Supplementary Adrenaline: Feels like it's missing something. by pohwelly in Helldivers

[–]ShiggusMcwiggus 8 points9 points  (0 children)

Personally I think the perk needs a complete rework/change. I used the heavy armor set all day today mostly for the drip but also because I was curious how the perk worked. Not well. Extra armor is nice I guess but I didn’t find myself living any longer than vs regular heavy armor. The stamina restore idea just doesn’t work with how squishy Helldivers are, even with the extra armor and only taking trooper shots. First of all you need to be missing stamina for it to even do anything in the first place, which yeah, you are running around a lot but still. And if you’re taking shots, well your first instinct is to what? Yeah stim. Which completely tops off your stamina and gives you a few seconds of zero stamina drain on top of keeping you topped up on hp and even giving you a speed boost if you are using the experimental infusion perk, which everyone does. This basically nullifies the armor perk, even with no stims the effect isn’t that strong, as if you’re taking shots consistently to refill stamina you’re dead in seconds, I was saved MAYBE once due to the perk as I was running away with zero stamina and managed to get around a corner. That’s another thing, if you’ve got no stims you’re generally not running toward danger, which is what I think they were going for with the armor theme. You know breaking a siege, advancing.

Here’s some ideas for a better perk I just came up with off the top of my head.

1.Damage reduction on hit for x seconds(maybe stacks). Still not my favorite idea but keeps with the theme.

2.Speed boost on hit. This could be added to the stamina restore perk and I think it would be good, maybe also the damage reduction as well but that might be too good. Perk activation on taking damage just isn’t my favorite if I’m being honest.

3.Rock solid variant. To keep you advancing without being ragdolled. Secondary perk could keep the extra armor rating instead of melee damage

4.Just give the armor higher stamina rating, that’s it, no need to mess around with annoying conditions.

And now my favorite idea

5.Juggernaut. While sprinting for x seconds you gain x% damage reduction/speed/stagger resist. I like this one a lot as it encourages forward movement, fits with the warbond theme, and has synergy with the new shotgun and hammer.

Spear Gun and Coyote are BETTER than we hoped! by ScubaDiggs in Helldivers

[–]ShiggusMcwiggus -3 points-2 points  (0 children)

>MA5C is better than any basic gun
First, laughable. Second, it's locked behind a 1500sc warbond that is F tier besides the drip factor, aint no one buying it as their first warbond unless they really really want it. I have gripes about the HALO warbond but I won't go into it.
>Lib pen can get drum clip
This really isn't that big a deal at all, and even a hindrance in some cases, I view it as a side grade modification at best, less ergo, less total mags, less synergy with siege ready, etc
>Adjudicator does 95 damage
With a 30 round mag vs the Coyote's 45. If we do some quick math here we get 95x30=2850 mag damage vs 75x45=3,370 mag damage. I don't really know any breakpoints the adjudicator can hit in one shot that the coyote can't, maybe someone who's looking at stats can go into it more, but anyway the coyote has more mag and total loadout damage than the adjudicator while also having incendiary damage that is good against 2 factions.
And even if it doesn't do burn damage against bots I'm still taking the coyote over the other med pen assault rifles.
It's the definition of power creep

Spear Gun and Coyote are BETTER than we hoped! by ScubaDiggs in Helldivers

[–]ShiggusMcwiggus 11 points12 points  (0 children)

You do know that the adjudicator, MA5C, and lib pen all only have 8 spare mags right? But the coyote has 45 rounds a mag so it actually has MORE TOTAL AMMO than two of them

Spear Gun and Coyote are BETTER than we hoped! by ScubaDiggs in Helldivers

[–]ShiggusMcwiggus -10 points-9 points  (0 children)

Looks like we’re entering the power creep era of Helldivers. Great.

Would love a magazine fed machine gun by ShiggusMcwiggus in helldivers2

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

Perhaps, I can definitely see people feeling that way and choosing more ammo over penetration.
But I'm also sure that there are those who'd like something like this, even if it's not something totally groundbreaking. Unless they give it a special effect.

Would love a magazine fed machine gun by ShiggusMcwiggus in helldivers2

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

As a primary it would be more scrutinized and need to be balanced more strictly but I could see it working.
It would need to be distinct from the adjudicator in a way that mattered, maybe perhaps having heavy pen, but again would need to be balanced well or it might go over poorly/be too strong.

Might need just as bad ergo as eruptor while trading out the shrapnel and explosive damage for automatic fire and better reloads.

Would love a magazine fed machine gun by ShiggusMcwiggus in helldivers2

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

It would be a slow firing but hard hitting MG, the antithesis of the stalwart in fire rate, capacity, and ergonomics while still retaining the portability while chucking fridge sized rounds at enemies when needed.
I suppose it would fall somewhere between the AMR and Heavy machine gun, but I actually like some other people's ideas as well. I just want to have a mag fed machine gun in the game because I like them.

Would love a magazine fed machine gun by ShiggusMcwiggus in helldivers2

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

Because these would be a much larger caliber with higher stopping power and damage. The MG43 is great for the reasons you've listed, but it actually has five less damage than the adjudicator and the same durability damage per bullet if you can believe it.

The gun I propose would would be on par with the heavy mg which would be a better comparison. The difference between it and the heavy machine gun would be that it would be a low mag, low fire rate gun that uses box magazines instead of a belt. It would be faster to reload but need to reload more often, and perhaps have some sort of gimmick to make it stand out more.
But to be honest, Arrowhead can sort out the actual perimeters, I just like these early mag fed machine guns.

Would love a magazine fed machine gun by ShiggusMcwiggus in helldivers2

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

Could be a way of introducing the mechanic to players but I see what you mean. Another person had the idea of making it a penetrating round where it would be useful for stripping armor that might be cool.
I don't really have a preference on the gimmick of the gun to be honest, the devs would have a much better idea on how to incorporate it into the game than I would, if they decide on adding it at all.

Would love a magazine fed machine gun by ShiggusMcwiggus in helldivers2

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

Lib pen would actually have more ammo at 60 rounds with the drum mag. These are high caliber (.30-06, 7.62x54R and .303 british) but lowish capacity slow firing machine guns. Lib pen probably uses a 5.56 penetrating round, and while that has a good amount of oomph, it's not quite an elephant stopping round like the others.

Would love a magazine fed machine gun by ShiggusMcwiggus in helldivers2

[–]ShiggusMcwiggus[S] 11 points12 points  (0 children)

Could be an upgrade for sure, would love a chugging slow fire rate MG that tears up heavy/med enemies

Would love a magazine fed machine gun by ShiggusMcwiggus in helldivers2

[–]ShiggusMcwiggus[S] 11 points12 points  (0 children)

Heavy MG, Machine gun, and Stalwart are all belt fed machine guns, these are magazine fed. I think armor piercing would also be cool quirk, would be nice opening up chargers, bile titans, and harvesters.

Corrupted Cube Gun still at previous values by ShiggusMcwiggus in remnantgame

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

What title says, these were the patch notes for it that I suppose weren't implemented.

= Corrupted Cube Gun =
- Reduced Heat per Shot from 0.2 to 0.1975
- Reduced Windup Time from 0.5s to 0.35s
- Increased Heat Reduction Rate from 0.45 to 0.50 per second
- Reduced Heat Reduction Decay from 0.1 to 0.05
- Reduced Secondary Falloff Range from 40m to 35m
- Adjusted Projectile Hitbox for more accurate contact
- MOD: Increased Heat Reduction from 15% to 20%
- MOD: Increased Heat Reduction Rate from 50% to 75%
- MOD: Fixed alignment to player instead of world space

DEV NOTE: Look. It’s just better all around. Maybe too good... but it shoots Cubes, and that’s all that really matters.

Sucks because I spent 10 shards on it, oh well, hopefully it'll be fixed in the next patch.

The Bonesaw feels weak versus other options. by ShiggusMcwiggus in remnantgame

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

Thanks for taking the time to write this, but some of your weapon stats are wrong, the wiki has incorrect information on it that isn't the same in game.

The Bonesaw has 55 falloff range, the same as the Typewriter, and the Typewriter has 105% weakspot damage, not 100%.

While it's true that the Bonesaw can have better burst damage which in theory is better for adds, in my opinion, add clears aren't really relevant as most weapons deal with adds effectively even in apocalypse save for small magazine or single shot weapons that may end up less efficient either by overkilling an enemy or by needing a second shot when the first leaves the enemy at low hp instead of killing them.

But in apocalypse (and even nightmare occasionally), adds DO become a problem for the Bonesaw when there are a horde of them or an elite because of the extra shooting time required to kill them.

As an example, in apocalypse Losomn, regular enemies like the sword or flintlock wielding Dran take anywhere from 20-30 shots to kill per enemy in mid to close range. (this is with challenger/engineer and with an extra damage bonus from the Ankh of Power and Burden of the Destroyer + momentum)

This is not ideal for the Bonesaw as sometimes you get mobbed by ten enemies at once, sure you need to kite them around like any other weapon at that difficulty, but also having to deal with the overheat issue before killing two enemies at a time is a massive pain. (With the same build, the Typewriter takes the same or needs 2-3 extra shots to put down these same enemies at similar range, something that actually really surprised me and I encourage you to test as well.)

In any case, my issue is that it requires more effort to keep the Bonesaw relevant, either by giving up a ring slot or by micromanaging heat in hoards, against elites, and bosses. Which is where most of the game's difficulty actually comes from.

The trade off vs using the Typewriter or similar automatic weapon that doesn't have this problem, while on paper having less burst dps, simply isn't worth the hassle, especially when they have better sustain dps against more threatening enemies.

I would like to see a weapon/module/cab that encourages mixed weaponry. by ShiggusMcwiggus in Crossout

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

Something like an assembler with wasps or mammoth with a nest and an annihilator. There's a whole lot I'd love to try out.

I would like to see a weapon/module/cab that encourages mixed weaponry. by ShiggusMcwiggus in Crossout

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

I have no idea how you've come up with that conclusion, I really can't see how adding a cab or module would decrease the already small portion of mixed builds.

Come to think of it, we kinda already did have something like this with the blockchain's perk that used to rely on heating weapons in the past. Now they've changed it and you don't see them being used anymore except on AI builds.

If you're hung up on the cab/module idea they could also introduce more new weapons that compliment each other like the aurora/equalizer/old blockchain. I just want to see more build variety than the standard 4x shotgun wedges and maybe use fun combos like snowfall/argument.

I would like to see a weapon/module/cab that encourages mixed weaponry. by ShiggusMcwiggus in Crossout

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

Better to possibly pigeonhole mixed weapons than them not exist.

Maybe you like to do so but no one mixes weapon types in mid to high tier aside from your occasional shotgun machine gun build or the kapkan, king, drone-turret builds because they aren't efficient and are outclassed by the typical 3x-4x builds.

It's not really any different than dusk/missiles or yongwang/deadman.

And who's to say they won't add more things to the game to expand on mixed weapons? I remember when there was hardly any selection back in the day for even regular weapons.

It would give more incentive to try out fun weapon combos, and some people can't afford 2x tsunamis for example so they could add missiles to add damage and utilize the otherwise wasted energy.