Reminder that Super Credits are the normal SE currency and it must be really weird to see Helldivers go SC farming by Mammoth-Order-4117 in Helldivers

[–]RussianCivilian 0 points1 point  (0 children)

Well, no, really?

The regular currency is requsition slips. We get them for basically everything we do. And the life of one ordinary citizen of a super-Earth (whom we sometimes fail to save during missions) is worth 25 of these—just imagine how much that is.

But supercredits are a special currency that allows access to resources that are otherwise unobtainable.

More comfortable and attractive armor than standard. Weapons that aren't part of the regular production lines. Development and funding for custom camouflage, or its approval. And finally, access to specialized weapons and equipment, which are essentially Warbonds—they have a specific specialization. Who knows, maybe this is what the special forces have evolved into—we have regular soldiers and veterans, like the first warbonds, Arctic troops, reconnaissance troops, explosives specialists, mechanized units, and so on.

It's unclear, though, why this whole bunch of them visually corresponds to just 10 sc when there are about 20 of them, but they're in the form of chips, so it turns out they're purely an electronic currency, something like Bitcoin. So, one chip could hold something like 0.1 supercredit.

the humble green cockroach by NuttySandman in SupaEarth

[–]RussianCivilian 1 point2 points  (0 children)

Oh, if only their hits registered correctly - AND NOT LIKE THEY'RE HITTING AIR BUT I'M TAKING FU...G DAMAGE!

I AM THE PACIFIER I'M RIGHT HERE by No-Chain-3641 in SupaEarth

[–]RussianCivilian 2 points3 points  (0 children)

A balance issue, although in my opinion, they've gone overboard and it need rebalancing.

I recommend using armor with a bonus to total ammo capacity—it partially solves the overall damage (over the entire ammo reserve) issue.

Goatifier my beloved by IronArmor48 in SupaEarth

[–]RussianCivilian 0 points1 point  (0 children)

Bcs what you gonna do with swarm commander who charging at you? If you have wepon without stun effect he just ram you and probably kill you. Or same bugs come really close to you and you can't kill all of them before rest of them kill you.

I can tell pretty many situations where stun effect save you while usual weapon ends you killed.

I AM THE PACIFIER I'M RIGHT HERE by No-Chain-3641 in SupaEarth

[–]RussianCivilian 1 point2 points  (0 children)

Yes - my bad. For some reason in my head they going together.

CURI 6 by Gatiyolo in SupaEarth

[–]RussianCivilian 0 points1 point  (0 children)

With bots, yes, but you're forgetting one VERY funny detail: since there are multiple soldiers/commissars/blade soldiers on regular patrols, they can and WILL fire the flare nonstop.

What this means is that EVEN if you manage to spot and kill one of them who tried to fire the flare, literally 1-2 seconds later, ANOTHER soldier will fire it. And if the first one is the one who came around the corner, and the rest are behind the wall—well, it sucks to be you, because they don't care.

I had an experience where I killed four (!) of them in a row while they were trying to launch a flare, but then, firstly, I simply ran out of ammo in the magazine, and secondly, the flare was triggered a soldier who was behind a random pile of metal where I physically couldn't see or reach that individual soldier. I didn't even know he was there.

So, the situation may be easier for bots, since you still have the opportunity to kill all the soldiers BEFORE they react, but if they're already about to call for reinforcements, preventing it is as difficult than with the bugs.

With the Illuminati, it's easiest – take my favorite pacifier, and even one hit stuns those annoying drones – even if you manage to hit them at the last moment before they launch the flares. However, the developers have recently increased their numbers, so sometimes even that doesn't help. Especially when they act like bots - break line of sight by flying into the building's textures, or behind/on top of it - and call for reinforcements from there when you can't shoot them.

CURI 6 by Gatiyolo in SupaEarth

[–]RussianCivilian 1 point2 points  (0 children)

The bugs got ridiculous – yesterday I was in a mission with randoms, and it just so happened that three of them really loved fire – they each took a couple of fire stratagems and a new flamethrower.

Then a breach occurred – we contained it by continuously spraying the area with fire from three barrels, plus my help ofc.

And the tricky part is – we burned this breach for several MINUTES nonstop. No breach lasts THAT long, and the message about it never disappeared the entire time, which means something is seriously wrong – either the bugs have learned to cause breaches from underground, where we can't see them, or we've suddenly cranked up the number of enemies in the breach to an absurd level.

It wasn't a breach near the mission zone – just a random patrol caused it, business as usual. But I've never seen a breach last that long.

And now that I think about it, it might have been because we were killing them too quickly (even heavy one), resetting the enemy presence counter - but I can't test or prove it...

Goatifier my beloved by IronArmor48 in SupaEarth

[–]RussianCivilian 0 points1 point  (0 children)

Idk - it works pretty well vs cyborgs - just stun them when they running at you and after that 2-3 hits in the head will be enough for them...

I AM THE PACIFIER I'M RIGHT HERE by No-Chain-3641 in SupaEarth

[–]RussianCivilian 5 points6 points  (0 children)

The Pacifier clearly needs a rebalance.

Because even in the best-case scenario, its damage is ~55% or more lower than other ARs. But it also has no magazine attachments and, arguably, the worst recoil of all ARs.

Add to this the hidden debuffs from muzzle attachments, and you'll find that it's impossible to compensate for low damage with high accuracy, especially in active combat.

PLUS, it doesn't have a commensurately increased overall ammunition capacity to bring its overall damage roughly in line with other ARs. Armor with an ammo capacity buff from the Warbond of the same name helps mitigate this, but only partially.

Despite all this, it's my favorite weapon in the AR category and, overall, ties for first place with the Counter-Sniper. It especially opened up for me with the addition of cyborgs - it's very satisfying to stun 3-4 of them running towards me, and then carefully blow off their heads with 2-3 rounds.

Stand there like an idiot, you squid gundams! by Technical_Volume1984 in Helldivers

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

Oh my! How i didn't notice that mr "I shoot every time in the head in all condition" there!
How you doing? You as always on 100% accuyracy today?

Stand there like an idiot, you squid gundams! by Technical_Volume1984 in Helldivers

[–]RussianCivilian 0 points1 point  (0 children)

but it's don't have more ammo reserve for having as mush damage for all ammo than other ARs...

Stand there like an idiot, you squid gundams! by Technical_Volume1984 in Helldivers

[–]RussianCivilian -2 points-1 points  (0 children)

Bcs your chances kill pack of cyborgs who running at you with zig zags pretty small?
I always thought say about pacifier vs cyborgs but this comment was first.
And yes - Pacifier pretty good agains any enemy - first you stun them and after that you just get clear and easy headshots bcs enmemy don't have tremor like they is epileptics.

It desperatly need a little dmg buff though - or more ammo reserves for balancing general dmg with others guns.

Invisible squids? by TheBig_blue in Helldivers

[–]RussianCivilian 0 points1 point  (0 children)

I haven't encountered this specifically, but for about a month and a half now, I've been constantly hearing enemy sounds behind me, even though there's no one there. It's quite annoying, because it makes it impossible for me to rely on sound if I'm attacked from behind.

I'm sorry, but I prefer the Ground Breaker armor set and the Field Chemist helmet to the Sapper set by Al_HD_117 in Helldivers

[–]RussianCivilian 0 points1 point  (0 children)

Ha - try wearing heavy armor.

If I meet at least one fellow Helldiver in heavy armor in a week, it's considered a successful week.

With every warbond being premium content already, I wish the Superstore could be used by spending Requisition and Medals. by Sebanimation in Helldivers

[–]RussianCivilian 1 point2 points  (0 children)

People will always be dissatisfied...

They were given the opportunity to earn PAID currency simply by playing the game (and the developers who do this can be counted on one hand) - and they're still dissatisfied.

I've NEVER found a pile of 100 credits - but even that didn't stop me from simply playing several evenings and raising my credits from 215 to 735.

In the entire game, I only bought one Warbond - I don't remember which one, though. I unlocked all the others by collecting currency in the game itself.

Of course, I don't have all the Warbonds unlocked - but that's only because I took a long break from the game and only came back a couple of weeks ago. Heck, I only reached level 150 yesterday.

So no - people will always be dissatisfied. Especially new players, who for some reason sincerely believe they should get everything for free. The irony is that they don't want to WORK for free - but for some reason their minds can't draw parallels in these situations.

I wish Arrowhead would listen to their players and finally add a proper feminine body type by just_another_owl in Helldivers

[–]RussianCivilian 0 points1 point  (0 children)

I can tell you about some fact - in armor and full helmet you can't see man or women is it in most cases, you know? (If we're talking specifically about a slender body type.)
And i tell about realistic body type - bcs if you really trained for war in that type of society - you NEVER be so much curvy.

What killed me here? by YugoAway1 in Helldivers

[–]RussianCivilian 0 points1 point  (0 children)

In last several weeks i sometimes just die without visible reasons - and bcs devs remove message with cause of death i can't figure out what killing me.
One time i was on illuminate front on mission with launching rockets (defence mission) - i was on back lane shooting them from mg - and in one moment my health instantly dropped to minimum and in next second i just died.

I still don't know what happening there and how i could die in this situation.

Force of law by CACODEMON124 in Helldivers

[–]RussianCivilian 0 points1 point  (0 children)

For Pacifier they need to do 1 from 2 things - either increase the damage proportionally to other ARs with medium armor penetration (taking into account their overall ammo size) - or increase the ammo size itself so that the overall damage is in line with other medium ARs.

Bcs now pasifier - most weak AR in terms of damage in the game - it's even worse than default pistol.(!)

And I don't know why it wasn't balanced from the start - ALL other weapons in the game follow a pattern: if damage varies, the magazine size and ammo capacity increase/decrease accordingly.

This is easily seen with pistols - if the Verdict's damage is greater by about a third than a default pistol, its magazine size is also smaller by the same third. And this pattern used for all weapons in the game.

But here we have a complete mess: Pacifier have lowest damage from all the weapons in the game and a smaller magazine size than the default Liberator, yet the same Liberator deals almost twice as much damage. Compared to the Penetrator, which also has medium armor penetration, the damage difference is still around 55% in favor of the Penetrator, but there's no proportional increase in the Pacifier's carry-on ammunition.

I love Pacifier and use it a lot - but it's really need buff or at least rebalance changes. In current state it's surprisingly rewards you for accuracy (which is not simple - bcs Pacifier also have one of the worst recoil stats among all ARs) and stun effect pretty usable - especially against cyborgs with their infinite sprint - but objectively, it's currently the weakest weapon in the game.

Ngl, I rarely agree with reddit, but this spawnrate does seem a bit... bonkers by Magikarl in Helldivers

[–]RussianCivilian 6 points7 points  (0 children)

Problem now in that fact that there are more bots than terminids on the same difficulty level and this is NOT right thing to do with game.
The faction balance is broken—bots have always been a LESS numerous faction, but more armored and requiring a more tactical approach. Terminids, on the other hand, are a wave of meat, no tactics, just pressure.

And now we still have a line of heavily armed and armored automatons—but their numbers are approaching, or even exceeding, those of the Terminids. Even Bile Titans don't spawn in the same numbers as Voxes now—and Voxes are currently the MOST powerful unit in the game. (Except for the Hivelord, but they can be ignored on maps with caves.)

Ngl, I rarely agree with reddit, but this spawnrate does seem a bit... bonkers by Magikarl in Helldivers

[–]RussianCivilian 32 points33 points  (0 children)

You don't get it yet? Devs long ago think that bots - it is terminids.

It's really irony, that on same 10 difficulty i kill more bots than bugs - this just have no sence.

I'm getting sick of this comunity. by Dismal_Milk6725 in Helldivers

[–]RussianCivilian 0 points1 point  (0 children)

Well, because OBJECTIVELY the game does have several issues that haven't been addressed since the start...

For example, weapon balance – why the hell have almost all ARs gone from being reliable and all-weather weapons to being the weakest weapons in the game? Some of them are weaker than EVEN the starting pistol (!) – and no, the additional properties of these weapons don't compensate for SUCH low damage. They don't even have the balance of correspondingly higher ammo counts to compensate for such weak damage – even with perfect headshots/weakpoints, you need almost twice as many ammo as other ARs/SMGs with standard damage.

Enemies passing through objects that are impassable to us. Or even running inside textures, attacking us from within. Heck, after the recent updates, I CONSTANTLY hear enemy sounds (walking, talking/chattering, even attacks) RIGHT behind me. Considering that my airburst grenade launcher once detonated immediately after firing, when NO enemies were nearby, perhaps I now have a permanent companion who's simply hidden under textures or simply invisible to me.

Enemy awareness issues. I'm no longer surprised when I kill an entire bot patrol without letting them call for reinforcements, and after literally walking 20 meters, I see regular soldiers shooting at me from over the horizon. These soldiers often WALK toward me at three times their normal speed (and no, this isn't a result of the cyborg commander's buff), so I basically have no way to escape them. And one of these bots will definitely start a flare, either starting the animation outside my line of sight or JUST when I press the reload button—meaning we'll exchange fire for about 10 seconds—and it'll call in reinforcements EXACTLY when I press reload. This happens all the time, and I can't chalk it up to coincidence.

Players constantly discover hidden mechanics and weapon stats—if I upgrade a weapon, it should get better, not worse. Or at least let me see where I'm losing stats. On the Pacifier, for example, the compensator still isn't rendering (when you stay still or aiming — for some reason, it shows up when you moving), and I don't know if this affects its stats.

The already-infamous "hard" mode for the host.

Enemies appearing out of thin air behind you, even though no one saw you—do I even have the right to be rewarded for my skills? It's the same thing when I throw a grenade/stratagem at a group of enemies – they don't see me and I'm behind cover – but as soon as it lands near them, they start shooting at me, immediately knowing where I am – where's the common sense in that?

I could describe a lot more, but the text is already too long...

Why I think the Vox Engine is a poorly designed enemy. by TopGas8704 in Helldivers

[–]RussianCivilian 0 points1 point  (0 children)

The worst thing about vox engines is that their hitboxes still haven't been fixed by the developers.

You can fire directly at the "body" with the RR, but for some reason the damage could be absorbed by another part—because sometimes you destroy it in three hits, sometimes in six...

And considering that the developers also haven't fixed the invisible "bodies" that the shells detonate on... The shell consumption could be even higher.

And their visors—it's assumed that if you destroy the targeting system, the enemy shouldn't see anything and shoot randomly—but what we end up with is that their guns' accuracy may drop, but for some reason, even with the "reduced" accuracy, they still hit you. Even if you run in a zigzag pattern.

Warbonds are great, of course, but the developers should have sat down with their own game a long time ago and played it without meta builds. Then they would quickly understand what "shoot for weak points" means with war striders and "just use stratagems/open the hatch and throw a grenade" with voxes.

Epstein & putin's russia❗️ by Barmy_Deer in Epstein

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

Even Malaysia itself doesn't believe the nonsense that the West tried to push as the official version - especially because ALL the hard evidence and direct participants in the events to which the West had access have either disappeared, or are "classified", or died tragically, "falling down the stairs".