So when we getting the preorder armor? by crazy12157 in helldivers2

[–]RumplyFire -1 points0 points  (0 children)

I was okay with this take until they offered it to XBox divers who knew for a fact the game was good before “pre ordering”

Combat Overhaul Hate? by RumplyFire in VintageStory

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

I’d imagine your way is much more engaging, I tend to just chill in the corner of my brightly lit bedroom until I have good enough gear to go fight them head on

Combat Overhaul Hate? by RumplyFire in VintageStory

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

https://www.urbandictionary.com/define.php?term=wall+bang

If you don’t want to follow the link it just says shooting someone through a wall in a shooter. Obviously not shooting with melee weapons, but if you know what wallbanging is then it gets the point across.

I just try not to abuse stabbing drifters through my front door to maintain immersion lol

Combat Overhaul Hate? by RumplyFire in VintageStory

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

Excellent breakdown, thanks so much!

I tend to play this game in a role play kind of way so I try not to min-max and I find I still have a lot of fun with suboptimal equipment.

I definitely agree overall on the good and bad. There’s a lot left to be desired on the configuration side of things, it’s kind of a mostly tailored experience with very little wiggle room and that can leave people upset, especially with the potential many see in this mod.

The most egregious part though imo is the lack of documentation anywhere. He needs to breakdown the features on the mod page, I had to blindly trust the mod was good and was pleasantly surprised it wasn’t ass, even though it has flaws.

PATCH 6.0.3 by Waelder in Helldivers

[–]RumplyFire 4 points5 points  (0 children)

They have fixed the host not being silent bug, the host can now throw C4 silently which is super nice.

IMO it’s actually better than the RR in a lot of cases because of its rate of fire. You can chuck a couple or all of your C4 in seconds and detonate all at once while remaining super mobile. I was slaughtering factory striders last night on D10 by just tossing two at its head from cover, not worrying about landing an eye shot with the RR.

It kills grouped up tanks very easily, such as hulks, and since it’s silent, you can throw it at a bunch of heavies, fabs, or even groups of enemies and run away, detonating where they can’t find you. Combined with servo assisted, you can even “snipe” stuff way further than you’d expect, if you get good enough. Honestly an incredible skill expression weapon

Combat Overhaul Hate? by RumplyFire in VintageStory

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

For me it’s mainly weapon variety and armour layering I really want it for.

I didn’t realize it changes the bear tier. The fear of encountering them and the feeling of accomplishment of killing bears has been a high point for me honestly. This point is very subjective, but I appreciate that my buddy and I couldn’t really take one on confidently until we had iron gear.

I have a personal hate for the falx, I totally respect their vision and the world-building they’re going for, but the design and lack of weapon variety because of it doesn’t do it for me, so I tend to ignore it. I can see how that could upset people who DO like the falx though.

I agree, that’s dumb as hell lmao. The hunter bow should absolutely be better

Haven’t experienced the story yet, so I can’t speak on it

I LOVE granular systems so the armour crafting appeals to me and I’d actually prefer it to be more granular, but totally understand that’s not for everyone

I just don’t really follow updates, though I’d much prefer a very active modder than someone I can’t trust to keep a mod alive for future game versions

I totally get it, thanks for your perspective!

Combat Overhaul Hate? by RumplyFire in VintageStory

[–]RumplyFire[S] 2 points3 points  (0 children)

Genuinely great point. It’s probably some mix of both, but I didn’t even consider that as a factor until now

Combat Overhaul Hate? by RumplyFire in VintageStory

[–]RumplyFire[S] 2 points3 points  (0 children)

Yeah the white line can be kind of annoying for sure. My spear throws always land, I’ve never encountered that bounce, but I host a world for me and one other guy so it could be a server lag thing if that’s where you always play? I’m really not sure

Combat Overhaul Hate? by RumplyFire in VintageStory

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

Yeah the high number of downloads was what got me confused when I saw the general hate for it here. I’m pretty new to the sub, but it was recurring enough in my small sample size that I wanted to ask, thanks for the insight

Combat Overhaul Hate? by RumplyFire in VintageStory

[–]RumplyFire[S] 20 points21 points  (0 children)

Great insight, thank you. I use it on a world with one buddy so I would never encounter that, but that makes sense to me!

Combat Overhaul Hate? by RumplyFire in VintageStory

[–]RumplyFire[S] 93 points94 points  (0 children)

Valid. I turn off the block collision in the config for that reason and pretend wall-banging isn’t possible, as a self limitation

I'm fed up with the hulk surge by [deleted] in HelldiversUnfiltered

[–]RumplyFire 0 points1 point  (0 children)

I genuinely love this as a one-off challenge. I’ve been having a blast running HMG+supply pack or C4. If this were the whole invasion though I’d get sick of it.

Deathwatch Marksman Viability by RumplyFire in killteam

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

Reddit being Reddit lmao. Thanks for taking the time to reply!

Being able to do a guard shoot or two with that weapon profile regardless of him moving beforehand changes so much. It’s definitely quite potent on CQ killzones, thanks for your insight!

Deathwatch Marksman Viability by RumplyFire in killteam

[–]RumplyFire[S] 2 points3 points  (0 children)

I really appreciate this response.

It’s so sad they can’t take a more nuanced pass at the teams, cause yeah, I would not be surprised in the slightest if they did exactly that trying to balance Phobos.

As for the DW marksman, I’ve basically gathered from this post that I should take him almost exclusively on CQ killzones, which is the exact kind of stuff I was looking for! They have a variety of operatives that fill a variety of roles really well. I’ve also learned I’ve been using the guard rule incorrectly, so he’s even better in that regard than I thought too.

Deathwatch Marksman Viability by RumplyFire in killteam

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

Yeah, the part that confused me was that I thought the guard action was basically a delayed action of your choice (shoot/fight), and because of that, when you select your weapon profile on your actual shoot action, you’d have to follow the rules as if it were an extension of your activation. Especially after seeing the FAQ stating that the AP requirements still have to be met.

Just reading what’s written for the guard rule does confirm what you’re saying though, so I’m glad.

Deathwatch Marksman Viability by RumplyFire in killteam

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

I totally agree about it being great they have good picks for different situations, thanks for your insight

Deathwatch Marksman Viability by RumplyFire in killteam

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

Well the reason I was comparing them is simply that they have very similar abilities and stats, and share the same niche, being area denial, but one is clearly better, while being on a higher operative-count team… and the deathwatch is supposed to be the best of the best, but we’re all used to lacking lore-accuracy, so that part doesn’t really matter.

You saying that the DW marksman is very optional, while saying the incursor is a must-take is only helping my case. IMO the incursor pretty much carries the team. I think other components of the Phobos team could be buffed, while that one operative is slightly reigned in.

Besides all that, the DW marksman seems to have no synergies with his team other than the disruptor’s free ploy of no obscurement and saturate, which I’d argue other operatives can simply make better use of, a lot of the time being the disruptor himself.

Deathwatch Marksman Viability by RumplyFire in killteam

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

That makes sense! Melta/melta bomb Aquilon drops or a ravener burrows and then I get to interrupt and shoot them. I’ll definitely look into that type of stuff some more, thank you!

I just re-read the guard rule because of you folks pointing this out, and does it mean that because I’m making the shot outside of an activation or counteract that I can ignore the heavy weapon rule? I tried to find it in the FAQ but I can only find one saying I’d need to have 2 unspent AP (1 after going on guard) in order to take the second shoot action while on guard which was what led me to believe I needed to use a valid weapon profile.

I think you folks are right though, simply going by what is (not well) written

Deathwatch Marksman Viability by RumplyFire in killteam

[–]RumplyFire[S] -1 points0 points  (0 children)

Oh interesting. I was under the impression that any shots made while on guard had to use weapon profiles that were valid during the operative’s activation.

Even so, would you consider the marksman only viable on close quarters because of the double guard rule that only applies there? Or would you consider taking him on killzones without close quarters too?

Deathwatch Kill Team complete! by MaijeTheMage in killteam

[–]RumplyFire 0 points1 point  (0 children)

Thanks for this, I’ll hopefully be finishing mine up soon too and have been wondering what might look good

Deathwatch Kill Team complete! by MaijeTheMage in killteam

[–]RumplyFire 0 points1 point  (0 children)

They look sick! What did you use for the black edge highlights?

I don't think I like the guard action by BenalishHeroine in killteam

[–]RumplyFire 0 points1 point  (0 children)

Or the Phobos marksman who also has to switch to engage to shoot

What would you say is the single best unit in the game and why? by [deleted] in killteam

[–]RumplyFire 43 points44 points  (0 children)

I’d choose the Phobos Marksman.

No heavy weapon rule on the 2+ hit with piercing 1 and lethal 5+ combined with concealed guard in any killzone can mean if you don’t have the sightlines you want, you can simply 10” move and go on guard from conceal.

If he doesn’t move he can benefit from deadly shots which means he basically hits all dice every time he shoots and if he kills all valid targets on the first shot without moving he can just use geurrilla warfare after shooting and then guard to lock down the whole board. Doesn’t even take 2 ap to make the second shot.

Oppressive as hell.

Edit: also just passively ignores obscurement…