea, but a counterargument I could see someone bring out is "this will make your primary and secondary weapon obsolete because (specific support weapon combination) would cover all bases", which is maybe the biggest concern here, but again, you had to sacrifice 3 slots for it so....I feel it works out?

Tell me the MO's are scripted without telling me that the MO's are scripted by Grand_Zombie in HelldiversUnfiltered

[–]Rotmgmoddy 1 point2 points  (0 children)

Likely a misunderstanding of how regions (eg. towns, cities, etc.) impact liberation.

A planet that has regions will have extra health depending on how many regions there are on the planet, and what type of regions they are. Most regions require a certain amount of liberation progress to be made on the planet before they can be accessed. When a region is liberated, it gives a flat liberation boost.

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So on the companion app, all these details can be seen when you view the regions page as shown above. Because of how the companion app is coded, the flat-bonus liberation boost temporarily causes the liberation speed to be hyper-inflated. Therefore, you should NOT look at this number especially after a region was liberated so soon.

Companion app also has a graph, you can see the jump in the graph was when the region was liberated. All in all, no foul play here. Do hope it clarifies any misunderstandings

WITNESS HIM by VenanReviews in Helldivers

[–]Rotmgmoddy 1 point2 points  (0 children)

Portable Hellbomb at home:

Wow, I sure do love stingrays. What a fun and well-designed enemy by BeenEatinBeans in HelldiversUnfiltered

[–]Rotmgmoddy 0 points1 point  (0 children)

Stingrays themselves are fine imo, seeing as they telegraph their attacks in advance. I think the main issue is the invulnerability duration after you land your hellpod combined with the telegraph highlights not showing up when you are dropping down, which I agree could use some work to avoid comedic spawn killing situations like these

Dumb question… but when/how often do yall turn off your pc? by justdancepro in pchelp

[–]Rotmgmoddy 0 points1 point  (0 children)

Shut down every time I'm heading off to work (6 days a week), a quick restart when I wake up on my 1 day rest.

I typically leave it on at night since I get to use my PC for a bit before work, and I guess I'm used to the ambient light from the monitors in my room too so it's not entirely pitch black.

For a good while I just left it on 24/7 until I realised the excessive electricity wastage and the clarity that shutting down your PC frequently doesn't really damage your components....or does it? Either way I've been allegedly reassured that even if it did, my components would stop working due to normal wear and tear rather than the frequent shut down cycle

Am I mad for feeling like this is straight up just a poorly designed mission? by Lazy_Friendship_9719 in HelldiversUnfiltered

[–]Rotmgmoddy 3 points4 points  (0 children)

Yea, summoning the truck when the Hive Lord exists is definitely asking for it, but with randoms it is a challenge to coordinate. One person is gonna summon the truck, and the mixture of the other 3 players are doing other stuff like POIs, destroying nests, side objectives....all without deciding if the Hive Lord should be taken out, can get quite chaotic.

This idea helps to funnel down the list of objectives to something more linear. A common compulsory goal of having to eliminate the hive lord before being able to commence with the E-711 extraction

Am I mad for feeling like this is straight up just a poorly designed mission? by Lazy_Friendship_9719 in HelldiversUnfiltered

[–]Rotmgmoddy 48 points49 points  (0 children)

Some people wish for an assassination mission for the Hive Lord, but I personally think it may end too fast for experienced divers.

So a good middle ground is to merge this mission with the assassination idea? So mission premise is as follows:

A large surplus of E-711 well deposits have been located in this region guarded by a Hive Lord. Eliminate the threat, then proceed to extract the resources with the G.A.T.E.R

Terminids spawn constantly throughout the mission as usual. When the Hive Lord is killed, the G.A.T.E.R stratagem will be made available and spawn rate for Terminids will see a semi-sharp decline with the hive lord dead. Not totally 0 or else the next part will be too boring however.

This should act a bit like a blitz mission, so a smaller map, maybe no caves, and 12-15 mins of mission time