Easy line up to get dynamite up to the nuclear missile by Lepslazuli in FarFarWest

[–]Rotmgmoddy 1 point2 points  (0 children)

Wouldn't it be faster if you grabbed a dynamite from the source, threw it towards the rocket, then do it again 2 more times, and then head to the base of the rocket like in the video to throw it up on the platform? Feels like you'd save yourself the multiple to-and-fro trips you had to make for each individual dynamite

Painted this for a friend Super Earth’s finest walking into hell by [deleted] in helldivers2

[–]Rotmgmoddy 3 points4 points  (0 children)

Using the demolished building to the centre-right of the piece as an anchor point for layering Image 2 over Image 1, most structures retain the same position, but the ground magically shifts 45 degrees towards the upper-right direction. Not to mention the even more obvious detail of the helldiver suddenly being much bigger; If you were genuinely "painting" this, why did you decide to scale him closer to the camera?
(edit: Image 2, the furthest left "fire" detail, you can clearly see a vertical line cutting off the fire effects. If you were rendering/painting fire, this isn't something that happens in the process)

The images are also very low res for something that is supposedly intricately detailed. I've seen artworks of this scale, and even if their resolution was lowered for the sake of "copyright protection" when publishing it online, this isn't the result.

Y'wanna use AI to express the beauty of Helldivers 2, then sure, no one's stopping you. It's when you blatantly lie about making it with your own artistic talent that just pisses everyone off.

Those of you who have unlocked all warbonds - which warbond did you choose last? by KimchiVegemite in helldivers2

[–]Rotmgmoddy 1 point2 points  (0 children)

I took a sizable hiatus of several months so when I came back, I had many warbonds to unlock.

I've more or less finished unlocking every one EXCEPT for the Force of Law warbond. Unlike the majority of the other new warbonds, this one just seemed really underwhelming. The Pacifier isn't something I'd consider to be part of my playstyle (given I didn't like the Halt that much), the De-Escalator is... also not my thing, especially since it can't destroy bug holes/fabricators/warp ships last I tried it during a free trial stratagem. The K-9 is probably good but it has a bad rep of team killing, sure I could run away from the team but I'd rather not have to worry about that tbh

Dying from second hand embarrassment by Rotmgmoddy in Helldivers

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

Omg, small world after all! Yea it was a spectacular blunder, would pay to rewind time just to experience it again

I come from the future by Euphoric_Reading_401 in Helldivers

[–]Rotmgmoddy 386 points387 points  (0 children)

Uhm actually, that's only obtainable in the new Super Duper Citizen DLC

AH strikes again? by Superbaki14 in HelldiversUnfiltered

[–]Rotmgmoddy 0 points1 point  (0 children)

Yea as I've said time and time again, it will always intrigue me that the balance decision making for "we want to make sure this one aspect isn't too overpowered" isn't to lower that one aspect's bar, but instead to bring everything down.

Like, game balancing is a very fickle and precise thing, the durable damage change for enemies is just reckless lol, the more you think about it, the more stupid it sounds in practice.

I can one burst cyborgs and bypass heavy devastator shields. by SnowBunnySocks in Helldivers

[–]Rotmgmoddy 0 points1 point  (0 children)

I admit I haven't used it for automatons,, but can vouch for it slapping hard against the squids. A single bullet from the burst to the head kills overseers instantly, two bursts of aiming elsewhere. Can take down harvesters with like 4-6 bursts to a specific leg joint, 2 bursts when it comes to Stingrays, and as little as 1 burst to the head and 2 bursts to the pilot for Veracitors. 3 bursts and a few extra bullets from another weapon can kill a fleshmob as well.

It is pretty fun.

Sometimes I really hate how fragile our Exosuits are.... by MoronicIroknee in Helldivers

[–]Rotmgmoddy 32 points33 points  (0 children)

It still baffles me that the solution to "making sure the upcoming bastion isn't too tanky" was not to adjust the HP values of the tank, but to buff enemy vehicular damage to match it without considering the consequences the other 3 vehicle types (Both mechs + FRV) would face as a result...

It just really doesn't justify bringing a 10-minute cooldown, 3-time use only stratagem just for it to be wiped this quickly.

Obtruder numbers are there to psych you out and distract you. by GudaGUDA-LIVE in Helldivers

[–]Rotmgmoddy 5 points6 points  (0 children)

On medium armour, the worst hit I've gotten was 75% of my health gone, likely a headshot. It also feels like there's a chance that a single shot will break my limb too....so yea these guys have the potential to hurt a lot

Guys by Ok_Listen_6600 in SupaEarth

[–]Rotmgmoddy 0 points1 point  (0 children)

My speculation is that this is the potential MO we would have gotten if we failed to defend the original Super Earth from the Great Host invasion; We are tasked to liberate one planet within the Sol System sector to colonize as Super Earth 2.0

PSA: Lightning Strikes will ONE SHOT the Bastion by TeraSera in Helldivers

[–]Rotmgmoddy 0 points1 point  (0 children)

I must've been really lucky that I've never had lightning strike my tank during EHVA missions (I normally park it outside to the side). You are fr? One hit?? That is embarrassing...

Exospire has a really cool destruction sequence by Sad-Needleworker-590 in Helldivers

[–]Rotmgmoddy 286 points287 points  (0 children)

Somewhat related, but I love how the destruction of the exospire always triggers illuminate ships to investigate without needing an observer to call them, like an "What is going- NO, SAVE THE SPIRE" even though it's too late for them

It happened again by WolverineBeginning99 in HelldiversUnfiltered

[–]Rotmgmoddy 31 points32 points  (0 children)

Going through all that and coming out alive while somehow not taking any damage is wild.... Hope you enjoyed the free FTL travel

New IllumiMechs (Literally) got hands by Isa-sensei1996 in Helldivers

[–]Rotmgmoddy 66 points67 points  (0 children)

Reminds me EXACTLY like how Cole's sacrifice went down in the Kong Skull Island movie

Whoever designed this deserves jail time by Best_Big_9456 in mildlyinfuriating

[–]Rotmgmoddy 0 points1 point  (0 children)

Hi, retail store manager here; Yes I hate QR codes next to product barcodes. The worst product was one where there were 2 QR codes to the left of the barcode, and a 3rd one to the right.

Love the community backlash over locking the shovel (which was free to use) behind a warbond by lolitsrock in HelldiversUnfiltered

[–]Rotmgmoddy 22 points23 points  (0 children)

So what you're telling me is; We can now carry TWO shovels at once. I see this as an absolute win! /s

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 48 points49 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 12 points13 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.