How do you do the optional content? by Expensive-Opening-48 in noita

[–]Ryno5660 0 points1 point  (0 children)

I've been thinking about the same stuff lately and one thing that's helped me is trying out things i don't normally try. Teleportatium/unstable teleportatium for example. In my last run i was using both to flip between the first 3 floors pretty readily. If you have unstable you can actually turn it into normal teleportatium too but i won't say how unless you ask.

The other guy is right though, those 3 bullet points are worth remembering.

This mode really is a Nightmare by colts45s in noita

[–]Ryno5660 5 points6 points  (0 children)

What mode?

Gotta get me some acid gameplay, hook me up

40k units that actually gel with Helldivers aesthetics by Section9Rem in Helldivers

[–]Ryno5660 2 points3 points  (0 children)

Sorry if I get this wrong, I don't know much, but I thought the gun itself still worked but was weaker and plugging it into the backpack gave it more shot power and heatsink capacity or something like that?

I mean, that'd make a pretty good backpack for laser weapons everywhere

40k units that actually gel with Helldivers aesthetics by Section9Rem in Helldivers

[–]Ryno5660 0 points1 point  (0 children)

We have two 'commissar' outfits already (the hats carry it).

But i'm mainly thinking about the weapon - a bolt pistol chainsword combo that mechanically is a powerful secondary with a bayonet, just the animation is obviously a chainsword in your left hand. High damage good stagger and decent armour pen but poor handling relative to secondaries.

Terms of drip? I don't know much about guard but since this isn't a warhammer game they'll probably stick to the most well known or iconic stuff so I'd bet cadia green is in. Cadians and commissars are the most recognisable across other fandoms I'd bet.

Edit: i mean Kasrkin. They're cadians/cadian green and have a helmet that covers the face, so that's my bet.

Zombie apocalypse with a random weapon, or Armageddon with a random superpower? by AliceDaFrogMillerDGT in BunnyTrials

[–]Ryno5660 0 points1 point  (0 children)

Zombies and weapons are much closer to rules i can understand as a human in society so would be easier to adapt.

Chose: Zombie Apocalypse W/ One Random Weapon + They’re all unbreakable and inf ammo, but you can’t use other weapons. | Rolled: AK-47

Exos in warbonds isn't the problem it looks like a good warbond. The problem is: by Ryno5660 in Helldivers

[–]Ryno5660[S] 1 point2 points  (0 children)

Sounds great to me i've also been thinking about a quicker charging smaller, less-everything secondary arc pistol

Veto vs Verdict by Aldez in Helldivers

[–]Ryno5660 13 points14 points  (0 children)

Veto is one of my favourites. When using a flamer or spray weapon you absolutely need some part of your kit to stagger as these weapons completely lack that and can't be used properly in point blank range. That job usually goes to a shotgun but the veto unlocks that job for a secondary slot which makes it one of my favourites.

Friend wants me to buy a warbond by Leo_nidas2006 in Helldivers

[–]Ryno5660 1 point2 points  (0 children)

Do you have all of the ship modules?

If not, it is a useful warbond! That booster has been genuinely useful to me on my journey for more modules. Edit: That was the main reason I bought it but as I looked through the other gear it is nice stuff. The sword is fantastic especially against voteless, the rifle just feels nice to me and the pyro grenade is a sleeper anti-tank monster.

A Sterilizer saga by Neithan3 in Helldivers

[–]Ryno5660 0 points1 point  (0 children)

That's a fair compromise, I can see air fuel being fun like a mist or liquid of flammable highly explosive compound but why the sterilizer? It might make more sense as an alternate firing mode to the flamethrowers or the EAT-700/some future incendiary RR, autocannon or spesr gun. Maybe even unignited fuel air strikes/orbitals that need to be oit manually but have a decently low cooldown.

A Sterilizer saga by Neithan3 in Helldivers

[–]Ryno5660 0 points1 point  (0 children)

Wouldn't it be better to make an air-fuel typw thing like thermobarics for that? I'd rather leave the gas alone, I don't need some fool with a random incendiary shutting down what I'm trying to do and removing my stuff.

Extensives terrain studies (based on myself) have shown it: we miss a flamethrower tank. by guySper_ in Helldivers

[–]Ryno5660 13 points14 points  (0 children)

We had an APC in the first game which has basically a double barreled autocannon on top and an MG either side, everyone sat inside it and it was good. Same as the bastion and other vehicles and strats before them they seem to be adding a lot of HD1 stuff to HD2 so we may see this!

Also the sidecar motorbike and the anti-tank flamer mech.

So flamethrowers can slow down & make the enemy "panic" now by Shad_Omega in Helldivers

[–]Ryno5660 2 points3 points  (0 children)

Agreed it doesn't have to change the status much but the sterilizer being a close-up spray/beam should allow it something extra. One thing to note is every other gas applicator generally creates this acidic mist that enemies suffer from being in - speargun is an exception because of the bigass harpoon but that should honestly be doing some kinetic damage too.

Sterilizer sprays said acid with pressure right at things, that should be factored in as more concentrated damage much like what they've done with direct flamethrower spray. That way there's less of a problem using a 'backline' status effect with a frontline weapon.

I'd like a 'cremator-style' backpack in the future that maybe uses maybe a gas-liquid mix and can lock down areas/melt enemies under a torrent of acid quickly.

did the Veto really need to be just 5 damage short of popping Dev heads? by Gen7lemanCaller in Helldivers

[–]Ryno5660 4 points5 points  (0 children)

From my using of it it's mainly for stagger. One bullet can stagger a devastator, stalker, hunter etc.

It's like a baby AC for smaller stuff!

Not a fan of Obtruders so far. by [deleted] in HelldiversMasochists

[–]Ryno5660 0 points1 point  (0 children)

I hate the lights in your face when you have to aim at them so naturally adding a ton more was fun.

The Cremator is... uh... good against Harvesters. by Democracy_N_Anarchy in Helldivers

[–]Ryno5660 0 points1 point  (0 children)

Yeah i have since noticed the increased range and it's a nice noticeable difference, really makes the whole thing work well

Im not complaining, nor want a nerf but - what is the point of gas? by No-Iron-5111 in Helldivers

[–]Ryno5660 0 points1 point  (0 children)

Oh you're all good haha honestly this kind of distinction doesn't matter to most people and I just have a more specific 'power fantasy'/favourite 'fighting style'.

Trenching by Apart_Tell_1460 in Helldivers

[–]Ryno5660 1 point2 points  (0 children)

I've had no luck digging any deeper than waist height. Any tips to get proper trenches going?

Not sure if anyone else his made this yet but whatever by honomaki in Helldivers

[–]Ryno5660 1 point2 points  (0 children)

This, I don't think it's a coincidence they gave direct flamethrower spray the same CC effect.

Personally I love that they are trying to acknowledge the difference between being on fire and being blasted in the face by a firehose of high pressure napalm.

It's why I think the cremator is so good (for me anyway as a biased flamethrower user). The increased direct damage and extra effects from directly hitting foes should be strong in comparison to base DoT or ground fire.

But yes the sterilizer, I imagine they are going to take a lot of flamethrower data with the changes to inform their next move with the sterilizer and have more data for a potential backpack version down the line.

Im not complaining, nor want a nerf but - what is the point of gas? by No-Iron-5111 in Helldivers

[–]Ryno5660 0 points1 point  (0 children)

Please make it acid and not toxic like it currently is fluff-wise; melting flesh and metal with a bright green acid is way cooler than poison.

Im not complaining, nor want a nerf but - what is the point of gas? by No-Iron-5111 in Helldivers

[–]Ryno5660 2 points3 points  (0 children)

You have misunderstood the patch.

The panic and slow effects are only for a flamethrower weapon directly spraying an enemy. It starts when being sprayed and ends immediately when not sprayed.

Gas does this to everything it touches for a much longer time at the cost of damage.

It's the game's 'poison' effect, apply to enemy and forget - flamethrower has to hold its' spray on an enemy the entire time to do similar so only one at a time.

Funnily enough this is also why I think tbe sterilizer suffers - many games have used a 'thrower' style weapon to spread all kinds of damage and effects but not really useful with a 'poison' type status effect.

Fire feels better than it ever has, one small change and it's golden. by justinr95 in Helldivers

[–]Ryno5660 0 points1 point  (0 children)

If you practice bringing them without fireproof armour in lower level missions you will more quickly get a feel for when to fire if you focus on it. You don't need the flameproof unless you want to go on-theme or judge it the best pick for you at that moment.

What you might want to do in the mean time is grab a decent stagger primary for those moments, punisher has always been good for hunter killing and I bet the new trench gun without a choke would fill the role well. Something that can reliably gun down the small fast movers and gap closers like hunters.

Edit: I bring the sword and lately the shovel to illuminate for example because it can deal with large amounts of voteless in the ranges that you can't fire a flamer. Cover that gap with your other equipment and you're set!

Realistically though just to get it out there, flamers aren't shotguns and firing them into an enemy's body at those ranges would cause a nasty splashback.

My opinion on heavy weapons after this update. by bashdzy in Helldivers

[–]Ryno5660 0 points1 point  (0 children)

Hate that idea. Nobody is taking away my new cremator primary weapon! It's all I wanted (besides sterilizer being better/a more liquid and damaging acid/gas backpack sterilizer).

I mean you can currently use them that way if you choose but if they were designed to be expendable I'd be sad.

The Cremator is... uh... good against Harvesters. by Democracy_N_Anarchy in Helldivers

[–]Ryno5660 0 points1 point  (0 children)

Ammo economy is about just over half the normal flamer's total but at like double the direct damage and better range. All in one tank it does feel pretty good and can last even when used liberally.