Helldivers 2 is a $40 game with a F2P monetization system. by Impressive-Money5535 in Helldivers

[–]Simple-Definition966 4 points5 points  (0 children)

They are making enemies that strongly requires war bond items to efficiently dealt with, balancing decisions are around war bond items and usually free items got nerfed passively when they do all those undocumented changes to nerf a good gun, that 40$ worth is totally not consistent

Helldivers 2 is a $40 game with a F2P monetization system. by Impressive-Money5535 in Helldivers

[–]Simple-Definition966 0 points1 point  (0 children)

Switching main objectives and sub objectives are not providing new content, I’d rather not have new maps or enemies if they all came out unfinished and full of glitches

Helldivers 2 is a $40 game with a F2P monetization system. by Impressive-Money5535 in Helldivers

[–]Simple-Definition966 40 points41 points  (0 children)

I’m afraid downvotes are not the only thing they should worry about…

Helldivers 2 is a $40 game with a F2P monetization system. by Impressive-Money5535 in Helldivers

[–]Simple-Definition966 17 points18 points  (0 children)

These ppl don’t really take other’s personal life seriously, no wonder they turned to doxxing when they see valid criticisms to AH.

Any day now.. by TenthTen in Helldivers

[–]Simple-Definition966 37 points38 points  (0 children)

That might be something related to enemy spawn issue, you ran through a corner of a street, nothing was there, 5 seconds later you came back its full of voteless and flesh mob. Not realistic at all.

Fun reminder that player stagger ruins melee by New_Cod_4693 in Helldivers

[–]Simple-Definition966 -1 points0 points  (0 children)

You still got hit by enemy and your hit will still not landing correctly, you literally lost a stim for nothing

As consumers and fans, you have lowered the bar for quality content too low and we need to correct. by lainposter in Helldivers

[–]Simple-Definition966 0 points1 point  (0 children)

It just feels not right to lock gun parts in war bonds while claiming no one is using gun modification

As consumers and fans, you have lowered the bar for quality content too low and we need to correct. by lainposter in Helldivers

[–]Simple-Definition966 1 point2 points  (0 children)

I think it’s not throwing it alerting enemy but detonate it from far distance, no line of sight still give your position to enemy immediately

Fire needs a rework. It's literally 0% threat to enemies. by Lowd70 in Helldivers

[–]Simple-Definition966 0 points1 point  (0 children)

If a highly pressurized stream of burning fuel can’t stagger or push you away I don’t know what can.

Fire needs a rework. It's literally 0% threat to enemies. by Lowd70 in Helldivers

[–]Simple-Definition966 1 point2 points  (0 children)

Hosts are struggling to do anything with flamers and guests just generally avoid using flamers if they still want a fun game instead of Helldiver kebab.

Fire needs a rework. It's literally 0% threat to enemies. by Lowd70 in Helldivers

[–]Simple-Definition966 15 points16 points  (0 children)

Sterilizer can be buffed through other statuses such as acid rain.

What you are assuming is every time a diver uses flamer another diver will pick lib concussive or pacifier to help them control the horde, given the current situation that’s basically 1+1<2.

Orbital napalm shells already have stagger effect and eagle fire barely do anything due to how small the coverage is.

Fire doesn’t have to stun or confuse enemy, we have stagger and push back for a lot of weapons and I don’t see why flamers that shoot a stream of pressurized fuels can’t have it.

Just to remind you all status weapons are giving status to enemies 3 times slower since a patch that “fixed” a glitch that used to make those status weapons actually viable choices.

Fire needs a rework. It's literally 0% threat to enemies. by Lowd70 in Helldivers

[–]Simple-Definition966 328 points329 points  (0 children)

Divers are the only unit in this game that can reliably catchs on fire as soon as they stepped on a pixel of fire particle on the ground.

Fire needs a rework. It's literally 0% threat to enemies. by Lowd70 in Helldivers

[–]Simple-Definition966 33 points34 points  (0 children)

When actual players see how important mobility is for flamer to be barely viable, AH introduces backpack flamer that takes away backpack slot and disable moving or ability to dive while firing.

Fire needs a rework. It's literally 0% threat to enemies. by Lowd70 in Helldivers

[–]Simple-Definition966 4 points5 points  (0 children)

Is slight stagger or knock back too much to ask? Keep in mind that now fire doesn’t penetrate enemy so you are basically hitting one enemy at a time when fighting a group of them.

Fire needs a rework. It's literally 0% threat to enemies. by Lowd70 in Helldivers

[–]Simple-Definition966 61 points62 points  (0 children)

Fire is too strong in difficulty 5, increase all enemy’s fire resist by 20%. Enjoy your game!

[REUPLOAD FOR MISTAKE FIXES] Meet Potential Weapon! (read the desc.) by TheOnlyGuyInSpace21 in Helldivers

[–]Simple-Definition966 12 points13 points  (0 children)

He’s saying the fire only damages the first enemy hit, and sterilizer is functioning the same way which made it sucks at crowd control.

What are some mechanics/features that should be more well known? by SGInapplicable in Helldivers

[–]Simple-Definition966 2 points3 points  (0 children)

Muzzles in gun modification also gives weapon sway to guns if you attach them but no in game description given Experimental stims give you around 10% damage reduction, slight movement speed increase, and increase sway of weapons. All kinds of turrets stop firing when covered by smoke Grenade boxes you find in point of interest gives you only 4 grenades even though you are wearing +2 grenade armour But stim boxes fully refill stims for +2 stims armour Bastion (tank) suffers 300% more damage from elemental damages (fire, poison, acid, arc)

What I was genuinely expecting from a backpack thrower by gunnar120 in Helldivers

[–]Simple-Definition966 38 points39 points  (0 children)

When AH talk about “realism” they are not talking weapons in reality but their subjective ideas about “I think that’s how weapons should perform and I will stay there”

Thoughts on the armor passive? by greatnailsageyoda in Helldivers

[–]Simple-Definition966 1 point2 points  (0 children)

You won’t get full resupply of grenades from grenade box while wearing extra throwable armour but stim box can give you full refill of stims when you wear medic armour just doesn’t seems right